// //--------------------------------------------------------------------------- // // 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_light.cpp ** Light level / fog management / dynamic lights ** */ #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, float x, float y, float 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 FLightNode * node = subsec->lighthead; while (node) { light=node->lightsource; if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self)) { float dist; // This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not. // This will do the calculations explicitly rather than calling one of AActor's utility functions. if (Displacements.size > 0) { int fromgroup = light->Sector->PortalGroup; int togroup = subsec->sector->PortalGroup; if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct; DVector2 offset = Displacements.getOffset(fromgroup, togroup); dist = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z()).LengthSquared(); } else { direct: dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared(); } radius = light->GetRadius(); if (dist < radius * radius) { dist = sqrtf(dist); // only calculate the square root if we really need it. frac = 1.0f - (dist / radius); if (frac > 0) { lr = light->GetRed() / 255.0f; lg = light->GetGreen() / 255.0f; lb = light->GetBlue() / 255.0f; 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->Center(), thing->subsector); } else if (particle != NULL) { gl_SetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector); } }