/* ** gl_dynlight1.cpp ** dynamic light application ** **--------------------------------------------------------------------------- ** Copyright 2002-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #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 "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 // //========================================================================== CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { if (self) gl_RecreateAllAttachedLights(); else gl_DeleteAllAttachedLights(); } CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Float, gl_lights_intensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Float, gl_lights_size, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); 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 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() * gl_lights_size); 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 * gl_lights_intensity; float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity; float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity; if (light->IsSubtractive()) { Vector v; v.Set(r, g, b); r = v.Length() - r; g = v.Length() - g; b = v.Length() - b; i = 1; } 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] = 0; return true; }