qzdoom/src/gl/dynlights/gl_dynlight.cpp

1366 lines
32 KiB
C++

/*
** gl_dynlight.cpp
** Light definitions for actors.
**
**---------------------------------------------------------------------------
** Copyright 2003 Timothy Stump
** Copyright 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 <ctype.h>
#include "i_system.h"
#include "doomtype.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "m_random.h"
#include "sc_man.h"
#include "templates.h"
#include "w_wad.h"
#include "gi.h"
#include "r_state.h"
#include "stats.h"
#include "zstring.h"
#include "d_dehacked.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_convert.h"
EXTERN_CVAR (Float, gl_lights_intensity);
EXTERN_CVAR (Float, gl_lights_size);
int ScriptDepth;
void gl_InitGlow(FScanner &sc);
void gl_ParseBrightmap(FScanner &sc, int);
void gl_DestroyUserShaders();
void gl_ParseHardwareShader(FScanner &sc, int deflump);
void gl_ParseSkybox(FScanner &sc);
void gl_ParseDetailTexture(FScanner &sc);
void gl_ParseVavoomSkybox();
//==========================================================================
//
// Dehacked aliasing
//
//==========================================================================
inline PClassActor * GetRealType(PClassActor * ti)
{
PClassActor *rep = ti->GetReplacement(false);
if (rep != ti && rep != NULL && rep->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup)))
{
return rep;
}
return ti;
}
//==========================================================================
//
// Light associations
//
//==========================================================================
class FLightAssociation
{
public:
//FLightAssociation();
FLightAssociation(FName actorName, const char *frameName, FName lightName)
: m_ActorName(actorName), m_AssocLight(lightName)
{
strncpy(m_FrameName, frameName, 8);
}
FName ActorName() { return m_ActorName; }
const char *FrameName() { return m_FrameName; }
FName Light() { return m_AssocLight; }
void ReplaceLightName(FName newName) { m_AssocLight = newName; }
protected:
char m_FrameName[8];
FName m_ActorName, m_AssocLight;
};
TArray<FLightAssociation> LightAssociations;
//==========================================================================
//
// Light definitions
//
//==========================================================================
class FLightDefaults
{
public:
FLightDefaults(FName name, ELightType type);
void ApplyProperties(ADynamicLight * light) const;
FName GetName() const { return m_Name; }
void SetParameter(double p) { m_Param = p; }
void SetArg(int arg, BYTE val) { m_Args[arg] = val; }
BYTE GetArg(int arg) { return m_Args[arg]; }
void SetOffset(float* ft) { m_Pos.X = ft[0]; m_Pos.Z = ft[1]; m_Pos.Y = ft[2]; }
void SetSubtractive(bool subtract) { m_subtractive = subtract; }
void SetAdditive(bool add) { m_additive = add; }
void SetDontLightSelf(bool add) { m_dontlightself = add; }
void SetHalo(bool halo) { m_halo = halo; }
protected:
FName m_Name;
unsigned char m_Args[5];
double m_Param;
DVector3 m_Pos;
ELightType m_type;
bool m_subtractive, m_additive, m_halo, m_dontlightself;
};
TArray<FLightDefaults *> LightDefaults;
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FLightDefaults::FLightDefaults(FName name, ELightType type)
{
m_Name = name;
m_type = type;
m_Pos.Zero();
memset(m_Args, 0, 5);
m_Param = 0;
m_subtractive = false;
m_additive = false;
m_halo = false;
m_dontlightself = false;
}
void FLightDefaults::ApplyProperties(ADynamicLight * light) const
{
light->lighttype = m_type;
light->Angles.Yaw.Degrees = m_Param;
light->SetOffset(m_Pos);
light->halo = m_halo;
for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a] * gl_lights_intensity), 0, 255);
light->m_Radius[0] = int(m_Args[LIGHT_INTENSITY]);
light->m_Radius[1] = int(m_Args[LIGHT_SECONDARY_INTENSITY]);
light->flags4 &= ~(MF4_ADDITIVE | MF4_SUBTRACTIVE | MF4_DONTLIGHTSELF);
if (m_subtractive) light->flags4 |= MF4_SUBTRACTIVE;
if (m_additive) light->flags4 |= MF4_ADDITIVE;
if (m_dontlightself) light->flags4 |= MF4_DONTLIGHTSELF;
}
//==========================================================================
//
// light definition file parser
//
//==========================================================================
static const char *LightTags[]=
{
"color",
"size",
"secondarySize",
"offset",
"chance",
"interval",
"scale",
"frame",
"light",
"{",
"}",
"subtractive",
"additive",
"halo",
"dontlightself",
NULL
};
enum {
LIGHTTAG_COLOR,
LIGHTTAG_SIZE,
LIGHTTAG_SECSIZE,
LIGHTTAG_OFFSET,
LIGHTTAG_CHANCE,
LIGHTTAG_INTERVAL,
LIGHTTAG_SCALE,
LIGHTTAG_FRAME,
LIGHTTAG_LIGHT,
LIGHTTAG_OPENBRACE,
LIGHTTAG_CLOSEBRACE,
LIGHTTAG_SUBTRACTIVE,
LIGHTTAG_ADDITIVE,
LIGHTTAG_HALO,
LIGHTTAG_DONTLIGHTSELF,
};
extern int ScriptDepth;
//==========================================================================
//
//
//
//==========================================================================
inline float gl_ParseFloat(FScanner &sc)
{
sc.GetFloat();
return float(sc.Float);
}
inline int gl_ParseInt(FScanner &sc)
{
sc.GetNumber();
return sc.Number;
}
inline char *gl_ParseString(FScanner &sc)
{
sc.GetString();
return sc.String;
}
void gl_ParseTriple(FScanner &sc, float floatVal[3])
{
for (int i = 0; i < 3; i++)
{
floatVal[i] = gl_ParseFloat(sc);
}
}
void gl_AddLightDefaults(FLightDefaults *defaults)
{
FLightDefaults *temp;
unsigned int i;
// remove duplicates
for (i = 0; i < LightDefaults.Size(); i++)
{
temp = LightDefaults[i];
if (temp->GetName() == defaults->GetName())
{
delete temp;
LightDefaults.Delete(i);
break;
}
}
LightDefaults.Push(defaults);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_ParsePointLight(FScanner &sc)
{
int type;
float floatTriple[3];
int intVal;
FLightDefaults *defaults;
// get name
sc.GetString();
FName name = sc.String;
// check for opening brace
sc.GetString();
if (sc.Compare("{"))
{
defaults = new FLightDefaults(name, PointLight);
ScriptDepth++;
while (ScriptDepth)
{
sc.GetString();
type = sc.MatchString(LightTags);
switch (type)
{
case LIGHTTAG_OPENBRACE:
ScriptDepth++;
break;
case LIGHTTAG_CLOSEBRACE:
ScriptDepth--;
break;
case LIGHTTAG_COLOR:
gl_ParseTriple(sc, floatTriple);
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
break;
case LIGHTTAG_OFFSET:
gl_ParseTriple(sc, floatTriple);
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
defaults->SetArg(LIGHT_INTENSITY, intVal);
break;
case LIGHTTAG_SUBTRACTIVE:
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_ADDITIVE:
defaults->SetAdditive(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_HALO:
defaults->SetHalo(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTSELF:
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
}
gl_AddLightDefaults(defaults);
}
else
{
sc.ScriptError("Expected '{'.\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_ParsePulseLight(FScanner &sc)
{
int type;
float floatVal, floatTriple[3];
int intVal;
FLightDefaults *defaults;
// get name
sc.GetString();
FName name = sc.String;
// check for opening brace
sc.GetString();
if (sc.Compare("{"))
{
defaults = new FLightDefaults(name, PulseLight);
ScriptDepth++;
while (ScriptDepth)
{
sc.GetString();
type = sc.MatchString(LightTags);
switch (type)
{
case LIGHTTAG_OPENBRACE:
ScriptDepth++;
break;
case LIGHTTAG_CLOSEBRACE:
ScriptDepth--;
break;
case LIGHTTAG_COLOR:
gl_ParseTriple(sc, floatTriple);
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
break;
case LIGHTTAG_OFFSET:
gl_ParseTriple(sc, floatTriple);
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
defaults->SetArg(LIGHT_INTENSITY, intVal);
break;
case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break;
case LIGHTTAG_INTERVAL:
floatVal = gl_ParseFloat(sc);
defaults->SetParameter(floatVal * TICRATE);
break;
case LIGHTTAG_SUBTRACTIVE:
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_HALO:
defaults->SetHalo(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTSELF:
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
}
gl_AddLightDefaults(defaults);
}
else
{
sc.ScriptError("Expected '{'.\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_ParseFlickerLight(FScanner &sc)
{
int type;
float floatVal, floatTriple[3];
int intVal;
FLightDefaults *defaults;
// get name
sc.GetString();
FName name = sc.String;
// check for opening brace
sc.GetString();
if (sc.Compare("{"))
{
defaults = new FLightDefaults(name, FlickerLight);
ScriptDepth++;
while (ScriptDepth)
{
sc.GetString();
type = sc.MatchString(LightTags);
switch (type)
{
case LIGHTTAG_OPENBRACE:
ScriptDepth++;
break;
case LIGHTTAG_CLOSEBRACE:
ScriptDepth--;
break;
case LIGHTTAG_COLOR:
gl_ParseTriple(sc, floatTriple);
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
break;
case LIGHTTAG_OFFSET:
gl_ParseTriple(sc, floatTriple);
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
defaults->SetArg(LIGHT_INTENSITY, intVal);
break;
case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break;
case LIGHTTAG_CHANCE:
floatVal = gl_ParseFloat(sc);
defaults->SetParameter(floatVal*360.);
break;
case LIGHTTAG_SUBTRACTIVE:
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_HALO:
defaults->SetHalo(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTSELF:
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
}
gl_AddLightDefaults(defaults);
}
else
{
sc.ScriptError("Expected '{'.\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_ParseFlickerLight2(FScanner &sc)
{
int type;
float floatVal, floatTriple[3];
int intVal;
FLightDefaults *defaults;
// get name
sc.GetString();
FName name = sc.String;
// check for opening brace
sc.GetString();
if (sc.Compare("{"))
{
defaults = new FLightDefaults(name, RandomFlickerLight);
ScriptDepth++;
while (ScriptDepth)
{
sc.GetString();
type = sc.MatchString(LightTags);
switch (type)
{
case LIGHTTAG_OPENBRACE:
ScriptDepth++;
break;
case LIGHTTAG_CLOSEBRACE:
ScriptDepth--;
break;
case LIGHTTAG_COLOR:
gl_ParseTriple(sc, floatTriple);
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
break;
case LIGHTTAG_OFFSET:
gl_ParseTriple(sc, floatTriple);
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
defaults->SetArg(LIGHT_INTENSITY, intVal);
break;
case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break;
case LIGHTTAG_INTERVAL:
floatVal = gl_ParseFloat(sc);
defaults->SetParameter(floatVal * 360.);
break;
case LIGHTTAG_SUBTRACTIVE:
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_HALO:
defaults->SetHalo(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTSELF:
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
}
if (defaults->GetArg(LIGHT_SECONDARY_INTENSITY) < defaults->GetArg(LIGHT_INTENSITY))
{
BYTE v = defaults->GetArg(LIGHT_SECONDARY_INTENSITY);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, defaults->GetArg(LIGHT_INTENSITY));
defaults->SetArg(LIGHT_INTENSITY, v);
}
gl_AddLightDefaults(defaults);
}
else
{
sc.ScriptError("Expected '{'.\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_ParseSectorLight(FScanner &sc)
{
int type;
float floatVal;
float floatTriple[3];
FLightDefaults *defaults;
// get name
sc.GetString();
FName name = sc.String;
// check for opening brace
sc.GetString();
if (sc.Compare("{"))
{
defaults = new FLightDefaults(name, SectorLight);
ScriptDepth++;
while (ScriptDepth)
{
sc.GetString();
type = sc.MatchString(LightTags);
switch (type)
{
case LIGHTTAG_OPENBRACE:
ScriptDepth++;
break;
case LIGHTTAG_CLOSEBRACE:
ScriptDepth--;
break;
case LIGHTTAG_COLOR:
gl_ParseTriple(sc, floatTriple);
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
break;
case LIGHTTAG_OFFSET:
gl_ParseTriple(sc, floatTriple);
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SCALE:
floatVal = gl_ParseFloat(sc);
defaults->SetArg(LIGHT_SCALE, (BYTE)(floatVal * 255));
break;
case LIGHTTAG_SUBTRACTIVE:
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_HALO:
defaults->SetHalo(gl_ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTSELF:
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
}
gl_AddLightDefaults(defaults);
}
else
{
sc.ScriptError("Expected '{'.\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_AddLightAssociation(const char *actor, const char *frame, const char *light)
{
FLightAssociation *temp;
unsigned int i;
FLightAssociation assoc(actor, frame, light);
for (i = 0; i < LightAssociations.Size(); i++)
{
temp = &LightAssociations[i];
if (temp->ActorName() == assoc.ActorName())
{
if (strcmp(temp->FrameName(), assoc.FrameName()) == 0)
{
temp->ReplaceLightName(assoc.Light());
return;
}
}
}
LightAssociations.Push(assoc);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_ParseFrame(FScanner &sc, FString name)
{
int type, startDepth;
FString frameName;
// get name
sc.GetString();
if (strlen(sc.String) > 8)
{
sc.ScriptError("Name longer than 8 characters: %s\n", sc.String);
}
frameName = sc.String;
startDepth = ScriptDepth;
// check for opening brace
sc.GetString();
if (sc.Compare("{"))
{
ScriptDepth++;
while (ScriptDepth > startDepth)
{
sc.GetString();
type = sc.MatchString(LightTags);
switch (type)
{
case LIGHTTAG_OPENBRACE:
ScriptDepth++;
break;
case LIGHTTAG_CLOSEBRACE:
ScriptDepth--;
break;
case LIGHTTAG_LIGHT:
gl_ParseString(sc);
gl_AddLightAssociation(name, frameName, sc.String);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
}
}
else
{
sc.ScriptError("Expected '{'.\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_ParseObject(FScanner &sc)
{
int type;
FString name;
// get name
sc.GetString();
name = sc.String;
if (!PClass::FindClass(name))
sc.ScriptMessage("Warning: dynamic lights attached to non-existent actor %s\n", name.GetChars());
// check for opening brace
sc.GetString();
if (sc.Compare("{"))
{
ScriptDepth++;
while (ScriptDepth)
{
sc.GetString();
type = sc.MatchString(LightTags);
switch (type)
{
case LIGHTTAG_OPENBRACE:
ScriptDepth++;
break;
case LIGHTTAG_CLOSEBRACE:
ScriptDepth--;
break;
case LIGHTTAG_FRAME:
gl_ParseFrame(sc, name);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
}
}
else
{
sc.ScriptError("Expected '{'.\n");
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void gl_ReleaseLights()
{
unsigned int i;
for (i = 0; i < LightDefaults.Size(); i++)
{
delete LightDefaults[i];
}
LightAssociations.Clear();
LightDefaults.Clear();
}
//==========================================================================
//
//
//
//==========================================================================
// these are the core types available in the *DEFS lump
static const char *CoreKeywords[]=
{
"pointlight",
"pulselight",
"flickerlight",
"flickerlight2",
"sectorlight",
"object",
"clearlights",
"shader",
"clearshaders",
"skybox",
"glow",
"brightmap",
"disable_fullbright",
"hardwareshader",
"detail",
"#include",
NULL
};
enum
{
LIGHT_POINT,
LIGHT_PULSE,
LIGHT_FLICKER,
LIGHT_FLICKER2,
LIGHT_SECTOR,
LIGHT_OBJECT,
LIGHT_CLEAR,
TAG_SHADER,
TAG_CLEARSHADERS,
TAG_SKYBOX,
TAG_GLOW,
TAG_BRIGHTMAP,
TAG_DISABLE_FB,
TAG_HARDWARESHADER,
TAG_DETAIL,
TAG_INCLUDE,
};
//==========================================================================
//
// This is only here so any shader definition for ZDoomGL can be skipped
// There is no functionality for this stuff!
//
//==========================================================================
bool gl_ParseShader(FScanner &sc)
{
int ShaderDepth = 0;
if (sc.GetString())
{
char *tmp;
tmp = strstr(sc.String, "{");
while (tmp)
{
ShaderDepth++;
tmp++;
tmp = strstr(tmp, "{");
}
tmp = strstr(sc.String, "}");
while (tmp)
{
ShaderDepth--;
tmp++;
tmp = strstr(tmp, "}");
}
if (ShaderDepth == 0) return true;
}
return false;
}
//==========================================================================
//
// Light associations per actor class
//
// Turn this inefficient mess into something that can be used at run time.
//
//==========================================================================
class FInternalLightAssociation
{
public:
FInternalLightAssociation(FLightAssociation * asso);
int Sprite() const { return m_sprite; }
int Frame() const { return m_frame; }
const FLightDefaults *Light() const { return m_AssocLight; }
protected:
int m_sprite;
int m_frame;
FLightDefaults * m_AssocLight;
};
//==========================================================================
//
//
//
//==========================================================================
FInternalLightAssociation::FInternalLightAssociation(FLightAssociation * asso)
{
m_AssocLight=NULL;
for(unsigned int i=0;i<LightDefaults.Size();i++)
{
if (LightDefaults[i]->GetName() == asso->Light())
{
m_AssocLight = LightDefaults[i];
break;
}
}
m_sprite=-1;
m_frame = -1;
for (unsigned i = 0; i < sprites.Size (); ++i)
{
if (strncmp (sprites[i].name, asso->FrameName(), 4) == 0)
{
m_sprite = (int)i;
break;
}
}
// Only handle lights for full frames.
// I won't bother with special lights for single rotations
// because there is no decent use for them!
if (strlen(asso->FrameName())==5 || asso->FrameName()[5]=='0')
{
m_frame = toupper(asso->FrameName()[4])-'A';
}
}
//==========================================================================
//
//
//
//==========================================================================
inline TDeletingArray<FInternalLightAssociation *> * gl_GetActorLights(AActor * actor)
{
return (TDeletingArray<FInternalLightAssociation *>*)actor->lightassociations;
}
TDeletingArray< TDeletingArray<FInternalLightAssociation *> * > AssoDeleter;
//==========================================================================
//
// State lights
//
//==========================================================================
TArray<FName> ParsedStateLights;
TArray<FLightDefaults *> StateLights;
//==========================================================================
//
//
//
//==========================================================================
void gl_InitializeActorLights()
{
for(unsigned int i=0;i<LightAssociations.Size();i++)
{
PClassActor * ti = PClass::FindActor(LightAssociations[i].ActorName());
if (ti)
{
ti = GetRealType(ti);
AActor * defaults = GetDefaultByType(ti);
if (defaults)
{
FInternalLightAssociation * iasso = new FInternalLightAssociation(&LightAssociations[i]);
if (!defaults->lightassociations)
{
TDeletingArray<FInternalLightAssociation*> *p =new TDeletingArray<FInternalLightAssociation*>;
defaults->lightassociations = p;
AssoDeleter.Push(p);
}
TDeletingArray<FInternalLightAssociation *> * lights = gl_GetActorLights(defaults);
if (iasso->Light()==NULL)
{
// The definition was not valid.
delete iasso;
}
else
{
lights->Push(iasso);
}
}
}
}
// we don't need the parser data for the light associations anymore
LightAssociations.Clear();
LightAssociations.ShrinkToFit();
StateLights.Resize(ParsedStateLights.Size()+1);
for(unsigned i=0; i<ParsedStateLights.Size();i++)
{
if (ParsedStateLights[i] != NAME_None)
{
StateLights[i] = (FLightDefaults*)-1; // something invalid that's not NULL.
for(unsigned int j=0;j<LightDefaults.Size();j++)
{
if (LightDefaults[j]->GetName() == ParsedStateLights[i])
{
StateLights[i] = LightDefaults[j];
break;
}
}
}
else StateLights[i] = NULL;
}
StateLights[StateLights.Size()-1] = NULL; // terminator
ParsedStateLights.Clear();
ParsedStateLights.ShrinkToFit();
}
//==========================================================================
//
//
//
//==========================================================================
void gl_AttachLight(AActor *actor, unsigned int count, const FLightDefaults *lightdef)
{
ADynamicLight *light;
// I'm skipping the single rotations because that really doesn't make sense!
if (count < actor->dynamiclights.Size())
{
light = barrier_cast<ADynamicLight*>(actor->dynamiclights[count]);
assert(light != NULL);
}
else
{
light = Spawn<ADynamicLight>(actor->Pos(), NO_REPLACE);
light->target = actor;
light->owned = true;
actor->dynamiclights.Push(light);
}
light->flags2&=~MF2_DORMANT;
lightdef->ApplyProperties(light);
}
//==========================================================================
//
// per-state light adjustment
//
//==========================================================================
void gl_SetActorLights(AActor *actor)
{
TArray<FInternalLightAssociation *> * l = gl_GetActorLights(actor);
unsigned int count = 0;
All.Clock();
if (actor->state == NULL) return;
if (l)
{
TArray<FInternalLightAssociation *> & LightAssociations=*l;
ADynamicLight *lights, *tmpLight;
unsigned int i;
int sprite = actor->sprite;
int frame = actor->frame;
lights = tmpLight = NULL;
for (i = 0; i < LightAssociations.Size(); i++)
{
if (LightAssociations[i]->Sprite() == sprite &&
(LightAssociations[i]->Frame()==frame || LightAssociations[i]->Frame()==-1))
{
gl_AttachLight(actor, count++, LightAssociations[i]->Light());
}
}
}
if (count == 0 && actor->state->Light > 0)
{
for(int i= actor->state->Light; StateLights[i] != NULL; i++)
{
if (StateLights[i] != (FLightDefaults*)-1)
{
gl_AttachLight(actor, count++, StateLights[i]);
}
}
}
for(;count<actor->dynamiclights.Size();count++)
{
actor->dynamiclights[count]->flags2|=MF2_DORMANT;
memset(actor->dynamiclights[count]->args, 0, sizeof(actor->args));
}
All.Unclock();
}
//==========================================================================
//
// This is called before saving the game
//
//==========================================================================
void gl_DeleteAllAttachedLights()
{
TThinkerIterator<AActor> it;
AActor * a;
ADynamicLight * l;
while ((a=it.Next()))
{
a->dynamiclights.Clear();
}
TThinkerIterator<ADynamicLight> it2;
l=it2.Next();
while (l)
{
ADynamicLight * ll = it2.Next();
if (l->owned) l->Destroy();
l=ll;
}
}
//==========================================================================
//
//
//
//==========================================================================
void gl_RecreateAllAttachedLights()
{
TThinkerIterator<AActor> it;
AActor * a;
while ((a=it.Next()))
{
gl_SetActorLights(a);
}
}
//==========================================================================
// The actual light def parsing code is there.
// DoParseDefs is no longer called directly by ParseDefs, now it's called
// by LoadDynLightDefs, which wasn't simply integrated into ParseDefs
// because of the way the code needs to load two out of five lumps.
//==========================================================================
void gl_DoParseDefs(FScanner &sc, int workingLump)
{
int recursion=0;
int lump, type;
// Get actor class name.
while (true)
{
sc.SavePos();
if (!sc.GetToken ())
{
return;
}
type = sc.MatchString(CoreKeywords);
switch (type)
{
case TAG_INCLUDE:
{
sc.MustGetString();
// This is not using sc.Open because it can print a more useful error message when done here
lump = Wads.CheckNumForFullName(sc.String, true);
if (lump==-1)
sc.ScriptError("Lump '%s' not found", sc.String);
FScanner newscanner(lump);
gl_DoParseDefs(newscanner, lump);
break;
}
case LIGHT_POINT:
gl_ParsePointLight(sc);
break;
case LIGHT_PULSE:
gl_ParsePulseLight(sc);
break;
case LIGHT_FLICKER:
gl_ParseFlickerLight(sc);
break;
case LIGHT_FLICKER2:
gl_ParseFlickerLight2(sc);
break;
case LIGHT_SECTOR:
gl_ParseSectorLight(sc);
break;
case LIGHT_OBJECT:
gl_ParseObject(sc);
break;
case LIGHT_CLEAR:
gl_ReleaseLights();
break;
case TAG_SHADER:
gl_ParseShader(sc);
break;
case TAG_CLEARSHADERS:
break;
case TAG_SKYBOX:
gl_ParseSkybox(sc);
break;
case TAG_GLOW:
gl_InitGlow(sc);
break;
case TAG_BRIGHTMAP:
gl_ParseBrightmap(sc, workingLump);
break;
case TAG_HARDWARESHADER:
gl_ParseHardwareShader(sc, workingLump);
break;
case TAG_DETAIL:
gl_ParseDetailTexture(sc);
break;
case TAG_DISABLE_FB:
{
/* not implemented.
sc.MustGetString();
const PClass *cls = PClass::FindClass(sc.String);
if (cls) GetDefaultByType(cls)->renderflags |= RF_NEVERFULLBRIGHT;
*/
}
break;
default:
sc.ScriptError("Error parsing defs. Unknown tag: %s.\n", sc.String);
break;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void gl_LoadGLDefs(const char * defsLump)
{
int workingLump, lastLump;
lastLump = 0;
while ((workingLump = Wads.FindLump(defsLump, &lastLump)) != -1)
{
FScanner sc(workingLump);
gl_DoParseDefs(sc, workingLump);
}
}
//==========================================================================
//
//
//
//==========================================================================
void gl_ParseDefs()
{
const char *defsLump = NULL;
atterm( gl_ReleaseLights );
gl_ReleaseLights();
gl_DestroyUserShaders();
switch (gameinfo.gametype)
{
case GAME_Heretic:
defsLump = "HTICDEFS";
break;
case GAME_Hexen:
defsLump = "HEXNDEFS";
break;
case GAME_Strife:
defsLump = "STRFDEFS";
break;
case GAME_Doom:
defsLump = "DOOMDEFS";
break;
case GAME_Chex:
defsLump = "CHEXDEFS";
break;
default: // silence GCC
break;
}
gl_ParseVavoomSkybox();
if (defsLump != NULL) gl_LoadGLDefs(defsLump);
gl_LoadGLDefs("GLDEFS");
gl_InitializeActorLights();
}
//==========================================================================
//
//
//
//==========================================================================
void AddStateLight(FState *State, const char *lname)
{
if (State->Light == 0)
{
ParsedStateLights.Push(NAME_None);
State->Light = ParsedStateLights.Push(FName(lname));
}
else
{
ParsedStateLights.Push(FName(lname));
}
}