mirror of
https://github.com/ZDoom/qzdoom.git
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154 lines
4.3 KiB
C++
154 lines
4.3 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_dynlight1.cpp
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** dynamic light application
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**
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**/
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#include "actorinlines.h"
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#include "hw_dynlightdata.h"
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// 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.
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thread_local FDynLightData lightdata;
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//==========================================================================
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//
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// Light related CVARs
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//
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//==========================================================================
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// These shouldn't be called 'gl...' anymore...
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Int, gl_attenuate, -1, 0); // This is mainly a debug option.
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool FDynLightData::GetLight(int group, Plane & p, ADynamicLight * light, bool checkside)
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{
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DVector3 pos = light->PosRelative(group);
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float radius = (light->GetRadius());
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auto dist = fabs(p.DistToPoint((float)pos.X, (float)pos.Z, (float)pos.Y));
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && p.PointOnSide((float)pos.X, (float)pos.Z, (float)pos.Y))
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{
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return false;
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}
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AddLightToList(group, light, false);
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return true;
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}
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//==========================================================================
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//
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// Add one dynamic light to the light data list
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//
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//==========================================================================
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void FDynLightData::AddLightToList(int group, ADynamicLight * light, bool forceAttenuate)
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{
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int i = 0;
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DVector3 pos = light->PosRelative(group);
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float radius = light->GetRadius();
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float cs;
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if (light->IsAdditive())
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{
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cs = 0.2f;
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i = 2;
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}
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else
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{
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cs = 1.0f;
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}
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float r = light->GetRed() / 255.0f * cs;
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float g = light->GetGreen() / 255.0f * cs;
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float b = light->GetBlue() / 255.0f * cs;
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if (light->IsSubtractive())
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{
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DVector3 v(r, g, b);
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float length = (float)v.Length();
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r = length - r;
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g = length - g;
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b = length - b;
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i = 1;
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}
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float shadowIndex = light->mShadowmapIndex + 1.0f;
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bool attenuate;
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// Store attenuate flag in the sign bit of the float.
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if (gl_attenuate == -1) attenuate = !!(light->lightflags & LF_ATTENUATE) || forceAttenuate;
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else attenuate = !!gl_attenuate;
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if (attenuate) shadowIndex = -shadowIndex;
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float lightType = 0.0f;
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float spotInnerAngle = 0.0f;
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float spotOuterAngle = 0.0f;
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float spotDirX = 0.0f;
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float spotDirY = 0.0f;
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float spotDirZ = 0.0f;
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if (light->IsSpot())
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{
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lightType = 1.0f;
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spotInnerAngle = (float)light->SpotInnerAngle.Cos();
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spotOuterAngle = (float)light->SpotOuterAngle.Cos();
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DAngle negPitch = -light->Angles.Pitch;
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double xzLen = negPitch.Cos();
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spotDirX = float(-light->Angles.Yaw.Cos() * xzLen);
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spotDirY = float(-negPitch.Sin());
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spotDirZ = float(-light->Angles.Yaw.Sin() * xzLen);
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}
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float *data = &arrays[i][arrays[i].Reserve(16)];
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data[0] = float(pos.X);
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data[1] = float(pos.Z);
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data[2] = float(pos.Y);
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data[3] = radius;
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data[4] = r;
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data[5] = g;
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data[6] = b;
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data[7] = shadowIndex;
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data[8] = spotDirX;
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data[9] = spotDirY;
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data[10] = spotDirZ;
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data[11] = lightType;
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data[12] = spotInnerAngle;
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data[13] = spotOuterAngle;
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data[14] = 0.0f; // unused
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data[15] = 0.0f; // unused
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}
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