raze/source/core/rendering/scene/hw_lighting.cpp
Christoph Oelckers aa0e558af2 - use different fade ramps for 64 and 32 shades.
Also some optimization to eliminate redundant calculations of the fade strength.
2022-01-11 00:18:20 +01:00

178 lines
No EOL
4.8 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_light.cpp
** Light level / fog management / dynamic lights
**
**/
#include "c_cvars.h"
#include "hw_drawinfo.h"
// externally settable lighting properties
static float distfogtable[256]; // light to fog conversion table for black fog
CVAR(Int, hw_weaponlight, 8, CVAR_ARCHIVE);
//==========================================================================
//
// Sets up the fog tables
//
//==========================================================================
void BuildFogTable()
{
const int gl_distfog = 70;
for (int i = 0; i < 256; i++)
{
int l = i >> 1;
if (i < 64) l = -32 + i;
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));
}
}
//==========================================================================
//
// Get current light level
//
//==========================================================================
int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor)
{
int light;
if (numshades == 64)
{
//lightlevel = clamp(lightlevel * 55 / 50, 0, 255);
}
if (lightlevel <= 0) return 0;
rellight = Scale(rellight, lightlevel, 255);
bool darklightmode = isDarkLightMode();
if (darklightmode && lightlevel < 192 && !weapon)
{
if (lightlevel > 90)
{
light = int(192.f - (192 - lightlevel)* 1.5f) + rellight;
}
else
{
light = int((lightlevel + rellight) * 0.444);
}
}
else
{
light=lightlevel+rellight;
}
// Fake contrast should never turn a positive value into 0.
return clamp(light, 1, 255);
}
//==========================================================================
//
// Get current light color
//
//==========================================================================
PalEntry HWDrawInfo::CalcLightColor(int light, PalEntry pe, int blendfactor)
{
int r,g,b;
if (blendfactor == 0)
{
r = pe.r * light / 255;
g = pe.g * light / 255;
b = pe.b * light / 255;
}
else
{
// This is what Legacy does with colored light in 3D volumes. No, it doesn't really make sense...
// It also doesn't translate well to software style lighting.
int mixlight = light * (255 - blendfactor);
r = (mixlight + pe.r * blendfactor) / 255;
g = (mixlight + pe.g * blendfactor) / 255;
b = (mixlight + pe.b * blendfactor) / 255;
}
return PalEntry(255, uint8_t(r), uint8_t(g), uint8_t(b));
}
//==========================================================================
//
// calculates the current fog density
//
//==========================================================================
float HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor)
{
float density;
if (sectorfogdensity != 0)
{
// case 1: Sector has an explicit fog density set.
density = (float)sectorfogdensity;
}
else if ((fogcolor.d & 0xffffff) == 0)
{
// case 2: black fog
density = distfogtable[hw_ClampLight(lightlevel)];
}
#if 0
else if (Level->outsidefogdensity != 0 && APART(Level->info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (Level->info->outsidefog & 0xffffff))
{
// case 3. outsidefogdensity has already been set as needed
density = (float)Level->outsidefogdensity;
}
else if (Level->fogdensity != 0)
{
// case 4: level has fog density set
density = (float)Level->fogdensity;
}
#endif
else if (lightlevel < 248)
{
// case 5: use light level
density = (float)clamp<int>(255 - lightlevel, 30, 255);
}
else
{
density = 0.f;
}
return density;
}
void HWDrawInfo::SetVisibility()
{
rellight = 0;
if (g_relvisibility)
{
rellight = (sizeToBits(g_visibility) - sizeToBits(g_visibility + g_relvisibility)) * (32 * 32) / numshades;
}
// g_visibility == 512 is the baseline for 32 shades - this value is size dependent, so with twice the shades the visibility must be twice as high to get the same effect.
visibility = g_visibility * (32.f / 512.f) / numshades;
}