//========================================================================== // // Sets up the texture coordinates for one light to be rendered // //========================================================================== bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light) { float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2}; Plane p; Vector nearPt, up, right; float scale; p.Init(vtx,4); if (!p.ValidNormal()) { return false; } if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.colormap, true, !!(flags&GLWF_FOGGY))) { return false; } if (tcs != NULL) { Vector t1; int outcnt[4]={0,0,0,0}; for(int i=0;i<4;i++) { t1.Set(&vtx[i*3]); Vector nearToVert = t1 - nearPt; tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f; tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f; // quick check whether the light touches this polygon if (tcs[i].u<0) outcnt[0]++; if (tcs[i].u>1) outcnt[1]++; if (tcs[i].v<0) outcnt[2]++; if (tcs[i].v>1) outcnt[3]++; } // The light doesn't touch this polygon if (outcnt[0]==4 || outcnt[1]==4 || outcnt[2]==4 || outcnt[3]==4) return false; } draw_dlight++; return true; }
void GLWall::SetupLights() { float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2}; Plane p; lightdata.Clear(); p.Init(vtx,4); if (!p.ValidNormal()) { return; } for(int i=0;i<2;i++) { FLightNode *node; if (!seg->bPolySeg) { // Iterate through all dynamic lights which touch this wall and render them if (seg->sidedef) { node = seg->sidedef->lighthead[i]; } else node = NULL; } else if (sub) { // To avoid constant rechecking for polyobjects use the subsector's lightlist instead node = sub->lighthead[i]; } else node = NULL; while (node) { if (!(node->lightsource->flags2&MF2_DORMANT)) { iter_dlight++; Vector fn, pos; float x = FIXED2FLOAT(node->lightsource->x); float y = FIXED2FLOAT(node->lightsource->y); float z = FIXED2FLOAT(node->lightsource->z); float dist = fabsf(p.DistToPoint(x, z, y)); float radius = (node->lightsource->GetRadius() * gl_lights_size); float scale = 1.0f / ((2.f * radius) - dist); if (radius > 0.f && dist < radius) { Vector nearPt, up, right; pos.Set(x,z,y); fn=p.Normal(); fn.GetRightUp(right, up); Vector tmpVec = fn * dist; nearPt = pos + tmpVec; Vector t1; int outcnt[4]={0,0,0,0}; texcoord tcs[4]; // do a quick check whether the light touches this polygon for(int i=0;i<4;i++) { t1.Set(&vtx[i*3]); Vector nearToVert = t1 - nearPt; tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f; tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f; if (tcs[i].u<0) outcnt[0]++; if (tcs[i].u>1) outcnt[1]++; if (tcs[i].v<0) outcnt[2]++; if (tcs[i].v>1) outcnt[3]++; } if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4) { gl_GetLight(p, node->lightsource, Colormap.colormap, true, false, lightdata); } } } node = node->nextLight; } } int numlights[3]; lightdata.Combine(numlights, gl.MaxLights()); if (numlights[2] > 0) { draw_dlight+=numlights[2]/2; gl_RenderState.EnableLight(true); gl_RenderState.SetLights(numlights, &lightdata.arrays[0][0]); } }
void GLWall::SetupLights() { // check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.) switch (type) { case RENDERWALL_FOGBOUNDARY: case RENDERWALL_MIRRORSURFACE: case RENDERWALL_COLOR: case RENDERWALL_COLORLAYER: return; } float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2}; Plane p; lightdata.Clear(); p.Init(vtx,4); if (!p.ValidNormal()) { return; } FLightNode *node; if (seg->sidedef == NULL) { node = NULL; } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { node = seg->sidedef->lighthead; } else if (sub) { // Polobject segs cannot be checked per sidedef so use the subsector instead. node = sub->lighthead; } else node = NULL; // Iterate through all dynamic lights which touch this wall and render them while (node) { if (!(node->lightsource->flags2&MF2_DORMANT)) { iter_dlight++; Vector fn, pos; float x = FIXED2FLOAT(node->lightsource->X()); float y = FIXED2FLOAT(node->lightsource->Y()); float z = FIXED2FLOAT(node->lightsource->Z()); float dist = fabsf(p.DistToPoint(x, z, y)); float radius = (node->lightsource->GetRadius() * gl_lights_size); float scale = 1.0f / ((2.f * radius) - dist); if (radius > 0.f && dist < radius) { Vector nearPt, up, right; pos.Set(x,z,y); fn=p.Normal(); fn.GetRightUp(right, up); Vector tmpVec = fn * dist; nearPt = pos + tmpVec; Vector t1; int outcnt[4]={0,0,0,0}; texcoord tcs[4]; // do a quick check whether the light touches this polygon for(int i=0;i<4;i++) { t1.Set(&vtx[i*3]); Vector nearToVert = t1 - nearPt; tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f; tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f; if (tcs[i].u<0) outcnt[0]++; if (tcs[i].u>1) outcnt[1]++; if (tcs[i].v<0) outcnt[2]++; if (tcs[i].v>1) outcnt[3]++; } if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4) { gl_GetLight(p, node->lightsource, true, false, lightdata); } } } node = node->nextLight; } dynlightindex = GLRenderer->mLights->UploadLights(lightdata); }