* light entity radius: support negative intensity display and adjustment (keep sign while adjusting)

closes #163
	* fix: do not modify light intensity on transformations besides light radius transformation
fixes #156
This commit is contained in:
Garux 2024-01-17 21:05:17 +06:00
parent 38f0f660ec
commit 9b9e1df066

View File

@ -139,7 +139,7 @@ void sphere_draw_fill( const Vector3& origin, float radius, int sides ){
gl().glEnd();
}
void light_draw_radius_fill( const Vector3& origin, const float envelope[3] ){
void light_draw_radius_fill( const Vector3& origin, const std::array<float, 3>& envelope ){
if ( envelope[0] > 0 ) {
sphere_draw_fill( origin, envelope[0], 16 );
}
@ -320,7 +320,7 @@ void sphere_draw_fill( const Vector3& origin, float radius, const Vector3 radiiP
#endif
void light_draw_radius_fill( const Vector3& origin, const float envelope[3], const Vector3 radiiPoints[SPHERE_FILL_POINTS] ){
void light_draw_radius_fill( const Vector3& origin, const std::array<float, 3>& envelope, const Vector3 radiiPoints[SPHERE_FILL_POINTS] ){
if ( envelope[0] > 0 ) {
sphere_draw_fill( origin, envelope[0], radiiPoints );
}
@ -391,7 +391,7 @@ void sphere_draw_wire( const Vector3& origin, float radius, int sides ){
}
}
void light_draw_radius_wire( const Vector3& origin, const float envelope[3] ){
void light_draw_radius_wire( const Vector3& origin, const std::array<float, 3>& envelope ){
if ( envelope[0] > 0 ) {
sphere_draw_wire( origin, envelope[0], 24 );
}
@ -467,7 +467,7 @@ void sphere_draw_wire( const Vector3& origin, float radius, const Vector3 radiiP
}
}
void light_draw_radius_wire( const Vector3& origin, const float envelope[3], const Vector3 radiiPoints[SPHERE_WIRE_POINTS] ){
void light_draw_radius_wire( const Vector3& origin, const std::array<float, 3>& envelope, const Vector3 radiiPoints[SPHERE_WIRE_POINTS] ){
if ( envelope[0] > 0 ) {
sphere_draw_wire( origin, envelope[0], radiiPoints );
}
@ -698,15 +698,23 @@ inline void write_intensity( const float intensity, Entity* entity ){
// These variables are tweakable on the q3map2 console, setting to q3map2
// default here as there is no way to find out what the user actually uses
// right now. Maybe move them to worldspawn?
float fPointScale = 7500.f;
float fLinearScale = 1.f / 8000.f;
const float c_pointScale = 7500.f;
const float c_linearScale = 1.f / 8000.f;
float light_radius_linear( float fIntensity, float fFalloffTolerance ){
return ( ( fIntensity * fPointScale * fLinearScale ) - fFalloffTolerance );
inline float light_radius_linear( float intensity, float falloffTolerance ){
return ( ( intensity * c_pointScale * c_linearScale ) - falloffTolerance );
}
float light_radius( float fIntensity, float fFalloffTolerance ){
return sqrt( fIntensity * fPointScale / fFalloffTolerance );
inline float light_radius( float intensity, float falloffTolerance ){
return sqrt( intensity * c_pointScale / falloffTolerance );
}
inline float light_intensity_linear( float radius, float falloffTolerance ){
return ( radius + falloffTolerance ) / ( c_pointScale * c_linearScale );
}
inline float light_intensity( float radius, float falloffTolerance ){
return radius * radius * falloffTolerance / c_pointScale;
}
@ -734,9 +742,8 @@ bool spawnflags_linear( int flags ){
class LightRadii
{
public:
float m_radii[3];
float m_radii_transformed[3];
std::array<float, 3> m_radii;
std::array<float, 3> m_radii_transformed;
private:
float m_primaryIntensity;
float m_secondaryIntensity;
@ -744,25 +751,16 @@ private:
float m_fade;
float m_scale;
float getIntensity() const {
return m_primaryIntensity != 0? m_primaryIntensity
: m_secondaryIntensity != 0? m_secondaryIntensity
: 300.f;
}
void calculateRadii(){
float intensity = 300.0f;
const float intensity = std::fabs( getIntensity() * m_scale ); // support either intensity sign
if ( m_primaryIntensity != 0.0f ) {
intensity = m_primaryIntensity;
}
else if ( m_secondaryIntensity != 0.0f ) {
intensity = m_secondaryIntensity;
}
intensity *= m_scale;
if( intensity < 0 ){ // prevent NaN
m_radii_transformed[0] = m_radii[0] =
m_radii_transformed[1] = m_radii[1] =
m_radii_transformed[2] = m_radii[2] = 0; // indicate negative intensity
}
else if ( spawnflags_linear( m_flags ) ) {
if ( spawnflags_linear( m_flags ) ) {
m_radii_transformed[0] = m_radii[0] = light_radius_linear( intensity, 1.0f ) / m_fade;
m_radii_transformed[1] = m_radii[1] = light_radius_linear( intensity, 48.0f ) / m_fade;
m_radii_transformed[2] = m_radii[2] = light_radius_linear( intensity, 255.0f ) / m_fade;
@ -774,13 +772,11 @@ private:
m_radii_transformed[2] = m_radii[2] = light_radius( intensity, 255.0f );
}
}
public:
LightRadii() : m_primaryIntensity( 0 ), m_secondaryIntensity( 0 ), m_flags( 0 ), m_fade( 1 ), m_scale( 1 ){
calculateRadii();
calculateRadii(); // init with default intensity for the case when it's not specified
}
void primaryIntensityChanged( const char* value ){
m_primaryIntensity = string_read_float( value );
calculateRadii();
@ -821,11 +817,11 @@ public:
void transformRadii( float offset ){
const float radius = m_radii[1] + offset;
float (&r)[3] = m_radii_transformed;
auto& r = m_radii_transformed;
if ( spawnflags_linear( m_flags ) ) {
r[0] = radius + 47.0f / m_fade;
if( r[0] <= 1.f ){
if( r[0] <= 1.f ){ // prevent transform to negative
r[0] = 1.f;
r[1] = r[2] = 1.f - 47.0f / m_fade; // this is called once again after minimizing already minimal radii, so calculate correct r[1]
return;
@ -846,13 +842,11 @@ public:
}
// globalOutputStream() << r[0] << " " << r[1] << " " << r[2] << " m_radii_transformed\n";
}
float calculateIntensityFromRadii(){
if( m_radii_transformed[0] == 0 ) // negative intensity
return m_primaryIntensity != 0? m_primaryIntensity : m_secondaryIntensity;
else if ( spawnflags_linear( m_flags ) )
return ( m_radii_transformed[0] * m_fade + 1.f ) / ( fPointScale * fLinearScale ) / m_scale;
else
return m_radii_transformed[0] * m_radii_transformed[0] * 1.f / fPointScale / m_scale;
float calculateIntensityFromRadii() const {
return std::copysign( spawnflags_linear( m_flags ) // keep intensity sign, while adjusting it via radii
? light_intensity_linear( m_radii_transformed[0] * m_fade, 1.f ) / m_scale
: light_intensity( m_radii_transformed[0], 1.f ) / m_scale
, getIntensity() );
}
};
@ -1542,11 +1536,9 @@ public:
m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
m_radii.m_radii_transformed[0] = m_radii.m_radii[0];
m_radii.m_radii_transformed[1] = m_radii.m_radii[1];
m_radii.m_radii_transformed[2] = m_radii.m_radii[2];
m_radii.m_radii_transformed = m_radii.m_radii;
}
void freezeTransform(){
void freezeTransform( bool doradii ){
if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
m_useLightOrigin = true;
}
@ -1577,11 +1569,9 @@ public:
m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
write_origin( m_doom3Radius.m_radius, &m_entity, "light_radius" );
}
else{
else if( doradii ){
write_intensity( m_radii.calculateIntensityFromRadii(), &m_entity );
m_radii.m_radii[0] = m_radii.m_radii_transformed[0];
m_radii.m_radii[1] = m_radii.m_radii_transformed[1];
m_radii.m_radii[2] = m_radii.m_radii_transformed[2];
m_radii.m_radii = m_radii.m_radii_transformed;
}
}
void transformChanged(){
@ -1952,7 +1942,7 @@ public:
void applyTransform(){
m_contained.revertTransform();
evaluateTransform();
m_contained.freezeTransform();
m_contained.freezeTransform( m_scaleRadius.isSelected() );
}
typedef MemberCaller<LightInstance, &LightInstance::applyTransform> ApplyTransformCaller;