qzdoom/src/gl/scene/gl_spritelight.cpp

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/*
** gl_light.cpp
** Light level / fog management / dynamic lights
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "c_dispatch.h"
#include "p_local.h"
#include "p_effect.h"
#include "vectors.h"
#include "gl/gl_functions.h"
#include "g_level.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/data/gl_data.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
//==========================================================================
//
// Sets a single light value from all dynamic lights affecting the specified location
//
//==========================================================================
void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t * subsec)
{
ADynamicLight *light;
float frac, lr, lg, lb;
float radius;
float out[3] = { 0.0f, 0.0f, 0.0f };
// Go through both light lists
for (int i = 0; i < 2; i++)
{
FLightNode * node = subsec->lighthead[i];
while (node)
{
light = node->lightsource;
if (!light->owned || light->target == NULL || light->target->IsVisibleToPlayer())
{
if (!(light->flags2&MF2_DORMANT) &&
(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
{
float dist = FVector3(FIXED2FLOAT(x - light->x), FIXED2FLOAT(y - light->y), FIXED2FLOAT(z - light->z)).Length();
radius = light->GetRadius() * gl_lights_size;
if (dist < radius)
{
frac = 1.0f - (dist / radius);
if (frac > 0)
{
lr = light->GetRed() / 255.0f * gl_lights_intensity;
lg = light->GetGreen() / 255.0f * gl_lights_intensity;
lb = light->GetBlue() / 255.0f * gl_lights_intensity;
if (light->IsSubtractive())
{
float bright = FVector3(lr, lg, lb).Length();
FVector3 lightColor(lr, lg, lb);
lr = (bright - lr) * -1;
lg = (bright - lg) * -1;
lb = (bright - lb) * -1;
}
out[0] += lr * frac;
out[1] += lg * frac;
out[2] += lb * frac;
}
}
}
}
node = node->nextLight;
}
}
gl_RenderState.SetDynLight(out[0], out[1], out[2]);
}
void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
{
if (thing != NULL)
{
gl_SetDynSpriteLight(thing, thing->x, thing->y, thing->z + (thing->height >> 1), thing->subsector);
}
else if (particle != NULL)
{
gl_SetDynSpriteLight(NULL, particle->x, particle->y, particle->z, particle->subsector);
}
}