// //--------------------------------------------------------------------------- // // Copyright(C) 2002-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_light.cpp ** Light level / fog management / dynamic lights ** */ #include "c_dispatch.h" #include "p_local.h" #include "p_effect.h" #include "g_level.h" #include "g_levellocals.h" #include "actorinlines.h" #include "hwrenderer/dynlights/hw_dynlightdata.h" #include "hwrenderer/dynlights/hw_shadowmap.h" #include "hwrenderer/scene/hw_drawinfo.h" template T smoothstep(const T edge0, const T edge1, const T x) { auto t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); return t * t * (3.0 - 2.0 * t); } //========================================================================== // // Sets a single light value from all dynamic lights affecting the specified location // //========================================================================== void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out) { ADynamicLight *light; float frac, lr, lg, lb; float radius; out[0] = out[1] = out[2] = 0.f; // Go through both light lists while (node) { light=node->lightsource; if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self || !self) && !(light->lightflags&LF_DONTLIGHTACTORS)) { float dist; FVector3 L; // This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not. // This will do the calculations explicitly rather than calling one of AActor's utility functions. if (level.Displacements.size > 0) { int fromgroup = light->Sector->PortalGroup; int togroup = portalgroup; if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct; DVector2 offset = level.Displacements.getOffset(fromgroup, togroup); L = FVector3(x - (float)(light->X() + offset.X), y - (float)(light->Y() + offset.Y), z - (float)light->Z()); } else { direct: L = FVector3(x - (float)light->X(), y - (float)light->Y(), z - (float)light->Z()); } dist = (float)L.LengthSquared(); radius = light->GetRadius(); if (dist < radius * radius) { dist = sqrtf(dist); // only calculate the square root if we really need it. frac = 1.0f - (dist / radius); if (light->IsSpot()) { L *= -1.0f / dist; DAngle negPitch = -light->Angles.Pitch; double xyLen = negPitch.Cos(); double spotDirX = -light->Angles.Yaw.Cos() * xyLen; double spotDirY = -light->Angles.Yaw.Sin() * xyLen; double spotDirZ = -negPitch.Sin(); double cosDir = L.X * spotDirX + L.Y * spotDirY + L.Z * spotDirZ; frac *= (float)smoothstep(light->SpotOuterAngle.Cos(), light->SpotInnerAngle.Cos(), cosDir); } if (frac > 0 && (!light->shadowmapped || mShadowMap->ShadowTest(light, { x, y, z }))) { lr = light->GetRed() / 255.0f; lg = light->GetGreen() / 255.0f; lb = light->GetBlue() / 255.0f; if (light->IsSubtractive()) { float bright = (float)FVector3(lr, lg, lb).Length(); FVector3 lightColor(lr, lg, lb); lr = (bright - lr) * -1; lg = (bright - lg) * -1; lb = (bright - lb) * -1; } out[0] += lr * frac; out[1] += lg * frac; out[2] += lb * frac; } } } node = node->nextLight; } } void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *out) { if (thing != NULL) { GetDynSpriteLight(thing, (float)thing->X(), (float)thing->Y(), (float)thing->Center(), thing->subsector->lighthead, thing->Sector->PortalGroup, out); } else if (particle != NULL) { GetDynSpriteLight(NULL, (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z, particle->subsector->lighthead, particle->subsector->sector->PortalGroup, out); } } // Check if circle potentially intersects with node AABB static bool CheckBBoxCircle(float *bbox, float x, float y, float radiusSquared) { float centerX = (bbox[BOXRIGHT] + bbox[BOXLEFT]) * 0.5f; float centerY = (bbox[BOXBOTTOM] + bbox[BOXTOP]) * 0.5f; float extentX = (bbox[BOXRIGHT] - bbox[BOXLEFT]) * 0.5f; float extentY = (bbox[BOXBOTTOM] - bbox[BOXTOP]) * 0.5f; float aabbRadiusSquared = extentX * extentX + extentY * extentY; x -= centerX; y -= centerY; float dist = x * x + y * y; return dist <= radiusSquared + aabbRadiusSquared; } template void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const Callback &callback) { while (!((size_t)node & 1)) { node_t *bsp = (node_t *)node; if (CheckBBoxCircle(bsp->bbox[0], x, y, radiusSquared)) BSPNodeWalkCircle(bsp->children[0], x, y, radiusSquared, callback); if (!CheckBBoxCircle(bsp->bbox[1], x, y, radiusSquared)) return; node = bsp->children[1]; } subsector_t *sub = (subsector_t *)((uint8_t *)node - 1); callback(sub); } template void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callback) { if (level.nodes.Size() == 0) callback(&level.subsectors[0]); else BSPNodeWalkCircle(level.HeadNode(), x, y, radiusSquared, callback); } // static so that we build up a reserve (memory allocations stop) // For multithread processing each worker thread needs its own copy, though. static thread_local TArray addedLightsArray; void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata) { modellightdata.Clear(); if (self) { auto &addedLights = addedLightsArray; // avoid going through the thread local storage for each use. addedLights.Clear(); float x = (float)self->X(); float y = (float)self->Y(); float z = (float)self->Center(); float radiusSquared = (float)(self->renderradius * self->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 != self) && !(light->lightflags&LF_DONTLIGHTACTORS)) { int group = subsector->sector->PortalGroup; DVector3 pos = light->PosRelative(group); float radius = (float)(light->GetRadius() + self->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 { modellightdata.AddLightToList(group, light, true); addedLights.Push(light); } } } node = node->nextLight; } }); } }