Add CCMD addlightprobe and support simple binding of light probes to sides+sectors

This commit is contained in:
RaveYard 2025-02-20 16:32:54 +01:00 committed by Magnus Norddahl
commit 88115cfedd
6 changed files with 114 additions and 0 deletions

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@ -888,6 +888,7 @@ set (PCH_SOURCES
rendering/hwrenderer/hw_vertexbuilder.cpp
rendering/hwrenderer/doom_aabbtree.cpp
rendering/hwrenderer/doom_levelmesh.cpp
rendering/hwrenderer/doom_lightprobes.cpp
rendering/hwrenderer/hw_models.cpp
rendering/hwrenderer/hw_precache.cpp
rendering/hwrenderer/scene/hw_lighting.cpp

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@ -7,3 +7,8 @@ struct LightProbe
FVector3 position;
int index = 0;
};
struct LightProbeTarget
{
int index = 0; // parameter for renderstate.SetLightProbe
};

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@ -44,6 +44,7 @@
#include "hwrenderer/data/buffers.h"
#include "hwrenderer/data/hw_levelmesh.h"
#include "hwrenderer/data/hw_lightprobe.h"
// Some more or less basic data types
// we depend on.
@ -785,6 +786,8 @@ struct sector_t
int healthceilinggroup;
int health3dgroup;
LightProbeTarget lightProbe; // TODO split individual flats in the sector including 3d floors
// Member functions
private:
@ -1295,6 +1298,7 @@ struct side_t
int UDMFIndex; // needed to access custom UDMF fields which are stored in loading order.
FLightNode * lighthead; // all dynamic lights that may affect this wall
TArrayView<int> LightmapTiles; // all lightmap tiles belonging to this sidedef
LightProbeTarget lightProbe; // TODO use different probe per each part (and 3D floors)
seg_t **segs; // all segs belonging to this sidedef in ascending order. Used for precise rendering
int numsegs;
int sidenum;

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@ -0,0 +1,102 @@
#include "c_dispatch.h"
#include "g_levellocals.h"
static int FindClosestProbe(FVector3 pos)
{
float bestDist = std::numeric_limits<float>::max();
int best = 0;
for (int i = 0, size = level.lightProbes.size(); i < size; ++i)
{
const auto& probe = level.lightProbes[i];
const auto probeDist = (probe.position - pos).LengthSquared();
if (probeDist < bestDist)
{
best = i;
bestDist = probeDist;
}
}
return best;
}
static void RecalculateLightProbeTargets()
{
for (int i = 0, size = level.sectors.size(); i < size; ++i)
{
auto& sector = level.sectors[i];
const auto origin = FVector3(sector.centerspot.X, sector.centerspot.Y, float(sector.floorplane.ZatPoint(sector.centerspot) + 64.0));
sector.lightProbe.index = FindClosestProbe(origin);
}
for (int i = 0, size = level.sides.size(); i < size; ++i)
{
auto& side = level.sides[i];
const auto sector = side.sector;
if (!sector) // better safe than sorry
{
continue;
}
const auto xy = side.linedef->v1->fPos() + side.linedef->delta * 0.5;
const auto origin = FVector3(xy.X, xy.Y, float(sector->floorplane.ZatPoint(sector->centerspot) + 64.0));
side.lightProbe.index = FindClosestProbe(origin);
}
}
static void DumpLightProbeTargets()
{
for (int i = 0, size = level.sectors.size(); i < size; ++i)
{
const auto& sector = level.sectors[i];
Printf("Sector %d = %d\n", i, sector.lightProbe.index);
}
for (int i = 0, size = level.sides.size(); i < size; ++i)
{
const auto& side = level.sides[i];
Printf("Side %d = %d\n", i, side.lightProbe.index);
}
}
static void DumpLightProbes()
{
for (int i = 0, size = level.lightProbes.size(); i < size; ++i)
{
const auto& probe = level.lightProbes[i];
Printf("Probe %d: (%.1f, %.1f, %.1f)\n", i, probe.position.X, probe.position.Y, probe.position.Z);
}
}
static void AddLightProbe(FVector3 position)
{
LightProbe probe;
probe.position = position;
probe.index = static_cast<int>(level.lightProbes.size());
level.lightProbes.Push(probe);
}
CCMD(dumplightprobes)
{
DumpLightProbes();
}
CCMD(dumplightprobetargets)
{
DumpLightProbeTargets();
}
CCMD(addlightprobe)
{
const auto pos = FVector3(players[0].mo->Pos().X, players[0].mo->Pos().Y, players[0].viewz);
AddLightProbe(pos);
RecalculateLightProbeTargets();
Printf("Spawned probe at %.1f, %.1f, %.1f\n", pos.X, pos.Y, pos.Z);
}

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@ -330,6 +330,7 @@ void HWFlat::DrawFlat(HWFlatDispatcher *di, FRenderState &state, bool translucen
int rel = getExtraLight();
state.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y);
state.SetLightProbeIndex(sector->lightProbe.index);
SetColor(state, di->Level, di->lightmode, lightlevel, rel, di->isFullbrightScene(), Colormap, alpha);
SetFog(state, di->Level, di->lightmode, lightlevel, rel, di->isFullbrightScene(), &Colormap, false, di->di ? di->di->drawctx->portalState.inskybox : false);

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@ -87,6 +87,7 @@ void HWWall::RenderWall(FRenderState &state, int textured)
if (seg->sidedef->Flags & WALLF_DITHERTRANS) state.SetEffect(EFF_DITHERTRANS);
assert(vertcount > 0);
state.SetLightIndex(dynlightindex);
state.SetLightProbeIndex(seg->sidedef->lightProbe.index);
state.Draw(DT_TriangleFan, vertindex, vertcount);
vertexcount += vertcount;
if (seg->sidedef->Flags & WALLF_DITHERTRANS)