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https://git.do.srb2.org/KartKrew/Kart-Public.git
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'sal-lighting' code ports from v2
This commit is contained in:
parent
82b5ce5495
commit
b2aebb81ec
13 changed files with 477 additions and 419 deletions
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@ -223,6 +223,8 @@ typedef struct GLMipmap_s FTextureInfo;
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struct FLightInfo
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{
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FUINT light_level;
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FUINT fade_start;
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FUINT fade_end;
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};
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typedef struct FLightInfo FLightInfo;
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@ -241,9 +243,6 @@ enum hwdsetspecialstate
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{
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HWD_SET_SHADERS,
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HWD_SET_FOG_MODE,
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HWD_SET_FOG_DENSITY,
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HWD_SET_TEXTUREFILTERMODE,
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HWD_SET_TEXTUREANISOTROPICMODE,
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@ -251,8 +250,8 @@ enum hwdsetspecialstate
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};
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typedef enum hwdsetspecialstate hwdspecialstate_t;
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#define GL_NORMALFOG 0x00000000
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#define GL_FADEFOG 0x19000000
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#define GL_DEFAULTMIX 0x00000000
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#define GL_DEFAULTFOG 0xFF000000
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enum hwdfiltermode
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{
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@ -74,11 +74,9 @@ EXPORT void HWRAPI(UnSetShader) (void);
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EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment);
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EXPORT void HWRAPI(InitCustomShaders) (void);
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EXPORT void HWRAPI(StartBatching) (void);
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EXPORT void HWRAPI(RenderBatches) (int *sNumPolys, int *sNumVerts, int *sNumCalls, int *sNumShaders, int *sNumTextures, int *sNumPolyFlags, int *sNumColors);
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// ==========================================================================
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// HWR DRIVER OBJECT, FOR CLIENT PROGRAM
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// ==========================================================================
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@ -47,9 +47,6 @@ GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wad, UINT16 lump);
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GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum);
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void HWR_GetFadeMask(lumpnum_t fademasklumpnum);
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// hardware driver
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extern INT32 gl_leveltime;
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// --------
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// hw_draw.c
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// --------
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@ -139,162 +139,128 @@ static INT32 drawcount = 0;
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// Lighting
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// ==========================================================================
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#define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f))
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void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
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void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap)
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{
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if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable)
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RGBA_t poly_color, tint_color, fade_color;
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poly_color.rgba = 0xFFFFFFFF;
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tint_color.rgba = (colormap != NULL) ? (UINT32)colormap->rgba : GL_DEFAULTMIX;
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fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG;
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// Crappy backup coloring if you can't do shaders
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if (!(cv_grshaders.value && gr_shadersavailable))
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{
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RGBA_t mix_color, fog_color, final_color;
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INT32 mix;
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float fog_alpha;
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float red, green, blue;
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// be careful, this may get negative for high lightlevel values.
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float tint_alpha, fade_alpha;
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float red, green, blue;
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mix_color.rgba = mixcolor;
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fog_color.rgba = fadecolor;
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red = (float)poly_color.s.red;
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green = (float)poly_color.s.green;
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blue = (float)poly_color.s.blue;
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mix = mix_color.s.alpha*10/5;
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if (mix > 25) mix = 25;
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mix *= 255;
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mix /= 25;
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// 48 is just an arbritrary value that looked relatively okay.
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tint_alpha = (float)(sqrt(tint_color.s.alpha) * 48) / 255.0f;
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// Modulate the colors by alpha.
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mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
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mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
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mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
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// 8 is roughly the brightness of the "close" color in Software, and 16 the brightness of the "far" color.
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// 8 is too bright for dark levels, and 16 is too dark for bright levels.
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// 12 is the compromise value. It doesn't look especially good anywhere, but it's the most balanced.
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// (Also, as far as I can tell, fade_color's alpha is actually not used in Software, so we only use light level.)
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fade_alpha = (float)(sqrt(255-light_level) * 12) / 255.0f;
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// Set the surface colors and further modulate the colors by light.
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final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF));
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final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF));
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final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF));
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final_color.s.alpha = 0xFF;
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// Clamp the alpha values
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tint_alpha = min(max(tint_alpha, 0.0f), 1.0f);
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fade_alpha = min(max(fade_alpha, 0.0f), 1.0f);
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// Fog.
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fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f;
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red = (tint_color.s.red * tint_alpha) + (red * (1.0f - tint_alpha));
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green = (tint_color.s.green * tint_alpha) + (green * (1.0f - tint_alpha));
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blue = (tint_color.s.blue * tint_alpha) + (blue * (1.0f - tint_alpha));
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// Set the surface colors and further modulate the colors by light.
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fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
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fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
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fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
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red = (fade_color.s.red * fade_alpha) + (red * (1.0f - fade_alpha));
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green = (fade_color.s.green * fade_alpha) + (green * (1.0f - fade_alpha));
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blue = (fade_color.s.blue * fade_alpha) + (blue * (1.0f - fade_alpha));
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if (cv_grfog.value)
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{
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// be careful, this may get negative for high lightlevel values.
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float fog = (fog_alpha - (light_level/255.0f))*3/2;
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if (fog < 0)
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fog = 0;
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red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog));
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green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog));
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blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog));
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final_color.s.red = (UINT8)(red*255.0f);
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final_color.s.green = (UINT8)(green*255.0f);
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final_color.s.blue = (UINT8)(blue*255.0f);
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}
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Surface->PolyColor.rgba = final_color.rgba;
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Surface->FadeColor.rgba = fog_color.rgba;
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Surface->LightInfo.light_level = light_level;
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}
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else
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{
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Surface->PolyColor.rgba = 0xFFFFFFFF;
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Surface->TintColor.rgba = mixcolor;
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Surface->FadeColor.rgba = fadecolor;
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Surface->LightInfo.light_level = light_level;
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poly_color.s.red = (UINT8)red;
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poly_color.s.green = (UINT8)green;
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poly_color.s.blue = (UINT8)blue;
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}
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Surface->PolyColor.rgba = poly_color.rgba;
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Surface->TintColor.rgba = tint_color.rgba;
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Surface->FadeColor.rgba = fade_color.rgba;
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Surface->LightInfo.light_level = light_level;
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Surface->LightInfo.fade_start = (colormap != NULL) ? colormap->fadestart : 0;
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Surface->LightInfo.fade_end = (colormap != NULL) ? colormap->fadeend : 31;
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}
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void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
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{
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if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable)
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{
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RGBA_t mix_color, fog_color, final_color;
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INT32 mix, fogmix, lightmix;
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float fog_alpha;
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// You see the problem is that darker light isn't actually as dark as it SHOULD be.
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lightmix = 255 - ((255 - light_level)*10/7);
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// Don't go out of bounds
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if (lightmix < 0)
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lightmix = 0;
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else if (lightmix > 255)
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lightmix = 255;
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mix_color.rgba = mixcolor;
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fog_color.rgba = fadecolor;
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mix = (mix_color.s.alpha*255)/25;
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fogmix = (fog_color.s.alpha*255)/25;
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// Modulate the colors by alpha.
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mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
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mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
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mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
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// Set the surface colors and further modulate the colors by light.
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final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.red,lightmix));
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final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.green,lightmix));
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final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.blue,lightmix));
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// Modulate the colors by alpha.
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fog_color.s.red = (UINT8)(CALCLIGHT(fogmix,fog_color.s.red));
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fog_color.s.green = (UINT8)(CALCLIGHT(fogmix,fog_color.s.green));
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fog_color.s.blue = (UINT8)(CALCLIGHT(fogmix,fog_color.s.blue));
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// Set the surface colors and further modulate the colors by light.
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final_color.s.red = final_color.s.red+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.red,(0xFF-lightmix))));
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final_color.s.green = final_color.s.green+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.green,(0xFF-lightmix))));
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final_color.s.blue = final_color.s.blue+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.blue,(0xFF-lightmix))));
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final_color.s.alpha = 0xFF;
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// Fog.
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fog_color.rgba = fadecolor;
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fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f;
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// Set the surface colors and further modulate the colors by light.
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fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
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fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
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fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
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Surface->PolyColor.rgba = final_color.rgba;
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Surface->FadeColor.rgba = fog_color.rgba;
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Surface->LightInfo.light_level = lightmix;
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}
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else
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{
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Surface->PolyColor.rgba = 0xFFFFFFFF;
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Surface->TintColor.rgba = mixcolor;
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Surface->FadeColor.rgba = fadecolor;
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Surface->LightInfo.light_level = light_level;
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}
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}
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UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work
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UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work
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{
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RGBA_t realcolor, surfcolor;
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INT32 alpha;
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// You see the problem is that darker light isn't actually as dark as it SHOULD be.
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light = light - ((255 - light)*24/22);
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realcolor.rgba = (colormap != NULL) ? colormap->rgba : GL_DEFAULTMIX;
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// Don't go out of bounds
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if (light < 0)
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light = 0;
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else if (light > 255)
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light = 255;
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if (!(cv_grshaders.value && gr_shadersavailable))
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{
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light = light - (255 - light);
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realcolor.rgba = color;
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// Don't go out of bounds
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if (light < 0)
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light = 0;
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else if (light > 255)
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light = 255;
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alpha = (realcolor.s.alpha*255)/25;
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alpha = (realcolor.s.alpha*255)/25;
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// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
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surfcolor.s.alpha = (alpha*light)/(2*256)+255-light;
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// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
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surfcolor.s.alpha = (alpha*light) / (2*256) + 255-light;
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}
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else
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{
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surfcolor.s.alpha = (255 - light);
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}
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return surfcolor.s.alpha;
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}
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static FUINT HWR_CalcWallLight(FUINT lightnum, fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y)
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{
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INT16 finallight = lightnum;
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if (cv_grfakecontrast.value != 0)
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{
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const UINT8 contrast = 8;
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fixed_t extralight = 0;
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if (cv_grfakecontrast.value == 2) // Smooth setting
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{
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extralight = (-(contrast<<FRACBITS) +
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FixedDiv(AngleFixed(R_PointToAngle2(0, 0,
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abs(v1x - v2x),
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abs(v1y - v2y))), 90<<FRACBITS)
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* (contrast * 2)) >> FRACBITS;
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}
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else
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{
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if (v1y == v2y)
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extralight = -contrast;
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else if (v1x == v2x)
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extralight = contrast;
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}
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if (extralight != 0)
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{
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finallight += extralight;
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if (finallight < 0)
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finallight = 0;
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if (finallight > 255)
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finallight = 255;
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}
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}
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return (FUINT)finallight;
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}
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// ==========================================================================
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// Floor and ceiling generation from subsectors
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// ==========================================================================
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@ -492,10 +458,7 @@ void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedhei
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#endif
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}
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if (planecolormap)
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HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba);
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else
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HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
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HWR_Lighting(&Surf, lightlevel, planecolormap);
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if (PolyFlags & (PF_Translucent|PF_Fog))
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{
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@ -607,10 +570,7 @@ FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
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//
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void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
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{
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if (wallcolormap)
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HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba);
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else
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HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
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HWR_Lighting(pSurf, lightlevel, wallcolormap);
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HWD.pfnSetShader(2); // wall shader
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HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude);
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@ -651,7 +611,7 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa
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INT32 solid, i;
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lightlist_t * list = sector->lightlist;
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const UINT8 alpha = Surf->PolyColor.s.alpha;
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FUINT lightnum = sector->lightlevel;
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FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, v1x, v1y, v2x, v2y);
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extracolormap_t *colormap = NULL;
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realtop = top = wallVerts[3].y;
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@ -680,12 +640,12 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa
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{
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if (pfloor && (pfloor->flags & FF_FOG))
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{
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lightnum = pfloor->master->frontsector->lightlevel;
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lightnum = HWR_CalcWallLight(pfloor->master->frontsector->lightlevel, v1x, v1y, v2x, v2y);
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colormap = pfloor->master->frontsector->extra_colormap;
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}
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else
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{
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lightnum = *list[i].lightlevel;
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lightnum = HWR_CalcWallLight(*list[i].lightlevel, v1x, v1y, v2x, v2y);
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colormap = list[i].extra_colormap;
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}
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}
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@ -966,7 +926,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT));
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}
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lightnum = gr_frontsector->lightlevel;
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lightnum = HWR_CalcWallLight(gr_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
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colormap = gr_frontsector->extra_colormap;
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if (gr_frontsector)
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@ -1791,13 +1751,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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blendmode = PF_Fog|PF_NoTexture;
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lightnum = rover->master->frontsector->lightlevel;
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lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
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colormap = rover->master->frontsector->extra_colormap;
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if (rover->master->frontsector->extra_colormap)
|
||||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba);
|
||||
else
|
||||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_NORMALFOG);
|
||||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
|
||||
|
||||
if (gr_frontsector->numlights)
|
||||
HWR_SplitWall(gr_frontsector, wallVerts, 0, &Surf, rover->flags, rover);
|
||||
|
@ -1906,13 +1863,10 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
|
|||
|
||||
blendmode = PF_Fog|PF_NoTexture;
|
||||
|
||||
lightnum = rover->master->frontsector->lightlevel;
|
||||
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
|
||||
colormap = rover->master->frontsector->extra_colormap;
|
||||
|
||||
if (rover->master->frontsector->extra_colormap)
|
||||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba);
|
||||
else
|
||||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_NORMALFOG);
|
||||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
|
||||
|
||||
if (gr_backsector->numlights)
|
||||
HWR_SplitWall(gr_backsector, wallVerts, 0, &Surf, rover->flags, rover);
|
||||
|
@ -2339,10 +2293,7 @@ void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t
|
|||
v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
|
||||
}
|
||||
|
||||
if (planecolormap)
|
||||
HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba);
|
||||
else
|
||||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||||
HWR_Lighting(&Surf, lightlevel, planecolormap);
|
||||
|
||||
if (blendmode & PF_Translucent)
|
||||
{
|
||||
|
@ -2607,10 +2558,7 @@ void HWR_Subsector(size_t num)
|
|||
|
||||
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
|
||||
|
||||
if (rover->master->frontsector->extra_colormap)
|
||||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba);
|
||||
else
|
||||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, GL_NORMALFOG);
|
||||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
|
||||
|
||||
HWR_AddTransparentFloor(0,
|
||||
&extrasubsectors[num],
|
||||
|
@ -2662,10 +2610,7 @@ void HWR_Subsector(size_t num)
|
|||
|
||||
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
|
||||
|
||||
if (rover->master->frontsector->extra_colormap)
|
||||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba);
|
||||
else
|
||||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, GL_NORMALFOG);
|
||||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
|
||||
|
||||
HWR_AddTransparentFloor(0,
|
||||
&extrasubsectors[num],
|
||||
|
@ -3381,10 +3326,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
}
|
||||
#endif
|
||||
|
||||
if (colormap)
|
||||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||||
else
|
||||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||||
|
||||
Surf.PolyColor.s.alpha = alpha;
|
||||
|
||||
|
@ -3424,10 +3366,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
wallVerts[0].y = wallVerts[1].y = bot;
|
||||
#endif
|
||||
|
||||
if (colormap)
|
||||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||||
else
|
||||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||||
|
||||
Surf.PolyColor.s.alpha = alpha;
|
||||
|
||||
|
@ -3559,10 +3498,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
|
|||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = sector->lightlevel;
|
||||
|
||||
if (colormap)
|
||||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||||
else
|
||||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -3668,10 +3604,7 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
|
|||
colormap = sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (colormap)
|
||||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||||
else
|
||||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||||
}
|
||||
|
||||
if (spr->mobj->flags2 & MF2_SHADOW)
|
||||
|
@ -4540,11 +4473,11 @@ static boolean drewsky = false;
|
|||
|
||||
void HWR_DrawSkyBackground(float fpov)
|
||||
{
|
||||
FTransform dometransform;
|
||||
|
||||
if (drewsky)
|
||||
return;
|
||||
|
||||
FTransform dometransform;
|
||||
|
||||
memset(&dometransform, 0x00, sizeof(FTransform));
|
||||
|
||||
//04/01/2000: Hurdler: added for T&L
|
||||
|
@ -4647,7 +4580,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
|
|||
gr_windowcenterx += gr_viewwidth;
|
||||
}
|
||||
|
||||
|
||||
// check for new console commands.
|
||||
NetUpdate();
|
||||
|
||||
|
@ -4726,12 +4658,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
|
|||
HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_grshaders.value);
|
||||
HWD.pfnSetShader(0);
|
||||
|
||||
// Check if fog is enabled.
|
||||
if (cv_grfog.value)
|
||||
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
|
||||
else
|
||||
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
|
||||
|
||||
if (cv_grbatching.value)
|
||||
HWD.pfnStartBatching();
|
||||
|
||||
|
@ -4763,10 +4689,6 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
|
|||
HWD.pfnSetTransform(NULL);
|
||||
HWD.pfnUnSetShader();
|
||||
|
||||
// Disable fog
|
||||
if (cv_grfog.value)
|
||||
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
|
||||
|
||||
// Run post processor effects
|
||||
if (!skybox)
|
||||
HWR_DoPostProcessor(player);
|
||||
|
@ -4785,14 +4707,17 @@ void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
|
|||
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
||||
{
|
||||
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
|
||||
|
||||
// Clear the color buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
|
||||
if (viewnumber == 0) // Only do it if it's the first screen being rendered
|
||||
{
|
||||
FRGBAFloat ClearColor;
|
||||
|
||||
ClearColor.red = 0.0f;
|
||||
ClearColor.green = 0.0f;
|
||||
ClearColor.blue = 0.0f;
|
||||
ClearColor.alpha = 1.0f;
|
||||
|
||||
HWD.pfnClearBuffer(true, false, &ClearColor);
|
||||
}
|
||||
|
||||
|
@ -4811,16 +4736,6 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
|||
HWR_RenderFrame(viewnumber, player, false);
|
||||
}
|
||||
|
||||
// ==========================================================================
|
||||
// FOG
|
||||
// ==========================================================================
|
||||
|
||||
void HWR_FoggingOn(void)
|
||||
{
|
||||
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1);
|
||||
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
|
||||
}
|
||||
|
||||
// ==========================================================================
|
||||
// 3D ENGINE COMMANDS
|
||||
// ==========================================================================
|
||||
|
@ -4918,10 +4833,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
|
|||
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
|
||||
|
||||
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
|
||||
if (wallcolormap)
|
||||
HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba);
|
||||
else
|
||||
HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||||
HWR_Lighting(pSurf, lightlevel, wallcolormap);
|
||||
|
||||
pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
|
||||
|
||||
|
|
|
@ -69,11 +69,8 @@ void HWR_AddCommands(void);
|
|||
// into files like hw_bsp.c, hw_sprites.c...
|
||||
|
||||
// hw_main.c: Lighting and fog
|
||||
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor);
|
||||
void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor);
|
||||
UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color); // Let's see if this can work
|
||||
|
||||
void HWR_FoggingOn(void);
|
||||
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap);
|
||||
UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap); // Let's see if this can work
|
||||
|
||||
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf);
|
||||
|
||||
|
@ -149,6 +146,7 @@ extern consvar_t cv_grcorrecttricks;
|
|||
extern consvar_t cv_grfovchange;
|
||||
extern consvar_t cv_grsolvetjoin;
|
||||
extern consvar_t cv_grspritebillboarding;
|
||||
extern consvar_t cv_grfakecontrast;
|
||||
extern consvar_t cv_grfallbackplayermodel;
|
||||
|
||||
extern CV_PossibleValue_t granisotropicmode_cons_t[];
|
||||
|
|
|
@ -659,18 +659,24 @@ spritemd2found:
|
|||
// 0.0722 to blue
|
||||
// (See this same define in k_kart.c!)
|
||||
#define SETBRIGHTNESS(brightness,r,g,b) \
|
||||
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
|
||||
brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000))
|
||||
|
||||
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color)
|
||||
{
|
||||
UINT8 i;
|
||||
UINT16 w = gpatch->width, h = gpatch->height;
|
||||
UINT32 size = w*h;
|
||||
RGBA_t *image, *blendimage, *cur, blendcolor;
|
||||
UINT8 translation[16]; // First the color index
|
||||
UINT8 cutoff[16]; // Brightness cutoff before using the next color
|
||||
UINT8 translen = 0;
|
||||
UINT8 i;
|
||||
|
||||
blendcolor = V_GetColor(0); // initialize
|
||||
memset(translation, 0, sizeof(translation));
|
||||
memset(cutoff, 0, sizeof(cutoff));
|
||||
|
||||
if (grmip->width == 0)
|
||||
{
|
||||
|
||||
grmip->width = gpatch->width;
|
||||
grmip->height = gpatch->height;
|
||||
|
||||
|
@ -680,8 +686,11 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
|
|||
grmip->grInfo.format = GR_RGBA;
|
||||
}
|
||||
|
||||
Z_Free(grmip->grInfo.data);
|
||||
grmip->grInfo.data = NULL;
|
||||
if (grmip->grInfo.data)
|
||||
{
|
||||
Z_Free(grmip->grInfo.data);
|
||||
grmip->grInfo.data = NULL;
|
||||
}
|
||||
|
||||
cur = Z_Malloc(size*4, PU_HWRCACHE, &grmip->grInfo.data);
|
||||
memset(cur, 0x00, size*4);
|
||||
|
@ -689,101 +698,285 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
|
|||
image = gpatch->mipmap->grInfo.data;
|
||||
blendimage = blendgpatch->mipmap->grInfo.data;
|
||||
|
||||
// Average all of the translation's colors
|
||||
// TC_METALSONIC includes an actual skincolor translation, on top of its flashing.
|
||||
if (skinnum == TC_METALSONIC)
|
||||
color = SKINCOLOR_BLUEBERRY;
|
||||
|
||||
if (color != SKINCOLOR_NONE)
|
||||
{
|
||||
const UINT8 div = 6;
|
||||
const UINT8 start = 4;
|
||||
UINT32 r, g, b;
|
||||
UINT8 numdupes = 1;
|
||||
UINT8 prevdupes = numdupes;
|
||||
|
||||
blendcolor = V_GetColor(colortranslations[color][start]);
|
||||
r = (UINT32)(blendcolor.s.red*blendcolor.s.red);
|
||||
g = (UINT32)(blendcolor.s.green*blendcolor.s.green);
|
||||
b = (UINT32)(blendcolor.s.blue*blendcolor.s.blue);
|
||||
translation[translen] = colortranslations[color][0];
|
||||
cutoff[translen] = 255;
|
||||
|
||||
for (i = 1; i < div; i++)
|
||||
for (i = 1; i < 16; i++)
|
||||
{
|
||||
RGBA_t nextcolor = V_GetColor(colortranslations[color][start+i]);
|
||||
r += (UINT32)(nextcolor.s.red*nextcolor.s.red);
|
||||
g += (UINT32)(nextcolor.s.green*nextcolor.s.green);
|
||||
b += (UINT32)(nextcolor.s.blue*nextcolor.s.blue);
|
||||
if (translation[translen] == colortranslations[color][i])
|
||||
{
|
||||
numdupes++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (translen > 0)
|
||||
{
|
||||
INT16 newcutoff = cutoff[translen-1] - (255 / (16 / prevdupes));
|
||||
|
||||
if (newcutoff < 0)
|
||||
newcutoff = 0;
|
||||
|
||||
cutoff[translen] = (UINT8)newcutoff;
|
||||
}
|
||||
|
||||
prevdupes = numdupes;
|
||||
numdupes = 1;
|
||||
translen++;
|
||||
|
||||
translation[translen] = (UINT8)colortranslations[color][i];
|
||||
}
|
||||
|
||||
blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<<FRACBITS)>>FRACBITS);
|
||||
blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<<FRACBITS)>>FRACBITS);
|
||||
blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<<FRACBITS)>>FRACBITS);
|
||||
translen++;
|
||||
}
|
||||
|
||||
// rainbow support, could theoretically support boss ones too
|
||||
if (skinnum == TC_RAINBOW)
|
||||
while (size--)
|
||||
{
|
||||
while (size--)
|
||||
if (skinnum == TC_BOSS)
|
||||
{
|
||||
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
|
||||
// Turn everything below a certain threshold white
|
||||
if ((image->s.red == image->s.green) && (image->s.green == image->s.blue) && image->s.blue < 127)
|
||||
{
|
||||
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
|
||||
cur->rgba = image->rgba;
|
||||
// Lactozilla: Invert the colors
|
||||
cur->s.red = cur->s.green = cur->s.blue = (255 - image->s.blue);
|
||||
}
|
||||
else
|
||||
{
|
||||
cur->s.red = image->s.red;
|
||||
cur->s.green = image->s.green;
|
||||
cur->s.blue = image->s.blue;
|
||||
}
|
||||
|
||||
cur->s.alpha = image->s.alpha;
|
||||
}
|
||||
else if (skinnum == TC_ALLWHITE)
|
||||
{
|
||||
// Turn everything white
|
||||
cur->s.red = cur->s.green = cur->s.blue = 255;
|
||||
cur->s.alpha = image->s.alpha;
|
||||
}
|
||||
else
|
||||
{
|
||||
// All settings that use skincolors!
|
||||
UINT16 brightness;
|
||||
|
||||
// Everything below requires a blend image
|
||||
if (blendimage == NULL)
|
||||
{
|
||||
cur->rgba = image->rgba;
|
||||
goto skippixel;
|
||||
}
|
||||
|
||||
if (translen <= 0)
|
||||
{
|
||||
cur->rgba = image->rgba;
|
||||
goto skippixel;
|
||||
}
|
||||
|
||||
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
|
||||
if (skinnum == TC_RAINBOW)
|
||||
{
|
||||
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
|
||||
{
|
||||
cur->rgba = image->rgba;
|
||||
goto skippixel;
|
||||
}
|
||||
else
|
||||
{
|
||||
UINT16 imagebright, blendbright;
|
||||
SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue);
|
||||
SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
|
||||
// slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway
|
||||
brightness = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (blendimage->s.alpha == 0)
|
||||
{
|
||||
cur->rgba = image->rgba;
|
||||
goto skippixel; // for metal sonic blend
|
||||
}
|
||||
else
|
||||
{
|
||||
SETBRIGHTNESS(brightness,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate a sort of "gradient" for the skincolor
|
||||
// (Me splitting this into a function didn't work, so I had to ruin this entire function's groove...)
|
||||
{
|
||||
RGBA_t nextcolor;
|
||||
UINT8 firsti, secondi, mul, mulmax;
|
||||
INT32 r, g, b;
|
||||
|
||||
// Rainbow needs to find the closest match to the textures themselves, instead of matching brightnesses to other colors.
|
||||
// Ensue horrible mess.
|
||||
if (skinnum == TC_RAINBOW)
|
||||
{
|
||||
UINT16 brightdif = 256;
|
||||
UINT8 colorbrightnesses[16];
|
||||
INT32 compare, m, d;
|
||||
|
||||
// Ignore pure white & pitch black
|
||||
if (brightness > 253 || brightness < 2)
|
||||
{
|
||||
cur->rgba = image->rgba;
|
||||
cur++; image++; blendimage++;
|
||||
continue;
|
||||
}
|
||||
|
||||
firsti = 0;
|
||||
mul = 0;
|
||||
mulmax = 1;
|
||||
|
||||
for (i = 0; i < translen; i++)
|
||||
{
|
||||
RGBA_t tempc = V_GetColor(translation[i]);
|
||||
SETBRIGHTNESS(colorbrightnesses[i], tempc.s.red, tempc.s.green, tempc.s.blue); // store brightnesses for comparison
|
||||
}
|
||||
|
||||
for (i = 0; i < translen; i++)
|
||||
{
|
||||
if (brightness > colorbrightnesses[i]) // don't allow greater matches (because calculating a makeshift gradient for this is already a huge mess as is)
|
||||
continue;
|
||||
|
||||
compare = abs((INT16)(colorbrightnesses[i]) - (INT16)(brightness));
|
||||
|
||||
if (compare < brightdif)
|
||||
{
|
||||
brightdif = (UINT16)compare;
|
||||
firsti = i; // best matching color that's equal brightness or darker
|
||||
}
|
||||
}
|
||||
|
||||
secondi = firsti+1; // next color in line
|
||||
|
||||
m = (INT16)brightness - (INT16)colorbrightnesses[secondi];
|
||||
d = (INT16)colorbrightnesses[firsti] - (INT16)colorbrightnesses[secondi];
|
||||
|
||||
if (m >= d)
|
||||
m = d-1;
|
||||
|
||||
mulmax = 16;
|
||||
|
||||
// calculate the "gradient" multiplier based on how close this color is to the one next in line
|
||||
if (m <= 0 || d <= 0)
|
||||
mul = 0;
|
||||
else
|
||||
mul = (mulmax-1) - ((m * mulmax) / d);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Just convert brightness to a skincolor value, use distance to next position to find the gradient multipler
|
||||
firsti = 0;
|
||||
|
||||
for (i = 1; i < translen; i++)
|
||||
{
|
||||
if (brightness >= cutoff[i])
|
||||
break;
|
||||
firsti = i;
|
||||
}
|
||||
|
||||
secondi = firsti+1;
|
||||
|
||||
mulmax = cutoff[firsti] - cutoff[secondi];
|
||||
mul = cutoff[firsti] - brightness;
|
||||
}
|
||||
|
||||
blendcolor = V_GetColor(translation[firsti]);
|
||||
|
||||
if (mul > 0) // If it's 0, then we only need the first color.
|
||||
{
|
||||
nextcolor = V_GetColor(translation[secondi]);
|
||||
|
||||
// Find difference between points
|
||||
r = (INT32)(nextcolor.s.red - blendcolor.s.red);
|
||||
g = (INT32)(nextcolor.s.green - blendcolor.s.green);
|
||||
b = (INT32)(nextcolor.s.blue - blendcolor.s.blue);
|
||||
|
||||
// Find the gradient of the two points
|
||||
r = ((mul * r) / mulmax);
|
||||
g = ((mul * g) / mulmax);
|
||||
b = ((mul * b) / mulmax);
|
||||
|
||||
// Add gradient value to color
|
||||
blendcolor.s.red += r;
|
||||
blendcolor.s.green += g;
|
||||
blendcolor.s.blue += b;
|
||||
}
|
||||
}
|
||||
|
||||
if (skinnum == TC_RAINBOW)
|
||||
{
|
||||
UINT32 tempcolor;
|
||||
UINT16 imagebright, blendbright, finalbright, colorbright;
|
||||
SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue);
|
||||
SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
|
||||
// slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway
|
||||
finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
|
||||
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
|
||||
UINT16 colorbright;
|
||||
|
||||
tempcolor = (finalbright*blendcolor.s.red)/colorbright;
|
||||
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
|
||||
if (colorbright == 0)
|
||||
colorbright = 1; // no dividing by 0 please
|
||||
|
||||
tempcolor = (brightness * blendcolor.s.red) / colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.red = (UINT8)tempcolor;
|
||||
tempcolor = (finalbright*blendcolor.s.green)/colorbright;
|
||||
|
||||
tempcolor = (brightness * blendcolor.s.green) / colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.green = (UINT8)tempcolor;
|
||||
tempcolor = (finalbright*blendcolor.s.blue)/colorbright;
|
||||
|
||||
tempcolor = (brightness * blendcolor.s.blue) / colorbright;
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.blue = (UINT8)tempcolor;
|
||||
cur->s.alpha = image->s.alpha;
|
||||
}
|
||||
|
||||
cur++; image++; blendimage++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (size--)
|
||||
{
|
||||
if (blendimage->s.alpha == 0)
|
||||
{
|
||||
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
|
||||
cur->rgba = image->rgba;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Color strength depends on image alpha
|
||||
INT32 tempcolor;
|
||||
INT16 tempmult, tempalpha;
|
||||
tempalpha = -(abs(blendimage->s.red-127)-127)*2;
|
||||
if (tempalpha > 255)
|
||||
tempalpha = 255;
|
||||
else if (tempalpha < 0)
|
||||
tempalpha = 0;
|
||||
|
||||
tempmult = (blendimage->s.red-127)*2;
|
||||
if (tempmult > 255)
|
||||
tempmult = 255;
|
||||
else if (tempmult < 0)
|
||||
tempmult = 0;
|
||||
|
||||
tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255;
|
||||
tempcolor = ((image->s.red * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.red * blendimage->s.alpha) / 255);
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.red = (UINT8)tempcolor;
|
||||
tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255;
|
||||
|
||||
tempcolor = ((image->s.green * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.green * blendimage->s.alpha) / 255);
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.green = (UINT8)tempcolor;
|
||||
tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255;
|
||||
|
||||
tempcolor = ((image->s.blue * (255-blendimage->s.alpha)) / 255) + ((blendcolor.s.blue * blendimage->s.alpha) / 255);
|
||||
tempcolor = min(255, tempcolor);
|
||||
cur->s.blue = (UINT8)tempcolor;
|
||||
cur->s.alpha = image->s.alpha;
|
||||
}
|
||||
|
||||
cur++; image++; blendimage++;
|
||||
skippixel:
|
||||
|
||||
// *Now* we can do Metal Sonic's flashing
|
||||
if (skinnum == TC_METALSONIC)
|
||||
{
|
||||
// Blend dark blue into white
|
||||
if (cur->s.alpha > 0 && cur->s.red == 0 && cur->s.green == 0 && cur->s.blue < 255 && cur->s.blue > 31)
|
||||
{
|
||||
// Sal: Invert non-blue
|
||||
cur->s.red = cur->s.green = (255 - cur->s.blue);
|
||||
cur->s.blue = 255;
|
||||
}
|
||||
|
||||
cur->s.alpha = image->s.alpha;
|
||||
}
|
||||
}
|
||||
|
||||
cur++; image++;
|
||||
|
||||
if (blendimage != NULL)
|
||||
blendimage++;
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -890,10 +1083,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
colormap = sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (colormap)
|
||||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||||
else
|
||||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -26,6 +26,8 @@
|
|||
#include "r_opengl.h"
|
||||
#include "r_vbo.h"
|
||||
|
||||
#include "../../p_tick.h" // for leveltime (NOTE: THIS IS BAD, FIGURE OUT HOW TO PROPERLY IMPLEMENT gl_leveltime)
|
||||
|
||||
#if defined (HWRENDER) && !defined (NOROPENGL)
|
||||
|
||||
struct GLRGBAFloat
|
||||
|
@ -482,11 +484,6 @@ boolean SetupGLfunc(void)
|
|||
return true;
|
||||
}
|
||||
|
||||
static INT32 glstate_fog_mode = 0;
|
||||
static float glstate_fog_density = 0;
|
||||
|
||||
INT32 gl_leveltime = 0;
|
||||
|
||||
#ifdef GL_SHADERS
|
||||
typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum);
|
||||
typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*);
|
||||
|
@ -552,10 +549,8 @@ typedef enum
|
|||
gluniform_tint_color,
|
||||
gluniform_fade_color,
|
||||
gluniform_lighting,
|
||||
|
||||
// fog
|
||||
gluniform_fog_mode,
|
||||
gluniform_fog_density,
|
||||
gluniform_fade_start,
|
||||
gluniform_fade_end,
|
||||
|
||||
// misc. (custom shaders)
|
||||
gluniform_leveltime,
|
||||
|
@ -579,9 +574,6 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
|
|||
// GLSL Software fragment shader
|
||||
//
|
||||
|
||||
// (new shader stuff taken from srb2 shader branch)
|
||||
// this is missing support for fade_start and fade_end
|
||||
|
||||
#define GLSL_DOOM_COLORMAP \
|
||||
"float R_DoomColormap(float light, float z)\n" \
|
||||
"{\n" \
|
||||
|
@ -611,6 +603,12 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
|
|||
|
||||
#define GLSL_SOFTWARE_FADE_EQUATION \
|
||||
"float darkness = R_DoomLightingEquation(lighting);\n" \
|
||||
"if (fade_start != 0.0 || fade_end != 31.0) {\n" \
|
||||
"float fs = fade_start / 31.0;\n" \
|
||||
"float fe = fade_end / 31.0;\n" \
|
||||
"float fd = fe - fs;\n" \
|
||||
"darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \
|
||||
"}\n" \
|
||||
"final_color = mix(final_color, fade_color, darkness);\n"
|
||||
|
||||
#define GLSL_SOFTWARE_FRAGMENT_SHADER \
|
||||
|
@ -619,6 +617,8 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
|
|||
"uniform vec4 tint_color;\n" \
|
||||
"uniform vec4 fade_color;\n" \
|
||||
"uniform float lighting;\n" \
|
||||
"uniform float fade_start;\n" \
|
||||
"uniform float fade_end;\n" \
|
||||
GLSL_DOOM_COLORMAP \
|
||||
GLSL_DOOM_LIGHT_EQUATION \
|
||||
"void main(void) {\n" \
|
||||
|
@ -631,9 +631,44 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
|
|||
"gl_FragColor = final_color;\n" \
|
||||
"}\0"
|
||||
|
||||
//
|
||||
// Water surface shader
|
||||
//
|
||||
// Mostly guesstimated, rather than the rest being built off Software science.
|
||||
// Still needs to distort things underneath/around the water...
|
||||
//
|
||||
|
||||
#define GLSL_WATER_FRAGMENT_SHADER \
|
||||
"uniform sampler2D tex;\n" \
|
||||
"uniform vec4 poly_color;\n" \
|
||||
"uniform vec4 tint_color;\n" \
|
||||
"uniform vec4 fade_color;\n" \
|
||||
"uniform float lighting;\n" \
|
||||
"uniform float fade_start;\n" \
|
||||
"uniform float fade_end;\n" \
|
||||
"uniform float leveltime;\n" \
|
||||
"const float freq = 0.025;\n" \
|
||||
"const float amp = 0.025;\n" \
|
||||
"const float speed = 2.0;\n" \
|
||||
"const float pi = 3.14159;\n" \
|
||||
GLSL_DOOM_COLORMAP \
|
||||
GLSL_DOOM_LIGHT_EQUATION \
|
||||
"void main(void) {\n" \
|
||||
"float z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \
|
||||
"float a = -pi * (z * freq) + (leveltime * speed);\n" \
|
||||
"float sdistort = sin(a) * amp;\n" \
|
||||
"float cdistort = cos(a) * amp;\n" \
|
||||
"vec4 texel = texture2D(tex, vec2(gl_TexCoord[0].s - sdistort, gl_TexCoord[0].t - cdistort));\n" \
|
||||
"vec4 base_color = texel * poly_color;\n" \
|
||||
"vec4 final_color = base_color;\n" \
|
||||
GLSL_SOFTWARE_TINT_EQUATION \
|
||||
GLSL_SOFTWARE_FADE_EQUATION \
|
||||
"final_color.a = texel.a * poly_color.a;\n" \
|
||||
"gl_FragColor = final_color;\n" \
|
||||
"}\0"
|
||||
|
||||
//
|
||||
// Fog block shader (Taken from srb2 shader branch)
|
||||
// Fog block shader
|
||||
//
|
||||
// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha
|
||||
//
|
||||
|
@ -642,6 +677,8 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
|
|||
"uniform vec4 tint_color;\n" \
|
||||
"uniform vec4 fade_color;\n" \
|
||||
"uniform float lighting;\n" \
|
||||
"uniform float fade_start;\n" \
|
||||
"uniform float fade_end;\n" \
|
||||
GLSL_DOOM_COLORMAP \
|
||||
GLSL_DOOM_LIGHT_EQUATION \
|
||||
"void main(void) {\n" \
|
||||
|
@ -652,16 +689,15 @@ static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
|
|||
"gl_FragColor = final_color;\n" \
|
||||
"}\0"
|
||||
|
||||
|
||||
//
|
||||
// GLSL generic fragment shader
|
||||
//
|
||||
|
||||
#define GLSL_DEFAULT_FRAGMENT_SHADER \
|
||||
"uniform sampler2D tex;\n" \
|
||||
"uniform vec4 mix_color;\n" \
|
||||
"uniform vec4 poly_color;\n" \
|
||||
"void main(void) {\n" \
|
||||
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * mix_color;\n" \
|
||||
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \
|
||||
"}\0"
|
||||
|
||||
static const char *fragment_shaders[] = {
|
||||
|
@ -681,7 +717,7 @@ static const char *fragment_shaders[] = {
|
|||
GLSL_SOFTWARE_FRAGMENT_SHADER,
|
||||
|
||||
// Water fragment shader
|
||||
GLSL_SOFTWARE_FRAGMENT_SHADER,
|
||||
GLSL_WATER_FRAGMENT_SHADER,
|
||||
|
||||
// Fog fragment shader
|
||||
GLSL_FOG_FRAGMENT_SHADER,
|
||||
|
@ -689,7 +725,7 @@ static const char *fragment_shaders[] = {
|
|||
// Sky fragment shader
|
||||
"uniform sampler2D tex;\n"
|
||||
"void main(void) {\n"
|
||||
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n" \
|
||||
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
|
||||
"}\0",
|
||||
|
||||
NULL,
|
||||
|
@ -709,7 +745,7 @@ static const char *fragment_shaders[] = {
|
|||
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
|
||||
"gl_FrontColor = gl_Color;\n" \
|
||||
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
|
||||
"gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;\n" \
|
||||
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
|
||||
"}\0"
|
||||
|
||||
static const char *vertex_shaders[] = {
|
||||
|
@ -885,10 +921,8 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
|
|||
shader->uniforms[gluniform_tint_color] = GETUNI("tint_color");
|
||||
shader->uniforms[gluniform_fade_color] = GETUNI("fade_color");
|
||||
shader->uniforms[gluniform_lighting] = GETUNI("lighting");
|
||||
|
||||
// fog
|
||||
shader->uniforms[gluniform_fog_mode] = GETUNI("fog_mode");
|
||||
shader->uniforms[gluniform_fog_density] = GETUNI("fog_density");
|
||||
shader->uniforms[gluniform_fade_start] = GETUNI("fade_start");
|
||||
shader->uniforms[gluniform_fade_end] = GETUNI("fade_end");
|
||||
|
||||
// misc. (custom shaders)
|
||||
shader->uniforms[gluniform_leveltime] = GETUNI("leveltime");
|
||||
|
@ -899,6 +933,9 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
|
|||
return true;
|
||||
}
|
||||
|
||||
//
|
||||
// Custom shader loading
|
||||
//
|
||||
EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment)
|
||||
{
|
||||
#ifdef GL_SHADERS
|
||||
|
@ -1689,19 +1726,10 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *
|
|||
{
|
||||
if (!custom)
|
||||
{
|
||||
if (glstate_fog_mode == 0) // disabled
|
||||
if (gl_shaderprogramchanged)
|
||||
{
|
||||
// Nevermind!
|
||||
pglUseProgram(0);
|
||||
return;
|
||||
}
|
||||
else // enabled
|
||||
{
|
||||
if (gl_shaderprogramchanged)
|
||||
{
|
||||
pglUseProgram(gl_shaderprograms[gl_currentshaderprogram].program);
|
||||
gl_shaderprogramchanged = false;
|
||||
}
|
||||
pglUseProgram(gl_shaderprograms[gl_currentshaderprogram].program);
|
||||
gl_shaderprogramchanged = false;
|
||||
}
|
||||
}
|
||||
else // always load custom shaders
|
||||
|
@ -1735,26 +1763,11 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *
|
|||
// polygon
|
||||
UNIFORM_4(shader->uniforms[gluniform_poly_color], poly->red, poly->green, poly->blue, poly->alpha, pglUniform4f);
|
||||
UNIFORM_4(shader->uniforms[gluniform_tint_color], tint->red, tint->green, tint->blue, tint->alpha, pglUniform4f);
|
||||
|
||||
|
||||
// 13062019
|
||||
// Check for fog
|
||||
if (glstate_fog_mode == 1)
|
||||
{
|
||||
// glstate
|
||||
UNIFORM_1(shader->uniforms[gluniform_fog_density], glstate_fog_density, pglUniform1f);
|
||||
|
||||
// polygon
|
||||
UNIFORM_4(shader->uniforms[gluniform_fade_color], fade->red, fade->green, fade->blue, fade->alpha, pglUniform4f);
|
||||
UNIFORM_1(shader->uniforms[gluniform_lighting], Surface->LightInfo.light_level, pglUniform1f);
|
||||
|
||||
// Custom shader uniforms
|
||||
if (custom)
|
||||
{
|
||||
UNIFORM_1(shader->uniforms[gluniform_fog_mode], glstate_fog_mode, pglUniform1i);
|
||||
UNIFORM_1(shader->uniforms[gluniform_leveltime], (float)gl_leveltime, pglUniform1f);
|
||||
}
|
||||
}
|
||||
UNIFORM_4(shader->uniforms[gluniform_fade_color], fade->red, fade->green, fade->blue, fade->alpha, pglUniform4f);
|
||||
UNIFORM_1(shader->uniforms[gluniform_lighting], Surface->LightInfo.light_level, pglUniform1f);
|
||||
UNIFORM_1(shader->uniforms[gluniform_fade_start], Surface->LightInfo.fade_start, pglUniform1f);
|
||||
UNIFORM_1(shader->uniforms[gluniform_fade_end], Surface->LightInfo.fade_end, pglUniform1f);
|
||||
UNIFORM_1(shader->uniforms[gluniform_leveltime], (float)leveltime, pglUniform1f);
|
||||
|
||||
#undef UNIFORM_1
|
||||
#undef UNIFORM_2
|
||||
|
@ -2592,14 +2605,6 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
|
|||
}
|
||||
break;
|
||||
|
||||
case HWD_SET_FOG_MODE:
|
||||
glstate_fog_mode = Value;
|
||||
break;
|
||||
|
||||
case HWD_SET_FOG_DENSITY:
|
||||
glstate_fog_density = FIXED_TO_FLOAT(Value);
|
||||
break;
|
||||
|
||||
case HWD_SET_TEXTUREFILTERMODE:
|
||||
switch (Value)
|
||||
{
|
||||
|
|
|
@ -409,7 +409,7 @@ UINT8 colortranslations[MAXTRANSLATIONS][16] = {
|
|||
// 0.0722 to blue
|
||||
// (See this same define in hw_md2.c!)
|
||||
#define SETBRIGHTNESS(brightness,r,g,b) \
|
||||
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
|
||||
brightness = (UINT8)(((1063*(UINT16)(r))/5000) + ((3576*(UINT16)(g))/5000) + ((361*(UINT16)(b))/5000))
|
||||
|
||||
/** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power
|
||||
|
||||
|
|
68
src/m_menu.c
68
src/m_menu.c
|
@ -279,7 +279,7 @@ static void M_ResetControls(INT32 choice);
|
|||
// Video & Sound
|
||||
menu_t OP_VideoOptionsDef, OP_VideoModeDef;
|
||||
#ifdef HWRENDER
|
||||
menu_t OP_OpenGLOptionsDef, OP_OpenGLFogDef, OP_OpenGLColorDef;
|
||||
menu_t OP_OpenGLOptionsDef, OP_OpenGLColorDef;
|
||||
#endif
|
||||
menu_t OP_SoundOptionsDef;
|
||||
//static void M_RestartAudio(void);
|
||||
|
@ -346,7 +346,6 @@ static void M_DrawHUDOptions(void);
|
|||
static void M_DrawVideoMode(void);
|
||||
static void M_DrawMonitorToggles(void);
|
||||
#ifdef HWRENDER
|
||||
static void M_OGL_DrawFogMenu(void);
|
||||
static void M_OGL_DrawColorMenu(void);
|
||||
#endif
|
||||
static void M_DrawMPMainMenu(void);
|
||||
|
@ -1242,15 +1241,13 @@ static menuitem_t OP_VideoOptionsMenu[] =
|
|||
{IT_STRING | IT_CVAR, NULL, "Weather Draw Distance",&cv_drawdist_precip, 55},
|
||||
//{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65},
|
||||
{IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 65},
|
||||
{IT_STRING | IT_CVAR, NULL, "Field of View", &cv_fov, 75},
|
||||
{IT_STRING | IT_CVAR, NULL, "Field of View", &cv_fov, 75},
|
||||
|
||||
{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 90},
|
||||
{IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 100},
|
||||
|
||||
#ifdef HWRENDER
|
||||
{IT_STRING | IT_CVAR, NULL, "3D models", &cv_grmdls, 115},
|
||||
{IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_grfallbackplayermodel, 125},
|
||||
{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 135},
|
||||
{IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 120},
|
||||
#endif
|
||||
};
|
||||
|
||||
|
@ -1269,8 +1266,6 @@ enum
|
|||
op_video_fps,
|
||||
op_video_vsync,
|
||||
#ifdef HWRENDER
|
||||
op_video_md2,
|
||||
op_video_kartman,
|
||||
op_video_ogl,
|
||||
#endif
|
||||
};
|
||||
|
@ -1283,24 +1278,19 @@ static menuitem_t OP_VideoModeMenu[] =
|
|||
#ifdef HWRENDER
|
||||
static menuitem_t OP_OpenGLOptionsMenu[] =
|
||||
{
|
||||
{IT_STRING|IT_CVAR, NULL, "Shaders", &cv_grshaders, 10},
|
||||
{IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 20},
|
||||
{IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_grspritebillboarding,30},
|
||||
{IT_STRING | IT_CVAR, NULL, "3D Models", &cv_grmdls, 10},
|
||||
{IT_STRING | IT_CVAR, NULL, "Fallback Player 3D Model", &cv_grfallbackplayermodel, 20},
|
||||
{IT_STRING|IT_CVAR, NULL, "Shaders", &cv_grshaders, 30},
|
||||
|
||||
{IT_STRING|IT_CVAR, NULL, "Quality", &cv_scr_depth, 50},
|
||||
{IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 60},
|
||||
{IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 70},
|
||||
#ifdef _WINDOWS
|
||||
{IT_STRING|IT_CVAR, NULL, "Fullscreen", &cv_fullscreen, 80},
|
||||
#endif
|
||||
{IT_SUBMENU|IT_STRING, NULL, "Fog...", &OP_OpenGLFogDef, 100},
|
||||
{IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 110},
|
||||
};
|
||||
{IT_STRING|IT_CVAR, NULL, "Texture Quality", &cv_scr_depth, 50},
|
||||
{IT_STRING|IT_CVAR, NULL, "Texture Filter", &cv_grfiltermode, 60},
|
||||
{IT_STRING|IT_CVAR, NULL, "Anisotropic", &cv_granisotropicmode, 70},
|
||||
|
||||
static menuitem_t OP_OpenGLFogMenu[] =
|
||||
{
|
||||
{IT_STRING|IT_CVAR, NULL, "Fog", &cv_grfog, 10},
|
||||
{IT_STRING|IT_CVAR, NULL, "Fog density", &cv_grfogdensity, 20},
|
||||
{IT_STRING|IT_CVAR, NULL, "Wall Contrast Style", &cv_grfakecontrast, 90},
|
||||
{IT_STRING|IT_CVAR, NULL, "Sprite Billboarding", &cv_grspritebillboarding, 100},
|
||||
{IT_STRING|IT_CVAR, NULL, "Software Perspective", &cv_grshearing, 110},
|
||||
|
||||
{IT_SUBMENU|IT_STRING, NULL, "Gamma...", &OP_OpenGLColorDef, 130},
|
||||
};
|
||||
|
||||
static menuitem_t OP_OpenGLColorMenu[] =
|
||||
|
@ -2064,17 +2054,6 @@ menu_t OP_MonitorToggleDef =
|
|||
|
||||
#ifdef HWRENDER
|
||||
menu_t OP_OpenGLOptionsDef = DEFAULTMENUSTYLE("M_VIDEO", OP_OpenGLOptionsMenu, &OP_VideoOptionsDef, 30, 30);
|
||||
menu_t OP_OpenGLFogDef =
|
||||
{
|
||||
"M_VIDEO",
|
||||
sizeof (OP_OpenGLFogMenu)/sizeof (menuitem_t),
|
||||
&OP_OpenGLOptionsDef,
|
||||
OP_OpenGLFogMenu,
|
||||
M_OGL_DrawFogMenu,
|
||||
60, 40,
|
||||
0,
|
||||
NULL
|
||||
};
|
||||
menu_t OP_OpenGLColorDef =
|
||||
{
|
||||
"M_VIDEO",
|
||||
|
@ -3458,9 +3437,7 @@ void M_Init(void)
|
|||
#ifdef HWRENDER
|
||||
// Permanently hide some options based on render mode
|
||||
if (rendermode == render_soft)
|
||||
OP_VideoOptionsMenu[op_video_ogl].status =
|
||||
OP_VideoOptionsMenu[op_video_kartman].status =
|
||||
OP_VideoOptionsMenu[op_video_md2] .status = IT_DISABLED;
|
||||
OP_VideoOptionsMenu[op_video_ogl].status = IT_DISABLED;
|
||||
#endif
|
||||
|
||||
#ifndef NONET
|
||||
|
@ -11137,21 +11114,6 @@ static void M_QuitSRB2(INT32 choice)
|
|||
// OpenGL specific options
|
||||
// =====================================================================
|
||||
|
||||
#define FOG_DENSITY_ITEM 1
|
||||
// ===================
|
||||
// M_OGL_DrawFogMenu()
|
||||
// ===================
|
||||
static void M_OGL_DrawFogMenu(void)
|
||||
{
|
||||
INT32 mx, my;
|
||||
|
||||
mx = currentMenu->x;
|
||||
my = currentMenu->y;
|
||||
M_DrawGenericMenu(); // use generic drawer for cursor, items and title
|
||||
V_DrawString(BASEVIDWIDTH - mx - V_StringWidth(cv_grfogdensity.string, 0),
|
||||
my + currentMenu->menuitems[FOG_DENSITY_ITEM].alphaKey, V_YELLOWMAP, cv_grfogdensity.string);
|
||||
}
|
||||
|
||||
// =====================
|
||||
// M_OGL_DrawColorMenu()
|
||||
// =====================
|
||||
|
|
|
@ -1550,8 +1550,6 @@ void R_RegisterEngineStuff(void)
|
|||
CV_RegisterVar(&cv_grgammagreen);
|
||||
CV_RegisterVar(&cv_grgammared);
|
||||
CV_RegisterVar(&cv_grfovchange);
|
||||
CV_RegisterVar(&cv_grfog);
|
||||
//CV_RegisterVar(&cv_grfogcolor);
|
||||
#ifdef ALAM_LIGHTING
|
||||
CV_RegisterVar(&cv_grstaticlighting);
|
||||
CV_RegisterVar(&cv_grdynamiclighting);
|
||||
|
@ -1560,8 +1558,8 @@ void R_RegisterEngineStuff(void)
|
|||
#endif
|
||||
CV_RegisterVar(&cv_grmdls);
|
||||
CV_RegisterVar(&cv_grfallbackplayermodel);
|
||||
CV_RegisterVar(&cv_grfogdensity);
|
||||
CV_RegisterVar(&cv_grspritebillboarding);
|
||||
CV_RegisterVar(&cv_grfakecontrast);
|
||||
CV_RegisterVar(&cv_grshearing);
|
||||
CV_RegisterVar(&cv_grshaders);
|
||||
#endif
|
||||
|
|
|
@ -692,7 +692,7 @@ static inline void I_ShutdownConsole(void){}
|
|||
//
|
||||
// StartupKeyboard
|
||||
//
|
||||
void I_RegisterSignals (void)
|
||||
static void I_RegisterSignals (void)
|
||||
{
|
||||
#ifdef SIGINT
|
||||
signal(SIGINT , quit_handler);
|
||||
|
|
|
@ -1870,7 +1870,7 @@ void I_StartupGraphics(void)
|
|||
HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL);
|
||||
HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
|
||||
HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
|
||||
|
||||
|
||||
HWD.pfnRenderSkyDome = hwSym("RenderSkyDome",NULL);
|
||||
|
||||
HWD.pfnLoadShaders = hwSym("LoadShaders",NULL);
|
||||
|
@ -1880,7 +1880,7 @@ void I_StartupGraphics(void)
|
|||
|
||||
HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL);
|
||||
HWD.pfnInitCustomShaders = hwSym("InitCustomShaders",NULL);
|
||||
|
||||
|
||||
HWD.pfnStartBatching = hwSym("StartBatching",NULL);
|
||||
HWD.pfnRenderBatches = hwSym("RenderBatches",NULL);
|
||||
|
||||
|
|
|
@ -58,11 +58,9 @@ static void CV_Gammaxxx_ONChange(void);
|
|||
// - You can change them in software,
|
||||
// but they won't do anything.
|
||||
static CV_PossibleValue_t grgamma_cons_t[] = {{1, "MIN"}, {255, "MAX"}, {0, NULL}};
|
||||
static CV_PossibleValue_t grfogdensity_cons_t[] = {{FRACUNIT/8, "MIN"}, {FRACUNIT*2, "MAX"}, {0, NULL}};
|
||||
static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}};
|
||||
|
||||
consvar_t cv_grshaders = {"gr_shaders", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_grfog = {"gr_fog", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_grfogdensity = {"gr_fogdensity", "0.30", CV_SAVE|CV_FLOAT, grfogdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_grfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_grgammared = {"gr_gammared", "127", CV_SAVE|CV_CALL, grgamma_cons_t,
|
||||
CV_Gammaxxx_ONChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
@ -78,6 +76,7 @@ consvar_t cv_grfallbackplayermodel = {"gr_fallbackplayermodel", "Off", CV_SAVE,
|
|||
|
||||
consvar_t cv_grshearing = {"gr_shearing", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_grfakecontrast = {"gr_fakecontrast", "Standard", CV_SAVE, grfakecontrast_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
#endif
|
||||
|
||||
const UINT8 gammatable[5][256] =
|
||||
|
|
Loading…
Reference in a new issue