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https://github.com/ZDoom/qzdoom.git
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- added some checks to exclude dynamic lights from being subjected to shadowmapping if they do not touch any one-sided lines from the back side. This condition is a requirement for a 1D shadowmap to even have an effect.
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0721aef218
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1031481167
4 changed files with 50 additions and 21 deletions
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@ -568,6 +568,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSe
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collected_ss.Push({ subSec, opos });
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subSec->validcount = ::validcount;
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bool hitonesidedback = false;
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for (unsigned i = 0; i < collected_ss.Size(); i++)
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{
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subSec = collected_ss[i].sub;
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@ -596,6 +597,10 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSe
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seg->linedef->validcount = validcount;
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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}
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else if (seg->linedef->sidedef[0] == seg->sidedef && seg->linedef->sidedef[1] == nullptr)
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{
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hitonesidedback = true;
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}
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}
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if (seg->linedef)
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{
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@ -657,6 +662,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSe
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}
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}
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}
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shadowmapped = hitonesidedback && !(flags4 & MF4_NOSHADOWMAP);
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}
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//==========================================================================
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@ -758,6 +764,7 @@ void ADynamicLight::UnlinkLight ()
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while (touching_sides) touching_sides = DeleteLightNode(touching_sides);
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while (touching_subsectors) touching_subsectors = DeleteLightNode(touching_subsectors);
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while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
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shadowmapped = false;
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}
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void ADynamicLight::OnDestroy()
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@ -771,7 +778,7 @@ CCMD(listlights)
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{
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int walls, sectors, subsecs;
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int allwalls=0, allsectors=0, allsubsecs = 0;
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int i=0;
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int i=0, shadowcount = 0;
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ADynamicLight * dl;
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TThinkerIterator<ADynamicLight> it;
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@ -780,11 +787,12 @@ CCMD(listlights)
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walls=0;
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sectors=0;
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subsecs = 0;
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Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f %s",
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Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f %s %s",
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dl->target? dl->target->GetClass()->TypeName.GetChars() : dl->GetClass()->TypeName.GetChars(),
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dl->X(), dl->Y(), dl->Z(), dl->args[LIGHT_RED],
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dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], dl->radius, (dl->flags4 & MF4_ATTENUATE)? "attenuated" : "");
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dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], dl->radius, (dl->flags4 & MF4_ATTENUATE)? "attenuated" : "", dl->shadowmapped? "shadowmapped" : "");
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i++;
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shadowcount += dl->shadowmapped;
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if (dl->target)
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{
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@ -824,7 +832,7 @@ CCMD(listlights)
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Printf("- %d walls, %d subsectors, %d sectors\n", walls, subsecs, sectors);
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}
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Printf("%i dynamic lights, %d walls, %d subsectors, %d sectors\n\n\n", i, allwalls, allsubsecs, allsectors);
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Printf("%i dynamic lights, %d shadowmapped, %d walls, %d subsectors, %d sectors\n\n\n", i, shadowcount, allwalls, allsubsecs, allsectors);
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}
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CCMD(listsublights)
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@ -21,11 +21,12 @@ enum
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LIGHT_SCALE = 3,
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};
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// This is as good as something new - and it can be set directly in the ActorInfo!
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// This is as good as something new
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#define MF4_SUBTRACTIVE MF4_MISSILEEVENMORE
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#define MF4_ADDITIVE MF4_MISSILEMORE
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#define MF4_DONTLIGHTSELF MF4_SEESDAGGERS
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#define MF4_ATTENUATE MF4_INCOMBAT
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#define MF4_NOSHADOWMAP MF4_STANDSTILL
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enum ELightType
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{
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@ -117,6 +118,7 @@ public:
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uint8_t color2[3];
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bool visibletoplayer;
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bool swapped;
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bool shadowmapped;
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int bufferindex;
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@ -116,35 +116,43 @@ bool FShadowMap::IsEnabled() const
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int FShadowMap::ShadowMapIndex(ADynamicLight *light)
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{
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if (IsEnabled())
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return mLightToShadowmap[light];
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else
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return 1024;
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{
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auto val = mLightToShadowmap.CheckKey(light);
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if (val != nullptr) return *val;
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}
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return 1024;
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}
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void FShadowMap::UploadLights()
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{
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mLights.Clear();
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if (mLights.Size() != 1024 * 4) mLights.Resize(1024 * 4);
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int lightindex = 0;
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mLightToShadowmap.Clear(mLightToShadowmap.CountUsed() * 2); // To do: allow clearing a TMap while building up a reserve
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// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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while (true)
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while (auto light = it.Next())
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{
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ADynamicLight *light = it.Next();
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if (!light) break;
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if (light->shadowmapped)
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{
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mLightToShadowmap[light] = lightindex >> 2;
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mLightToShadowmap[light] = mLights.Size() / 4;
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mLights[lightindex] = light->X();
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mLights[lightindex+1] = light->Y();
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mLights[lightindex+2] = light->Z();
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mLights[lightindex+3] = light->GetRadius();
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lightindex += 4;
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mLights.Push(light->X());
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mLights.Push(light->Y());
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mLights.Push(light->Z());
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mLights.Push(light->GetRadius());
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if (lightindex == 1024*4) // Only 1024 lights for now
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break;
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}
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if (mLights.Size() == 1024) // Only 1024 lights for now
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break;
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}
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while (mLights.Size() < 1024 * 4)
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mLights.Push(0.0f);
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for (; lightindex < 1024 * 4; lightindex++)
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{
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mLights[lightindex] = 0;
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}
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if (mLightList == 0)
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glGenBuffers(1, (GLuint*)&mLightList);
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@ -60,6 +60,7 @@
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#include "r_data/sprites.h"
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#include "serializer.h"
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#include "wi_stuff.h"
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#include "a_dynlight.h"
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static TArray<FPropertyInfo*> properties;
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static TArray<AFuncDesc> AFTable;
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@ -479,6 +480,16 @@ static FFlagDef PlayerPawnFlagDefs[] =
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DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
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};
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static FFlagDef DynLightFlagDefs[] =
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{
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// PlayerPawn flags
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DEFINE_FLAG(MF4, SUBTRACTIVE, ADynamicLight, flags4),
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DEFINE_FLAG(MF4, ADDITIVE, ADynamicLight, flags4),
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DEFINE_FLAG(MF4, DONTLIGHTSELF, ADynamicLight, flags4),
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DEFINE_FLAG(MF4, ATTENUATE, ADynamicLight, flags4),
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DEFINE_FLAG(MF4, NOSHADOWMAP, ADynamicLight, flags4),
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};
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static FFlagDef PowerSpeedFlagDefs[] =
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{
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// PowerSpeed flags
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