mirror of
https://github.com/ZDoom/ZDRay.git
synced 2024-11-22 03:51:26 +00:00
Remove unused SurfaceLight class
This commit is contained in:
parent
ca5c48836f
commit
9ce4c027bd
5 changed files with 0 additions and 367 deletions
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@ -156,7 +156,6 @@ set( SOURCES
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src/nodebuilder/nodebuild_classify_nosse2.cpp
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src/lightmap/pngwriter.cpp
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src/lightmap/raytracer.cpp
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src/lightmap/surfacelight.cpp
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src/lightmap/surfaces.cpp
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src/lightmap/worker.cpp
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src/lightmap/collision.cpp
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@ -213,7 +212,6 @@ set( HEADERS
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src/framework/binfile.h
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src/lightmap/pngwriter.h
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src/lightmap/raytracer.h
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src/lightmap/surfacelight.h
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src/lightmap/surfaces.h
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src/lightmap/worker.h
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src/lightmap/collision.h
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@ -3,7 +3,6 @@
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#include "surfaces.h"
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#include "level/level.h"
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#include "gpuraytracer.h"
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#include "surfacelight.h"
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#include "worker.h"
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#include "framework/binfile.h"
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#include "framework/templates.h"
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@ -67,14 +66,6 @@ GPURaytracer::GPURaytracer()
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printf("Vulkan device: %s\n", props.deviceName);
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printf("Vulkan device type: %s\n", deviceType.c_str());
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printf("Vulkan version: %s (api) %s (driver)\n", apiVersion.c_str(), driverVersion.c_str());
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/*
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printf("Vulkan extensions:");
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for (const VkExtensionProperties& p : device->physicalDevice.extensions)
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{
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printf(" %s", p.extensionName);
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}
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printf("\n");
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*/
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}
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GPURaytracer::~GPURaytracer()
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@ -3,7 +3,6 @@
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#include "surfaces.h"
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#include "level/level.h"
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#include "raytracer.h"
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#include "surfacelight.h"
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#include "worker.h"
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#include "framework/binfile.h"
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#include "framework/templates.h"
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@ -1,295 +0,0 @@
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//-----------------------------------------------------------------------------
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// Note: this is a modified version of dlight. It is not the original software.
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//-----------------------------------------------------------------------------
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//
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// Copyright (c) 2013-2014 Samuel Villarreal
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// svkaiser@gmail.com
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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#include "math/mathlib.h"
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#include "level/level.h"
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#include "surfacelight.h"
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SurfaceLight::SurfaceLight(const SurfaceLightDef &surfaceLightDef, Surface *surface)
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{
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this->intensity = surfaceLightDef.intensity;
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this->distance = surfaceLightDef.distance;
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this->rgb = surfaceLightDef.rgb;
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this->surface = surface;
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}
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SurfaceLight::~SurfaceLight()
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{
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}
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// Splits surface vertices into two groups while adding new ones caused by the split
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void SurfaceLight::Clip(VertexBatch &points, const Vec3 &normal, float dist, VertexBatch *frontPoints, VertexBatch *backPoints)
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{
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std::vector<float> dists;
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std::vector<char> sides;
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// determines what sides the vertices lies on
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for (size_t i = 0; i < points.size(); ++i)
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{
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float d = points[i].Dot(normal) - dist;
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dists.push_back(d);
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if (d > 0.1f)
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{
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sides.push_back(1); // front
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}
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else if (d < -0.1f)
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{
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sides.push_back(-1); // directly on the split plane
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}
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else
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{
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sides.push_back(0); // back
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}
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}
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// add points
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for (unsigned int i = 0; i < points.size(); ++i)
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{
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int next;
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float frac;
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Vec3 pt1, pt2, pt3;
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switch (sides[i])
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{
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case -1:
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backPoints->push_back(points[i]);
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break;
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case 1:
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frontPoints->push_back(points[i]);
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break;
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default:
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frontPoints->push_back(points[i]);
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backPoints->push_back(points[i]);
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// point is on the split plane so no new split vertex is needed
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continue;
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}
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// check if the edge crosses the split plane
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next = (i + 1) % points.size();
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if (sides[next] == 0 || sides[next] == sides[i])
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{
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// didn't cross
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continue;
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}
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pt1 = points[i];
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pt2 = points[next];
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// insert a new point caused by the split
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frac = dists[i] / (dists[i] - dists[next]);
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pt3 = pt1.Lerp(pt2, frac);
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frontPoints->push_back(pt3);
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backPoints->push_back(pt3);
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}
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}
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// Recursively divides the surface
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bool SurfaceLight::SubdivideRecursion(VertexBatch &surfPoints, float divide, std::vector<std::unique_ptr<VertexBatch>> &points)
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{
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BBox bounds;
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Vec3 splitNormal;
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float dist;
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// get bounds from current set of points
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for (unsigned int i = 0; i < surfPoints.size(); ++i)
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{
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bounds.AddPoint(surfPoints[i]);
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}
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for (int i = 0; i < 3; ++i)
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{
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// check if its large enough to be divided
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if ((bounds.max[i] - bounds.min[i]) > divide)
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{
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splitNormal.Clear();
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splitNormal[i] = 1;
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dist = (bounds.max[i] + bounds.min[i]) * 0.5f;
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auto frontPoints = std::make_unique<VertexBatch>();
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auto backPoints = std::make_unique<VertexBatch>();
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// start clipping
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Clip(surfPoints, splitNormal, dist, frontPoints.get(), backPoints.get());
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if (!SubdivideRecursion(*frontPoints, divide, points))
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{
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points.push_back(std::move(frontPoints));
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}
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if (!SubdivideRecursion(*backPoints, divide, points))
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{
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points.push_back(std::move(backPoints));
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}
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return true;
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}
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}
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return false;
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}
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void SurfaceLight::Subdivide(const float divide)
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{
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if (surface->type == ST_CEILING || surface->type == ST_FLOOR)
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{
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std::vector<std::unique_ptr<VertexBatch>> points;
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VertexBatch surfPoints;
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for (int i = 0; i < surface->numVerts; ++i)
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{
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surfPoints.push_back(surface->verts[i]);
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}
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SubdivideRecursion(surfPoints, divide, points);
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// from each group of vertices caused by the split, begin
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// creating a origin point based on the center of that group
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for (size_t i = 0; i < points.size(); ++i)
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{
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VertexBatch *vb = points[i].get();
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Vec3 center;
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for (unsigned int j = 0; j < vb->size(); ++j)
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{
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center += (*vb)[j];
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}
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origins.push_back(center / (float)vb->size());
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}
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}
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else
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{
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float length = surface->verts[0].Distance(surface->verts[1]);
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if (length < divide)
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{
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Vec3 top = surface->verts[0] * 0.5f + surface->verts[1] * 0.5f;
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Vec3 bottom = surface->verts[2] * 0.5f + surface->verts[3] * 0.5f;
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origins.push_back(top * 0.5f + bottom * 0.5f);
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}
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else
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{
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float frac = length / divide;
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frac = frac - std::floor(frac);
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float start = divide * 0.5f + frac * 0.5f * divide;
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for (float i = start; i < length; i += divide)
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{
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float t = i / length;
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Vec3 top = surface->verts[0] * (1.0f - t) + surface->verts[1] * t;
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Vec3 bottom = surface->verts[2] * (1.0f - t) + surface->verts[3] * t;
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float length2 = top.Distance(bottom);
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if (length2 < divide)
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{
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origins.push_back(top * 0.5f + bottom * 0.5f);
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}
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else
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{
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float frac2 = length2 / divide;
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frac2 = frac2 - std::floor(frac2);
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float start2 = divide * 0.5f + frac2 * 0.5f * divide;
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for (float j = start2; j < length2; j += divide)
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{
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float t2 = j / length2;
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origins.push_back(top * (1.0f - t2) + bottom * t2);
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}
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}
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}
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}
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}
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}
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float SurfaceLight::TraceSurface(LevelMesh *mesh, const Surface *fragmentSurface, const Vec3 &fragmentPos)
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{
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if (fragmentSurface == surface)
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return 1.0f; // light surface will always be fullbright
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Vec3 lightSurfaceNormal = surface->plane.Normal();
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Vec3 fragmentNormal = fragmentSurface ? fragmentSurface->plane.Normal() : Vec3(0.0f, 0.0f, 0.0f);
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float gzdoomRadiusScale = 2.0f; // 2.0 because gzdoom's dynlights do this and we want them to match
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float total = 0.0f;
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int count = 0;
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float closestDistance = distance * gzdoomRadiusScale;
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float maxDistanceSqr = closestDistance * closestDistance;
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for (size_t i = 0; i < origins.size(); ++i)
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{
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Vec3 lightPos = origins[i];
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Vec3 lightDir = (lightPos - fragmentPos);
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float dsqr = Vec3::Dot(lightDir, lightDir);
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if (dsqr > maxDistanceSqr)
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continue; // out of range
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count++;
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float attenuation = fragmentSurface ? Vec3::Dot(lightDir, fragmentNormal) : 1.0f;
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if (attenuation <= 0.0f)
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continue; // not even facing the light surface
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float d = std::sqrt(dsqr);
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attenuation /= d;
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if (surface->type != ST_CEILING && surface->type != ST_FLOOR)
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{
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if (fragmentPos.z >= surface->verts[0].z && fragmentPos.z <= surface->verts[2].z)
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{
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// since walls are always vertically straight, we can cheat a little by adjusting
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// the sampling point height. this also allows us to do accurate light emitting
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// while just using one sample point
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lightPos.z = fragmentPos.z;
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}
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}
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// trace the origin to the center of the light surface. nudge by the normals in
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// case the start/end points are directly on or inside the surface
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if (mesh->TraceAnyHit(lightPos + lightSurfaceNormal, fragmentPos + fragmentNormal))
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continue; // something is obstructing it
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if (d < closestDistance)
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closestDistance = d;
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total += attenuation;
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}
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if (count == 0)
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return 0.0f;
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float attenuation = 1.0f - closestDistance / (distance * gzdoomRadiusScale);
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return attenuation * total / count;
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}
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@ -1,60 +0,0 @@
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//-----------------------------------------------------------------------------
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// Note: this is a modified version of dlight. It is not the original software.
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//-----------------------------------------------------------------------------
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//
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// Copyright (c) 2013-2014 Samuel Villarreal
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// svkaiser@gmail.com
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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||||
// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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#pragma once
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#include "surfaces.h"
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struct FLevel;
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struct SurfaceLightDef;
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class SurfaceLight
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{
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public:
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SurfaceLight(const SurfaceLightDef &surfaceLightDef, Surface *surface);
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~SurfaceLight();
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void Subdivide(const float divide);
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float TraceSurface(LevelMesh *map, const Surface *surface, const Vec3 &origin);
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const float Distance() const { return distance; }
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const float Intensity() const { return intensity; }
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const Vec3 GetRGB() const { return rgb; }
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const Surface *GetSurface() const { return surface; }
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private:
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typedef std::vector<Vec3> VertexBatch;
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bool SubdivideRecursion(VertexBatch &surfPoints, float divide, std::vector<std::unique_ptr<VertexBatch>> &points);
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void Clip(VertexBatch &points, const Vec3 &normal, float dist, VertexBatch *frontPoints, VertexBatch *backPoints);
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float distance;
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float intensity;
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Vec3 rgb;
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VertexBatch origins;
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Surface *surface;
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};
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