Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
142 lines
5 KiB
C++
142 lines
5 KiB
C++
/*
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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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** Copyright 2002-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "vectors.h"
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#include "gl/gl_functions.h"
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#include "g_level.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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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 gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * subsec)
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{
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ADynamicLight *light;
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float frac, lr, lg, lb;
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float radius;
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float out[3] = { 0.0f, 0.0f, 0.0f };
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// Go through both light lists
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FLightNode * node = subsec->lighthead;
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while (node)
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{
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light=node->lightsource;
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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{
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float dist;
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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 (Displacements.size > 0)
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{
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int fromgroup = light->Sector->PortalGroup;
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int togroup = subsec->sector->PortalGroup;
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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DVector2 offset = Displacements.getOffset(fromgroup, togroup);
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dist = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z()).LengthSquared();
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}
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else
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{
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direct:
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dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
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}
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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 (frac > 0)
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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->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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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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node = node->nextLight;
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}
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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}
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void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
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{
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if (thing != NULL)
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{
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gl_SetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector);
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}
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else if (particle != NULL)
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{
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gl_SetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector);
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}
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}
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