2013-06-23 07:49:34 +00:00
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/*
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** gl_light.cpp
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** Light level / fog management / dynamic lights
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "vectors.h"
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#include "gl/gl_functions.h"
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#include "g_level.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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2014-05-11 15:56:38 +00:00
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//==========================================================================
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//
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// Sets a single light value from all dynamic lights affecting the specified location
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//
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//==========================================================================
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2016-03-22 22:19:21 +00:00
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void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * subsec)
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2014-05-11 15:56:38 +00:00
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{
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ADynamicLight *light;
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float frac, lr, lg, lb;
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float radius;
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float out[3] = { 0.0f, 0.0f, 0.0f };
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// Go through both light lists
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2014-07-15 18:49:21 +00:00
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FLightNode * node = subsec->lighthead;
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while (node)
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2014-05-11 15:56:38 +00:00
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{
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2014-07-15 18:49:21 +00:00
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light=node->lightsource;
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2016-05-04 09:33:18 +00:00
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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2014-05-11 15:56:38 +00:00
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{
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2016-05-04 09:33:18 +00:00
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float dist;
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// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
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// This will do the calculations explicitly rather than calling one of AActor's utility functions.
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if (Displacements.size > 0)
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2014-05-11 15:56:38 +00:00
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{
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2016-05-04 09:33:18 +00:00
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int fromgroup = light->Sector->PortalGroup;
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int togroup = subsec->sector->PortalGroup;
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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2016-03-22 22:19:21 +00:00
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2016-05-04 09:33:18 +00:00
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DVector2 offset = Displacements.getOffset(fromgroup, togroup);
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dist = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z()).LengthSquared();
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}
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else
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{
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direct:
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dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
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}
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2016-03-22 22:19:21 +00:00
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2016-05-04 09:33:18 +00:00
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radius = light->GetRadius() * gl_lights_size;
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2016-03-22 22:19:21 +00:00
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2016-05-04 09:33:18 +00:00
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if (dist < radius * radius)
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{
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dist = sqrtf(dist); // only calculate the square root if we really need it.
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2014-07-15 18:49:21 +00:00
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2016-05-04 09:33:18 +00:00
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frac = 1.0f - (dist / radius);
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2014-05-11 15:56:38 +00:00
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2016-05-04 09:33:18 +00:00
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if (frac > 0)
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{
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lr = light->GetRed() / 255.0f * gl_lights_intensity;
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lg = light->GetGreen() / 255.0f * gl_lights_intensity;
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lb = light->GetBlue() / 255.0f * gl_lights_intensity;
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if (light->IsSubtractive())
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2014-05-11 15:56:38 +00:00
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{
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2016-05-04 09:33:18 +00:00
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float bright = FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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lr = (bright - lr) * -1;
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lg = (bright - lg) * -1;
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lb = (bright - lb) * -1;
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2014-05-11 15:56:38 +00:00
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}
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2016-05-04 09:33:18 +00:00
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out[0] += lr * frac;
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out[1] += lg * frac;
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out[2] += lb * frac;
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2014-05-11 15:56:38 +00:00
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}
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}
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}
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2014-07-15 18:49:21 +00:00
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node = node->nextLight;
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2014-05-11 15:56:38 +00:00
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}
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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}
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void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
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{
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if (thing != NULL)
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{
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2016-03-22 22:19:21 +00:00
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gl_SetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector);
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2014-05-11 15:56:38 +00:00
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}
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else if (particle != NULL)
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{
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2016-04-02 21:17:16 +00:00
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gl_SetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector);
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2014-05-11 15:56:38 +00:00
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}
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}
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