- Add dynamic light to sprites
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parent
abc8e4deac
commit
f3ba92f03c
4 changed files with 63 additions and 8 deletions
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@ -154,6 +154,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldTo
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int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
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PolyDrawArgs args;
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SetDynlight(thing, args);
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args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetTransform(&worldToClip);
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args.SetFaceCullCCW(true);
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@ -368,3 +369,51 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
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}
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}
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}
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void RenderPolySprite::SetDynlight(AActor *thing, PolyDrawArgs &args)
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{
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float lit_red = 0;
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float lit_green = 0;
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float lit_blue = 0;
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auto node = thing->Sector->lighthead;
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while (node != nullptr)
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{
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ADynamicLight *light = node->lightsource;
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != thing) && !(light->lightflags&LF_DONTLIGHTACTORS))
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{
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float lx = (float)(light->X() - thing->X());
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float ly = (float)(light->Y() - thing->Y());
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float lz = (float)(light->Z() - thing->Center());
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float LdotL = lx * lx + ly * ly + lz * lz;
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float radius = node->lightsource->GetRadius();
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if (radius * radius >= LdotL)
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{
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float distance = sqrt(LdotL);
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float attenuation = 1.0f - distance / radius;
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if (attenuation > 0.0f)
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{
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float red = light->GetRed() * (1.0f / 255.0f);
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float green = light->GetGreen() * (1.0f / 255.0f);
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float blue = light->GetBlue() * (1.0f / 255.0f);
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/*if (light->IsSubtractive())
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{
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float bright = FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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red = (bright - lr) * -1;
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green = (bright - lg) * -1;
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blue = (bright - lb) * -1;
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}*/
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lit_red += red * attenuation;
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lit_green += green * attenuation;
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lit_blue += blue * attenuation;
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}
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}
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}
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node = node->nextLight;
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}
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lit_red = clamp(lit_red * 255.0f, 0.0f, 255.0f);
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lit_green = clamp(lit_green * 255.0f, 0.0f, 255.0f);
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lit_blue = clamp(lit_blue * 255.0f, 0.0f, 255.0f);
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args.SetDynLightColor((((uint32_t)lit_red) << 16) | (((uint32_t)lit_green) << 8) | ((uint32_t)lit_blue));
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}
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