#include "dynlight.hh" #include #include #include "main.hh" // timings #include "physics.hh" // collide #include "pvs.hh" #include "rendergl.hh" // camera1 #include "renderva.hh" VARNP(dynlights, usedynlights, 0, 1, 1); VARP(dynlightdist, 0, 1024, 10000); struct dynlight { vec o, hud; float radius, initradius, curradius, dist; vec color, initcolor, curcolor; int fade, peak, expire, flags; physent *owner; vec dir; int spot; void calcradius() { if(fade + peak > 0) { int remaining = expire - lastmillis; if(flags&DL_EXPAND) curradius = initradius + (radius - initradius) * (1.0f - remaining/float(fade + peak)); else if(!(flags&DL_FLASH) && remaining > fade) curradius = initradius + (radius - initradius) * (1.0f - float(remaining - fade)/peak); else if(flags&DL_SHRINK) curradius = (radius*remaining)/fade; else curradius = radius; } else curradius = radius; } void calccolor() { if(flags&DL_FLASH || peak <= 0) curcolor = color; else { int peaking = expire - lastmillis - fade; if(peaking <= 0) curcolor = color; else curcolor.lerp(initcolor, color, 1.0f - float(peaking)/peak); } float intensity = 1.0f; if(fade > 0) { int fading = expire - lastmillis; if(fading < fade) intensity = float(fading)/fade; } curcolor.mul(intensity); } }; static vector dynlights; static vector closedynlights; void adddynlight(const vec &o, float radius, const vec &color, int fade, int peak, int flags, float initradius, const vec &initcolor, physent *owner, const vec &dir, int spot) { if(!usedynlights) return; if(o.dist(camera1->o) > dynlightdist || radius <= 0) return; int insert = 0, expire = fade + peak + lastmillis; loopvrev(dynlights) if(expire>=dynlights[i].expire) { insert = i+1; break; } dynlight d; d.o = d.hud = o; d.radius = radius; d.initradius = initradius; d.color = color; d.initcolor = initcolor; d.fade = fade; d.peak = peak; d.expire = expire; d.flags = flags; d.owner = owner; d.dir = dir; d.spot = spot; dynlights.insert(insert, d); } static void cleardynlights() { int faded = -1; loopv(dynlights) if(lastmillis0) dynlights.remove(0, faded); } void removetrackeddynlights(physent *owner) { loopvrev(dynlights) if(owner ? dynlights[i].owner == owner : dynlights[i].owner != nullptr) dynlights.remove(i); } void updatedynlights() { cleardynlights(); //game::adddynlights(); loopv(dynlights) { dynlight &d = dynlights[i]; //if(d.owner) game::dynlighttrack(d.owner, d.o, d.hud); d.calcradius(); d.calccolor(); } } int finddynlights() { closedynlights.setsize(0); if(!usedynlights) return 0; physent e; e.type = ENT_CAMERA; loopvj(dynlights) { dynlight &d = dynlights[j]; if(d.curradius <= 0) continue; d.dist = camera1->o.dist(d.o) - d.curradius; if(d.dist > dynlightdist || isfoggedsphere(d.curradius, d.o) || pvsoccludedsphere(d.o, d.curradius)) continue; e.o = d.o; e.radius = e.xradius = e.yradius = e.eyeheight = e.aboveeye = d.curradius; if(!collide(&e, vec(0, 0, 0), 0, false)) continue; int insert = 0; loopvrev(closedynlights) if(d.dist >= closedynlights[i]->dist) { insert = i+1; break; } closedynlights.insert(insert, &d); } return closedynlights.length(); } bool getdynlight(int n, vec &o, float &radius, vec &color, vec &dir, int &spot, int &flags) { if(!closedynlights.inrange(n)) return false; dynlight &d = *closedynlights[n]; o = d.o; radius = d.curradius; color = d.curcolor; spot = d.spot; dir = d.dir; flags = d.flags & 0xFF; return true; }