Add lm_sourceradius property to lights

This commit is contained in:
Magnus Norddahl 2024-03-05 15:39:50 +01:00
parent f1bbe515bc
commit 4a7e2f1dcf
11 changed files with 35 additions and 15 deletions

View file

@ -55,11 +55,13 @@ thing // ZDRayInfo (ZDRay properties for the map)
thing // Lightmap point light (Light color and distance properties use the same args as dynamic lights)
{
type = 9876;
lm_sourceradius = <float> (default: 5, radius of the light source in map units; controls the softness)
}
thing // Lightmap spotlight (Light color, distance and angle properties use the same args as dynamic lights)
{
type = 9881;
lm_sourceradius = <float> (default: 5, radius of the light source in map units; controls the softness)
}
linedef

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@ -413,6 +413,7 @@ struct ThingLight
float outerAngleCos;
float height;
float radius;
float sourceRadius;
bool bCeiling;
IntSector *sector;
MapSubsectorEx *ssect;

View file

@ -247,6 +247,7 @@ void FLevel::CreateLights()
float lightDistance = 0.0f;
float innerAngleCos = -1.0f;
float outerAngleCos = -1.0f;
float sourceradius = 5.0f;
// need to process point lights and spot lights differently due to their
// inconsistent arg usage...
@ -279,6 +280,14 @@ void FLevel::CreateLights()
outerAngleCos = std::cos((float)thing->args[2] * 3.14159265359f / 180.0f);
}
for (const auto& prop : thing->props)
{
if (!stricmp(prop.key, "lm_sourceradius"))
{
sourceradius = atof(prop.value);
}
}
// this is known as "intensity" on dynamic lights (and in UDB)
lightDistance = thing->args[3];
@ -304,6 +313,7 @@ void FLevel::CreateLights()
thingLight.origin.X = x;
thingLight.origin.Y = y;
thingLight.sectorGroup = thingLight.sector->group;
thingLight.sourceRadius = sourceradius;
ThingLights.Push(thingLight);
}

View file

@ -148,6 +148,7 @@ int DoomLevelMesh::GetLightIndex(ThingLight* light, int portalgroup)
meshlight.OuterAngleCos = light->outerAngleCos;
meshlight.SpotDir = light->SpotDir();
meshlight.Color = light->rgb;
meshlight.SourceRadius = light->sourceRadius;
meshlight.SectorGroup = 0;
// if (light->sector)

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@ -38,7 +38,7 @@ struct LightInfo
float InnerAngleCos;
float OuterAngleCos;
vec3 SpotDir;
float Padding2;
float SourceRadius;
vec3 Color;
float Padding3;
};

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@ -30,11 +30,13 @@ vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
#if defined(USE_SOFTSHADOWS)
if (light.SourceRadius != 0.0)
{
vec3 v = (abs(dir.x) > abs(dir.y)) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
vec3 xdir = normalize(cross(dir, v));
vec3 ydir = cross(dir, xdir);
float lightsize = 10;
float lightsize = light.SourceRadius;
int step_count = 10;
for (int i = 0; i < step_count; i++)
{
@ -43,6 +45,11 @@ vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
incoming += TracePointLightRay(origin, pos, minDistance, rayColor) / float(step_count);
}
}
else
{
incoming += TracePointLightRay(origin, light.Origin, minDistance, rayColor);
}
#else
incoming += TracePointLightRay(origin, light.Origin, minDistance, rayColor);

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@ -15,4 +15,5 @@ public:
FVector3 SpotDir;
FVector3 Color;
int SectorGroup;
float SourceRadius;
};

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@ -670,6 +670,7 @@ void VkLevelMeshUploader::UploadLights()
info.OuterAngleCos = light.OuterAngleCos;
info.SpotDir = SwapYZ(light.SpotDir);
info.Color = light.Color;
info.SourceRadius = light.SourceRadius;
*(lights++) = info;
}

View file

@ -57,7 +57,7 @@ struct LightInfo
float InnerAngleCos;
float OuterAngleCos;
FVector3 SpotDir;
float Padding2;
float SourceRadius;
FVector3 Color;
float Padding3;
};

View file

@ -37,8 +37,6 @@ VkLightmapper::VkLightmapper(VulkanRenderDevice* fb) : fb(fb)
{
useRayQuery = fb->IsRayQueryEnabled();
templightlist.Resize(128);
try
{
CreateUniformBuffer();

View file

@ -148,7 +148,6 @@ private:
TArray<SelectedTile> selectedTiles;
TArray<TArray<SelectedTile*>> copylists;
TArray<LevelMeshLight> templightlist;
struct
{