- add dynamic lights to softpoly and software renderer models

This commit is contained in:
Magnus Norddahl 2018-06-05 22:43:11 +02:00
commit 5464d2a577
13 changed files with 283 additions and 65 deletions

View file

@ -75,6 +75,7 @@ namespace swrenderer
void RenderModel::Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor)
{
SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip);
renderer.AddLights(actor);
renderer.RenderModel(x, y, z, smf, actor);
}
@ -93,6 +94,70 @@ namespace swrenderer
{
}
void SWModelRenderer::AddLights(AActor *actor)
{
if (gl_lights && actor)
{
auto &addedLights = Thread->AddedLightsArray;
addedLights.Clear();
float x = (float)actor->X();
float y = (float)actor->Y();
float z = (float)actor->Center();
float radiusSquared = (float)(actor->renderradius * actor->renderradius);
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
{
FLightNode * node = subsector->lighthead;
while (node) // check all lights touching a subsector
{
ADynamicLight *light = node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != actor) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
int group = subsector->sector->PortalGroup;
DVector3 pos = light->PosRelative(group);
float radius = (float)(light->GetRadius() + actor->renderradius);
double dx = pos.X - x;
double dy = pos.Y - y;
double dz = pos.Z - z;
double distSquared = dx * dx + dy * dy + dz * dz;
if (distSquared < radius * radius) // Light and actor touches
{
if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
{
addedLights.Push(light);
}
}
}
node = node->nextLight;
}
});
NumLights = addedLights.Size();
Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
for (int i = 0; i < NumLights; i++)
{
ADynamicLight *lightsource = addedLights[i];
bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
uint32_t red = lightsource->GetRed();
uint32_t green = lightsource->GetGreen();
uint32_t blue = lightsource->GetBlue();
PolyLight &light = Lights[i];
light.x = (float)lightsource->X();
light.y = (float)lightsource->Y();
light.z = (float)lightsource->Z();
light.radius = 256.0f / lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (is_point_light)
light.radius = -light.radius;
}
}
}
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
ModelActor = actor;
@ -235,8 +300,9 @@ namespace swrenderer
swapYZ.Matrix[1 + 2 * 4] = 1.0f;
swapYZ.Matrix[2 + 1 * 4] = 1.0f;
swapYZ.Matrix[3 + 3 * 4] = 1.0f;
ObjectToWorld = swapYZ * ObjectToWorld;
PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>((*WorldToClip) * swapYZ * ObjectToWorld));
PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>((*WorldToClip) * ObjectToWorld), Thread->FrameMemory->NewObject<Mat4f>(ObjectToWorld));
}
void SWModelRenderer::DrawArrays(int start, int count)
@ -252,6 +318,8 @@ namespace swrenderer
PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
args.SetDepthTest(true);
args.SetWriteDepth(true);
@ -276,6 +344,8 @@ namespace swrenderer
PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
args.SetDepthTest(true);
args.SetWriteDepth(true);