示例#1
0
int HWDrawInfo::SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &lightdata, const secplane_t *plane)
{
	if (Level->HasDynamicLights && !isFullbrightScene())
	{
		Plane p;

		FLightNode * node = sub->section->lighthead;

		lightdata.Clear();
		while (node)
		{
			FDynamicLight * light = node->lightsource;

			if (!light->IsActive())
			{
				node = node->nextLight;
				continue;
			}
			iter_dlightf++;

			p.Set(plane->Normal(), plane->fD());
			draw_dlightf += lightdata.GetLight(sub->sector->PortalGroup, p, light, true);
			node = node->nextLight;
		}

		return screen->mLights->UploadLights(lightdata);
	}
	else return -1;
}
示例#2
0
void gl_SetDynModelLight(AActor *self, bool hudmodel)
{
	// Legacy and deferred render paths gets the old flat model light
	if (gl.lightmethod != LM_DIRECT)
	{
		gl_SetDynSpriteLight(self, nullptr);
		return;
	}

	modellightdata.Clear();

	if (self)
	{
		static std::vector<ADynamicLight*> addedLights; // static so that we build up a reserve (memory allocations stop)

		addedLights.clear();

		float x = self->X();
		float y = self->Y();
		float z = self->Center();
		float radiusSquared = self->renderradius * self->renderradius;

		BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
		{
			FLightNode * node = subsector->lighthead;
			while (node) // check all lights touching a subsector
			{
				ADynamicLight *light = node->lightsource;
				if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
				{
					int group = subsector->sector->PortalGroup;
					DVector3 pos = light->PosRelative(group);
					float radius = light->GetRadius();
					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 < radiusSquared + 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
						{
							gl_AddLightToList(group, light, modellightdata, hudmodel);
							addedLights.push_back(light);
						}
					}
				}
				node = node->nextLight;
			}
		});
	}

	gl_RenderState.SetDynLight(0, 0, 0);
	modellightindex = GLRenderer->mLights->UploadLights(modellightdata);
}
示例#3
0
void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
{
	Plane p;

	if (dli != NULL && *dli != -1)
	{
		gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
		(*dli)++;
		return;
	}

	lightdata.Clear();
	FLightNode * node = sub->lighthead;
	while (node)
	{
		ADynamicLight * light = node->lightsource;
			
		if (light->flags2&MF2_DORMANT)
		{
			node=node->nextLight;
			continue;
		}
		iter_dlightf++;

		// we must do the side check here because gl_SetupLight needs the correct plane orientation
		// which we don't have for Legacy-style 3D-floors
		fixed_t planeh = plane.plane.ZatPoint(light->x, light->y);
		if (gl_lights_checkside && ((planeh<light->z && ceiling) || (planeh>light->z && !ceiling)))
		{
			node=node->nextLight;
			continue;
		}

		p.Set(plane.plane);
		gl_GetLight(p, light, false, false, lightdata);
		node = node->nextLight;
	}

	int d = GLRenderer->mLights->UploadLights(lightdata);
	if (pass == GLPASS_LIGHTSONLY)
	{
		GLRenderer->mLights->StoreIndex(d);
	}
	else
	{
		gl_RenderState.ApplyLightIndex(d);
	}
}
示例#4
0
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 radiusSquared = (float)(self->renderradius * self->renderradius);
		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.
			FLightNode * node = section->lighthead;
			while (node) // check all lights touching a subsector
			{
				FDynamicLight *light = node->lightsource;
				if (light->ShouldLightActor(self))
				{
					int group = subsector->sector->PortalGroup;
					DVector3 pos = light->PosRelative(group);
					float radius = (float)(light->GetRadius() + self->renderradius);
					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
						{
							modellightdata.AddLightToList(group, light, true);
							addedLights.Push(light);
						}
					}
				}
				node = node->nextLight;
			}
		});
	}
}
示例#5
0
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);
}
示例#7
0
void GLWall::SetupLights()
{
	if (RenderStyle == STYLE_Add && !glset.lightadditivesurfaces) return;	// no lights on additively blended surfaces.

	// 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:
		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.Set(&glseg);

	/*
	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++;

			DVector3 posrel = node->lightsource->PosRelative(seg->frontsector);
			float x = posrel.X;
			float y = posrel.Y;
			float z = posrel.Z;
			float dist = fabsf(p.DistToPoint(x, z, y));
			float radius = node->lightsource->GetRadius();
			float scale = 1.0f / ((2.f * radius) - dist);
			FVector3 fn, pos;

			if (radius > 0.f && dist < radius)
			{
				FVector3 nearPt, up, right;

				pos = { x, z, y };
				fn = p.Normal();

				fn.GetRightUp(right, up);

				FVector3 tmpVec = fn * dist;
				nearPt = pos + tmpVec;

				FVector3 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 = FVector3(&vtx[i*3]);
					FVector3 nearToVert = t1 - nearPt;
					tcs[i].u = ((nearToVert | right) * scale) + 0.5f;
					tcs[i].v = ((nearToVert | 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(seg->frontsector->PortalGroup, p, node->lightsource, true, lightdata);
				}
			}
		}
		node = node->nextLight;
	}

	dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
}