vkdoom_m/src/rendering/hwrenderer/scene/hw_spritelight.cpp
2025-04-16 23:45:16 -03:00

285 lines
8.8 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 <cmath> // needed for std::floor on mac
template<class T>
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<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{
auto node = pair->Value.get();
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<FDynamicLight*> 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<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{ // check all lights touching a subsector
auto node = pair->Value.get();
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);
}
}
}
}
}
});
}
}