- Attenuated lights support

This commit is contained in:
Magnus Norddahl 2017-09-23 02:27:39 +02:00
parent e15a84f062
commit 789214200c
5 changed files with 31 additions and 8 deletions

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@ -130,6 +130,9 @@ public:
PolyLight *Lights() const { return mLights; }
int NumLights() const { return mNumLights; }
const FVector3 &Normal() const { return mNormal; }
void SetNormal(const FVector3 &normal) { mNormal = normal; }
private:
const TriMatrix *mObjectToClip = nullptr;
const TriVertex *mVertices = nullptr;
@ -168,6 +171,7 @@ private:
bool mFixedLight = false;
PolyLight *mLights = nullptr;
int mNumLights = 0;
FVector3 mNormal;
};
class RectDrawArgs

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@ -180,9 +180,10 @@ namespace TriScreenDrawerModes
__m128 simple_attenuation = distance_attenuation;
// The point light type
// diffuse = dot(N,L) * attenuation
__m128 dotNL = _mm_mul_ps(worldnormal, L);
// diffuse = max(dot(N,normalize(L)),0) * attenuation
__m128 dotNL = _mm_mul_ps(worldnormal, _mm_mul_ps(L, _mm_shuffle_ps(rcp_dist, rcp_dist, _MM_SHUFFLE(0, 0, 0, 0))));
dotNL = _mm_add_ss(dotNL, _mm_add_ss(_mm_shuffle_ps(dotNL, dotNL, _MM_SHUFFLE(0, 0, 0, 1)), _mm_shuffle_ps(dotNL, dotNL, _MM_SHUFFLE(0, 0, 0, 2))));
dotNL = _mm_max_ss(dotNL, _mm_setzero_ps());
__m128 point_attenuation = _mm_mul_ss(dotNL, distance_attenuation);
point_attenuation = _mm_shuffle_ps(point_attenuation, point_attenuation, _MM_SHUFFLE(0, 0, 0, 0));
@ -394,7 +395,7 @@ private:
auto lights = args->uniforms->Lights();
auto num_lights = args->uniforms->NumLights();
__m128 worldnormal = _mm_setzero_ps();
__m128 worldnormal = _mm_setr_ps(args->uniforms->Normal().X, args->uniforms->Normal().Y, args->uniforms->Normal().Z, 0.0f);
// Calculate gradients
const ShadedTriVertex &v1 = *args->v1;

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@ -254,7 +254,7 @@ void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToC
if (!isSky)
{
SetDynLights(thread, args, sub);
SetDynLights(thread, args, sub, ceiling);
args.SetTexture(tex);
args.SetStyle(TriBlendMode::TextureOpaque);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
@ -279,7 +279,7 @@ void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToC
}
}
void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub)
void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
{
FLightNode *light_list = sub->lighthead;
@ -315,7 +315,7 @@ void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args,
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
//bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
// To do: cull lights not touching subsector
@ -329,12 +329,17 @@ void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args,
light.z = (float)cur_node->lightsource->Z();
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (is_point_light)
light.radius = -light.radius;
}
cur_node = cur_node->nextLight;
}
args.SetLights(dc_lights, dc_num_lights);
DVector3 normal = ceiling ? sub->sector->ceilingplane.Normal() : sub->sector->floorplane.Normal();
args.SetNormal({ (float)normal.X, (float)normal.Y, (float)normal.Z });
}
void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform)

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@ -62,7 +62,7 @@ public:
private:
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
void RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform);
void SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub);
void SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling);
};
class Render3DFloorPlane

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@ -404,7 +404,7 @@ void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
//bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
// To do: cull lights not touching wall
@ -418,12 +418,25 @@ void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
light.z = (float)cur_node->lightsource->Z();
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (is_point_light)
light.radius = -light.radius;
}
cur_node = cur_node->nextLight;
}
args.SetLights(dc_lights, dc_num_lights);
// Face normal:
float dx = (float)(v2.X - v1.X);
float dy = (float)(v2.Y - v1.Y);
float nx = dy;
float ny = -dx;
float lensqr = nx * nx + ny * ny;
float rcplen = 1.0f / sqrt(lensqr);
nx *= rcplen;
ny *= rcplen;
args.SetNormal({ nx, ny, 0.0f });
}
void RenderPolyWall::DrawStripes(PolyRenderThread *thread, PolyDrawArgs &args, TriVertex *vertices)