- Initial dynamic light support for softpoly
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8 changed files with 256 additions and 9 deletions
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@ -35,6 +35,7 @@
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/poly_renderthread.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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EXTERN_CVAR(Bool, r_drawmirrors)
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EXTERN_CVAR(Bool, r_fogboundary)
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@ -326,6 +327,8 @@ void RenderPolyWall::Render(PolyRenderThread *thread, const TriMatrix &worldToCl
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args.SetTexture(Texture);
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args.SetClipPlane(0, clipPlane);
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SetDynLights(thread, args);
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if (FogBoundary)
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{
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args.SetStyle(TriBlendMode::FogBoundary);
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@ -365,6 +368,64 @@ void RenderPolyWall::Render(PolyRenderThread *thread, const TriMatrix &worldToCl
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RenderPolyDecal::RenderWallDecals(thread, worldToClip, clipPlane, LineSeg, StencilValue);
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}
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void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
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{
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FLightNode *light_list = (LineSeg && LineSeg->sidedef) ? LineSeg->sidedef->lighthead : nullptr;
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auto cameraLight = PolyCameraLight::Instance();
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if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr))
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{
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args.SetLights(nullptr, 0); // [SP] Don't draw dynlights if invul/lightamp active
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return;
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}
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// Calculate max lights that can touch the wall so we can allocate memory for the list
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int max_lights = 0;
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FLightNode *cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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max_lights++;
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cur_node = cur_node->nextLight;
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}
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if (max_lights == 0)
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{
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args.SetLights(nullptr, 0);
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return;
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}
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int dc_num_lights = 0;
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PolyLight *dc_lights = thread->FrameMemory->AllocMemory<PolyLight>(max_lights);
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// Setup lights
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cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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{
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//bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
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// To do: cull lights not touching wall
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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auto &light = dc_lights[dc_num_lights++];
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light.x = (float)cur_node->lightsource->X();
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light.y = (float)cur_node->lightsource->Y();
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light.z = (float)cur_node->lightsource->Z();
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light.radius = 256.0f / cur_node->lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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}
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cur_node = cur_node->nextLight;
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}
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args.SetLights(dc_lights, dc_num_lights);
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}
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void RenderPolyWall::DrawStripes(PolyRenderThread *thread, PolyDrawArgs &args, TriVertex *vertices)
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{
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const auto &lightlist = Line->frontsector->e->XFloor.lightlist;
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