285 lines
8.8 KiB
C++
285 lines
8.8 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_light.cpp
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** Light level / fog management / dynamic lights
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**
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*/
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#include "c_dispatch.h"
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#include "a_dynlight.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "hw_dynlightdata.h"
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#include "hw_shadowmap.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "models.h"
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#include <cmath> // needed for std::floor on mac
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template<class T>
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T smoothstep(const T edge0, const T edge1, const T x)
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{
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auto t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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LightProbe* FindLightProbe(FLevelLocals* level, float x, float y, float z)
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{
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LightProbe* foundprobe = nullptr;
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if (level->LightProbes.Size() > 0)
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{
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#if 1
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double rcpCellSize = 1.0 / level->LPCellSize;
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int gridCenterX = (int)std::floor(x * rcpCellSize) - level->LPMinX;
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int gridCenterY = (int)std::floor(y * rcpCellSize) - level->LPMinY;
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int gridWidth = level->LPWidth;
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int gridHeight = level->LPHeight;
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float lastdist = 0.0f;
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for (int gridY = gridCenterY - 1; gridY <= gridCenterY + 1; gridY++)
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{
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for (int gridX = gridCenterX - 1; gridX <= gridCenterX + 1; gridX++)
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{
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if (gridX >= 0 && gridY >= 0 && gridX < gridWidth && gridY < gridHeight)
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{
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const LightProbeCell& cell = level->LPCells[gridX + (size_t)gridY * gridWidth];
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for (int i = 0; i < cell.NumProbes; i++)
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{
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LightProbe* probe = cell.FirstProbe + i;
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float dx = probe->X - x;
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float dy = probe->Y - y;
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float dz = probe->Z - z;
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float dist = dx * dx + dy * dy + dz * dz;
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if (!foundprobe || dist < lastdist)
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{
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foundprobe = probe;
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lastdist = dist;
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}
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}
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}
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}
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}
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#else
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float lastdist = 0.0f;
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for (unsigned int i = 0; i < level->LightProbes.Size(); i++)
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{
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LightProbe *probe = &level->LightProbes[i];
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float dx = probe->X - x;
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float dy = probe->Y - y;
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float dz = probe->Z - z;
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float dist = dx * dx + dy * dy + dz * dz;
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if (i == 0 || dist < lastdist)
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{
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foundprobe = probe;
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lastdist = dist;
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}
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}
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#endif
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}
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return foundprobe;
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}
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//==========================================================================
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//
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// Sets a single light value from all dynamic lights affecting the specified location
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//
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//==========================================================================
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void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FSection *sec, int portalgroup, float *out)
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{
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FDynamicLight *light;
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float frac, lr, lg, lb;
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float radius;
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out[0] = out[1] = out[2] = 0.f;
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LightProbe* probe = FindLightProbe(Level, x, y, z);
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if (probe)
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{
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out[0] = probe->Red;
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out[1] = probe->Green;
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out[2] = probe->Blue;
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}
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// Go through both light lists
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auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sec);
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if (flatLightList)
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{
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TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = pair->Value.get();
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if (!node) continue;
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light=node->lightsource;
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if (light->ShouldLightActor(self))
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{
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float dist;
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FVector3 L;
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// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
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// This will do the calculations explicitly rather than calling one of AActor's utility functions.
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if (Level->Displacements.size > 0)
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{
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int fromgroup = light->Sector->PortalGroup;
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int togroup = portalgroup;
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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DVector2 offset = Level->Displacements.getOffset(fromgroup, togroup);
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L = FVector3(x - (float)(light->X() + offset.X), y - (float)(light->Y() + offset.Y), z - (float)light->Z());
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}
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else
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{
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direct:
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L = FVector3(x - (float)light->X(), y - (float)light->Y(), z - (float)light->Z());
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}
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dist = (float)L.LengthSquared();
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radius = light->GetRadius();
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if (dist < radius * radius)
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{
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dist = sqrtf(dist); // only calculate the square root if we really need it.
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frac = 1.0f - (dist / radius);
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if (light->IsSpot())
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{
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L *= -1.0f / dist;
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DAngle negPitch = -*light->pPitch;
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DAngle Angle = light->target->Angles.Yaw;
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double xyLen = negPitch.Cos();
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double spotDirX = -Angle.Cos() * xyLen;
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double spotDirY = -Angle.Sin() * xyLen;
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double spotDirZ = -negPitch.Sin();
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double cosDir = L.X * spotDirX + L.Y * spotDirY + L.Z * spotDirZ;
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frac *= (float)smoothstep(light->pSpotOuterAngle->Cos(), light->pSpotInnerAngle->Cos(), cosDir);
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}
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if (frac > 0 && (!light->shadowmapped || (light->GetRadius() > 0 && screen->mShadowMap.ShadowTest(light->Pos, { x, y, z }))))
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{
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lr = light->GetRed() / 255.0f;
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lg = light->GetGreen() / 255.0f;
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lb = light->GetBlue() / 255.0f;
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if (light->target)
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{
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float alpha = (float)light->target->Alpha;
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lr *= alpha;
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lg *= alpha;
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lb *= alpha;
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}
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if (light->IsSubtractive())
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{
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float bright = (float)FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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lr = (bright - lr) * -1;
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lg = (bright - lg) * -1;
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lb = (bright - lb) * -1;
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}
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out[0] += lr * frac;
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out[1] += lg * frac;
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out[2] += lb * frac;
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}
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}
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}
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}
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}
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}
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void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *out)
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{
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if (thing != NULL)
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{
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GetDynSpriteLight(thing, (float)thing->X(), (float)thing->Y(), (float)thing->Center(), thing->section, thing->Sector->PortalGroup, out);
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}
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else if (particle != NULL)
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{
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GetDynSpriteLight(NULL, (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z, particle->subsector->section, particle->subsector->sector->PortalGroup, out);
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}
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}
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// static so that we build up a reserve (memory allocations stop)
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// For multithread processing each worker thread needs its own copy, though.
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static thread_local TArray<FDynamicLight*> addedLightsArray;
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void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
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{
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modellightdata.Clear();
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if (self)
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{
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auto &addedLights = addedLightsArray; // avoid going through the thread local storage for each use.
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addedLights.Clear();
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float x = (float)self->X();
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float y = (float)self->Y();
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float z = (float)self->Center();
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float actorradius = (float)self->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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dl_validcount++;
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BSPWalkCircle(self->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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auto section = subsector->section;
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if (section->validcount == dl_validcount) return; // already done from a previous subsector.
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auto flatLightList = self->Level->lightlists.flat_dlist.CheckKey(subsector->section);
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if (flatLightList)
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{
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TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
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while (it.NextPair(pair))
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{ // check all lights touching a subsector
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auto node = pair->Value.get();
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if (!node) continue;
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FDynamicLight *light = node->lightsource;
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if (light->ShouldLightActor(self))
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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double distSquared = dx * dx + dy * dy + dz * dz;
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if (distSquared < radius * radius) // Light and actor touches
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{
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if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
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{
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AddLightToList(modellightdata, group, light, true);
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addedLights.Push(light);
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}
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}
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}
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}
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}
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});
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}
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}
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