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Add lm_sourceradius property to lights
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commit
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11 changed files with 35 additions and 15 deletions
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@ -55,11 +55,13 @@ thing // ZDRayInfo (ZDRay properties for the map)
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thing // Lightmap point light (Light color and distance properties use the same args as dynamic lights)
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{
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type = 9876;
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lm_sourceradius = <float> (default: 5, radius of the light source in map units; controls the softness)
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}
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thing // Lightmap spotlight (Light color, distance and angle properties use the same args as dynamic lights)
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{
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type = 9881;
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lm_sourceradius = <float> (default: 5, radius of the light source in map units; controls the softness)
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}
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linedef
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@ -413,6 +413,7 @@ struct ThingLight
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float outerAngleCos;
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float height;
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float radius;
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float sourceRadius;
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bool bCeiling;
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IntSector *sector;
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MapSubsectorEx *ssect;
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@ -247,6 +247,7 @@ void FLevel::CreateLights()
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float lightDistance = 0.0f;
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float innerAngleCos = -1.0f;
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float outerAngleCos = -1.0f;
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float sourceradius = 5.0f;
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// need to process point lights and spot lights differently due to their
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// inconsistent arg usage...
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@ -279,6 +280,14 @@ void FLevel::CreateLights()
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outerAngleCos = std::cos((float)thing->args[2] * 3.14159265359f / 180.0f);
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}
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for (const auto& prop : thing->props)
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{
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if (!stricmp(prop.key, "lm_sourceradius"))
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{
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sourceradius = atof(prop.value);
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}
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}
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// this is known as "intensity" on dynamic lights (and in UDB)
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lightDistance = thing->args[3];
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@ -304,6 +313,7 @@ void FLevel::CreateLights()
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thingLight.origin.X = x;
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thingLight.origin.Y = y;
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thingLight.sectorGroup = thingLight.sector->group;
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thingLight.sourceRadius = sourceradius;
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ThingLights.Push(thingLight);
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}
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@ -148,6 +148,7 @@ int DoomLevelMesh::GetLightIndex(ThingLight* light, int portalgroup)
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meshlight.OuterAngleCos = light->outerAngleCos;
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meshlight.SpotDir = light->SpotDir();
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meshlight.Color = light->rgb;
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meshlight.SourceRadius = light->sourceRadius;
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meshlight.SectorGroup = 0;
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// if (light->sector)
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@ -38,7 +38,7 @@ struct LightInfo
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float InnerAngleCos;
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float OuterAngleCos;
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vec3 SpotDir;
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float Padding2;
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float SourceRadius;
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vec3 Color;
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float Padding3;
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};
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@ -30,11 +30,13 @@ vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
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#if defined(USE_SOFTSHADOWS)
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if (light.SourceRadius != 0.0)
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{
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vec3 v = (abs(dir.x) > abs(dir.y)) ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);
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vec3 xdir = normalize(cross(dir, v));
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vec3 ydir = cross(dir, xdir);
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float lightsize = 10;
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float lightsize = light.SourceRadius;
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int step_count = 10;
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for (int i = 0; i < step_count; i++)
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{
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@ -43,6 +45,11 @@ vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light, float extraDistance)
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incoming += TracePointLightRay(origin, pos, minDistance, rayColor) / float(step_count);
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}
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}
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else
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{
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incoming += TracePointLightRay(origin, light.Origin, minDistance, rayColor);
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}
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#else
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incoming += TracePointLightRay(origin, light.Origin, minDistance, rayColor);
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@ -15,4 +15,5 @@ public:
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FVector3 SpotDir;
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FVector3 Color;
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int SectorGroup;
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float SourceRadius;
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};
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@ -670,6 +670,7 @@ void VkLevelMeshUploader::UploadLights()
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info.OuterAngleCos = light.OuterAngleCos;
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info.SpotDir = SwapYZ(light.SpotDir);
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info.Color = light.Color;
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info.SourceRadius = light.SourceRadius;
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*(lights++) = info;
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}
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@ -57,7 +57,7 @@ struct LightInfo
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float InnerAngleCos;
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float OuterAngleCos;
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FVector3 SpotDir;
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float Padding2;
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float SourceRadius;
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FVector3 Color;
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float Padding3;
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};
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@ -37,8 +37,6 @@ VkLightmapper::VkLightmapper(VulkanRenderDevice* fb) : fb(fb)
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{
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useRayQuery = fb->IsRayQueryEnabled();
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templightlist.Resize(128);
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try
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{
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CreateUniformBuffer();
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@ -148,7 +148,6 @@ private:
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TArray<SelectedTile> selectedTiles;
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TArray<TArray<SelectedTile*>> copylists;
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TArray<LevelMeshLight> templightlist;
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struct
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{
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