// //--------------------------------------------------------------------------- // // Copyright(C) 2002-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_dynlight1.cpp ** dynamic light application ** **/ #include "gl/system/gl_system.h" #include "c_dispatch.h" #include "p_local.h" #include "vectors.h" #include "gl/gl_functions.h" #include "g_level.h" #include "actorinlines.h" #include "a_dynlight.h" #include "gl/system/gl_interface.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" //========================================================================== // // Light related CVARs // //========================================================================== CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_light_shadowmap, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR(Int, gl_attenuate, -1, 0); // This is mainly a debug option. //========================================================================== // // Sets up the parameters to render one dynamic light onto one plane // //========================================================================== bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &ldata) { int i = 0; DVector3 pos = light->PosRelative(group); float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y)); float radius = (light->GetRadius()); if (radius <= 0.f) return false; if (dist > radius) return false; if (checkside && gl_lights_checkside && p.PointOnSide(pos.X, pos.Z, pos.Y)) { return false; } float cs; if (light->IsAdditive()) { cs = 0.2f; i = 2; } else { cs = 1.0f; } float r = light->GetRed() / 255.0f * cs; float g = light->GetGreen() / 255.0f * cs; float b = light->GetBlue() / 255.0f * cs; if (light->IsSubtractive()) { DVector3 v(r, g, b); float length = (float)v.Length(); r = length - r; g = length - g; b = length - b; i = 1; } // Store attenuate flag in the sign bit of the float. float shadowIndex = GLRenderer->mShadowMap.ShadowMapIndex(light) + 1.0f; bool attenuate; if (gl_attenuate == -1) attenuate = !!(light->flags4 & MF4_ATTENUATE); else attenuate = !!gl_attenuate; shadowIndex = -shadowIndex; float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)]; data[0] = pos.X; data[1] = pos.Z; data[2] = pos.Y; data[3] = radius; data[4] = r; data[5] = g; data[6] = b; data[7] = shadowIndex; return true; }