// //--------------------------------------------------------------------------- // // 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 "a_dynlight.h" #include "p_local.h" #include "p_effect.h" #include "g_level.h" #include "g_levellocals.h" #include "actorinlines.h" #include "hw_dynlightdata.h" #include "hw_shadowmap.h" #include "hwrenderer/scene/hw_drawinfo.h" #include "hwrenderer/scene/hw_drawstructs.h" #include "models.h" #include // needed for std::floor on mac 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); } LightProbe* FindLightProbe(FLevelLocals* level, float x, float y, float z) { LightProbe* foundprobe = nullptr; if (level->LightProbes.Size() > 0) { #if 1 double rcpCellSize = 1.0 / level->LPCellSize; int gridCenterX = (int)std::floor(x * rcpCellSize) - level->LPMinX; int gridCenterY = (int)std::floor(y * rcpCellSize) - level->LPMinY; int gridWidth = level->LPWidth; int gridHeight = level->LPHeight; float lastdist = 0.0f; for (int gridY = gridCenterY - 1; gridY <= gridCenterY + 1; gridY++) { for (int gridX = gridCenterX - 1; gridX <= gridCenterX + 1; gridX++) { if (gridX >= 0 && gridY >= 0 && gridX < gridWidth && gridY < gridHeight) { const LightProbeCell& cell = level->LPCells[gridX + (size_t)gridY * gridWidth]; for (int i = 0; i < cell.NumProbes; i++) { LightProbe* probe = cell.FirstProbe + i; float dx = probe->X - x; float dy = probe->Y - y; float dz = probe->Z - z; float dist = dx * dx + dy * dy + dz * dz; if (!foundprobe || dist < lastdist) { foundprobe = probe; lastdist = dist; } } } } } #else float lastdist = 0.0f; for (unsigned int i = 0; i < level->LightProbes.Size(); i++) { LightProbe *probe = &level->LightProbes[i]; float dx = probe->X - x; float dy = probe->Y - y; float dz = probe->Z - z; float dist = dx * dx + dy * dy + dz * dz; if (i == 0 || dist < lastdist) { foundprobe = probe; lastdist = dist; } } #endif } return foundprobe; } //========================================================================== // // Sets a single light value from all dynamic lights affecting the specified location // //========================================================================== void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FSection *sec, int portalgroup, float *out) { FDynamicLight *light; float frac, lr, lg, lb; float radius; out[0] = out[1] = out[2] = 0.f; LightProbe* probe = FindLightProbe(Level, x, y, z); if (probe) { out[0] = probe->Red; out[1] = probe->Green; out[2] = probe->Blue; } // Go through both light lists auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sec); if (flatLightList) { TMap::Iterator it(*flatLightList); TMap::Pair *pair; while (it.NextPair(pair)) { auto node = pair->Value; if (!node) continue; light=node->lightsource; if (light->ShouldLightActor(self)) { 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->pPitch; DAngle Angle = light->target->Angles.Yaw; double xyLen = negPitch.Cos(); double spotDirX = -Angle.Cos() * xyLen; double spotDirY = -Angle.Sin() * xyLen; double spotDirZ = -negPitch.Sin(); double cosDir = L.X * spotDirX + L.Y * spotDirY + L.Z * spotDirZ; frac *= (float)smoothstep(light->pSpotOuterAngle->Cos(), light->pSpotInnerAngle->Cos(), cosDir); } if (frac > 0 && (!light->shadowmapped || (light->GetRadius() > 0 && screen->mShadowMap.ShadowTest(light->Pos, { x, y, z })))) { lr = light->GetRed() / 255.0f; lg = light->GetGreen() / 255.0f; lb = light->GetBlue() / 255.0f; if (light->target) { float alpha = (float)light->target->Alpha; lr *= alpha; lg *= alpha; lb *= alpha; } 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; } } } } } } 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->section, thing->Sector->PortalGroup, out); } else if (particle != NULL) { GetDynSpriteLight(NULL, (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z, particle->subsector->section, particle->subsector->sector->PortalGroup, out); } } // 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 actorradius = (float)self->RenderRadius(); float radiusSquared = actorradius * actorradius; dl_validcount++; BSPWalkCircle(self->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor { auto section = subsector->section; if (section->validcount == dl_validcount) return; // already done from a previous subsector. auto flatLightList = self->Level->lightlists.flat_dlist.CheckKey(subsector->section); if (flatLightList) { TMap::Iterator it(*flatLightList); TMap::Pair *pair; while (it.NextPair(pair)) { // check all lights touching a subsector auto node = pair->Value; if (!node) continue; FDynamicLight *light = node->lightsource; if (light->ShouldLightActor(self)) { int group = subsector->sector->PortalGroup; DVector3 pos = light->PosRelative(group); float radius = (float)(light->GetRadius() + actorradius); 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 { AddLightToList(modellightdata, group, light, true); addedLights.Push(light); } } } } } }); } }