// //--------------------------------------------------------------------------- // // Copyright(C) 2002-2018 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 "actorinlines.h" #include "hw_dynlightdata.h" // If we want to share the array to avoid constant allocations it needs to be thread local unless it'd be littered with expensive synchronization. thread_local FDynLightData lightdata; //========================================================================== // // Light related CVARs // //========================================================================== // These shouldn't be called 'gl...' anymore... CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); //========================================================================== // // Sets up the parameters to render one dynamic light onto one plane // //========================================================================== bool FDynLightData::GetLight(int group, Plane & p, FDynamicLight * light, bool checkside) { DVector3 pos = light->PosRelative(group); float radius = (light->GetRadius()); auto dist = fabs(p.DistToPoint((float)pos.X, (float)pos.Z, (float)pos.Y)); if (radius <= 0.f) return false; if (dist > radius) return false; if (checkside && p.PointOnSide((float)pos.X, (float)pos.Z, (float)pos.Y)) { return false; } AddLightToList(group, light, false); return true; } //========================================================================== // // Add one dynamic light to the light data list // //========================================================================== void FDynLightData::AddLightToList(int group, FDynamicLight * light, bool forceAttenuate) { int i = 0; DVector3 pos = light->PosRelative(group); float radius = light->GetRadius(); 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; } float shadowIndex = light->mShadowmapIndex + 1.0f; // Store attenuate flag in the sign bit of the float. if (light->IsAttenuated() || forceAttenuate) shadowIndex = -shadowIndex; float lightType = 0.0f; float spotInnerAngle = 0.0f; float spotOuterAngle = 0.0f; float spotDirX = 0.0f; float spotDirY = 0.0f; float spotDirZ = 0.0f; if (light->IsSpot()) { lightType = 1.0f; spotInnerAngle = (float)light->pSpotInnerAngle->Cos(); spotOuterAngle = (float)light->pSpotOuterAngle->Cos(); DAngle negPitch = -*light->pPitch; DAngle Angle = light->target->Angles.Yaw; double xzLen = negPitch.Cos(); spotDirX = float(-Angle.Cos() * xzLen); spotDirY = float(-negPitch.Sin()); spotDirZ = float(-Angle.Sin() * xzLen); } float *data = &arrays[i][arrays[i].Reserve(16)]; data[0] = float(pos.X); data[1] = float(pos.Z); data[2] = float(pos.Y); data[3] = radius; data[4] = r; data[5] = g; data[6] = b; data[7] = shadowIndex; data[8] = spotDirX; data[9] = spotDirY; data[10] = spotDirZ; data[11] = lightType; data[12] = spotInnerAngle; data[13] = spotOuterAngle; data[14] = 0.0f; // unused data[15] = 0.0f; // unused }