- use different fade ramps for 64 and 32 shades.

Also some optimization to eliminate redundant calculations of the fade strength.
This commit is contained in:
Christoph Oelckers 2022-01-10 22:22:37 +01:00
parent 07eeb147ab
commit aa0e558af2
3 changed files with 10 additions and 5 deletions

View file

@ -145,6 +145,7 @@ void highTileSetup();
void FontCharCreated(FGameTexture* base, FGameTexture* untranslated);
void LoadVoxelModels();
void MarkMap();
void BuildFogTable();
DStatusBarCore* StatusBar;
@ -1032,6 +1033,7 @@ int RunGame()
for (int i = 1; i <= 255; i++) palindexmap[i] = i;
GPalette.Init(MAXPALOOKUPS + 2, palindexmap); // one slot for each translation, plus a separate one for the base palettes and the internal one
gi->loadPalette();
BuildFogTable();
StartScreen->Progress();
InitTextures();

View file

@ -600,6 +600,8 @@ void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
auto gp = static_cast<HWPortal *>(p);
gp->SetupStencil(this, state, usestencil);
auto new_di = StartDrawInfo(this, Viewpoint, &VPUniforms);
new_di->visibility = visibility;
new_di->rellight = rellight;
new_di->mCurrentPortal = gp;
state.SetLightIndex(-1);
gp->DrawContents(new_di, state);

View file

@ -29,7 +29,7 @@
#include "hw_drawinfo.h"
// externally settable lighting properties
static float distfogtable[2][256]; // light to fog conversion table for black fog
static float distfogtable[256]; // light to fog conversion table for black fog
CVAR(Int, hw_weaponlight, 8, CVAR_ARCHIVE);
@ -39,15 +39,16 @@ CVAR(Int, hw_weaponlight, 8, CVAR_ARCHIVE);
//
//==========================================================================
CUSTOM_CVAR(Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
void BuildFogTable()
{
const int gl_distfog = 70;
for (int i = 0; i < 256; i++)
{
int l = i >> 1;
if (i < 64) l = -32 + i;
distfogtable[0][i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - l) / 164);
distfogtable[1][i] = 5.f + (float)((gl_distfog >> 1) + (float)((gl_distfog)*(128 - (i >> 1)) / 70));
if (numshades == 64) distfogtable[i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - l) / 164);
else distfogtable[i] = 5.f + (float)((gl_distfog >> 1) + (float)((gl_distfog)*(128 - (i >> 1)) / 70));
}
}
@ -139,7 +140,7 @@ float HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfog
else if ((fogcolor.d & 0xffffff) == 0)
{
// case 2: black fog
density = distfogtable[hw_lightmode != 1][hw_ClampLight(lightlevel)];
density = distfogtable[hw_ClampLight(lightlevel)];
}
#if 0
else if (Level->outsidefogdensity != 0 && APART(Level->info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (Level->info->outsidefog & 0xffffff))