gzdoom-gles/src/swrenderer/scene/r_light.cpp

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//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "doomstat.h"
#include "r_sky.h"
#include "stats.h"
#include "v_video.h"
#include "a_sharedglobal.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "cmdlib.h"
#include "d_net.h"
#include "g_level.h"
#include "r_utility.h"
#include "d_player.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/viewport/r_viewport.h"
CVAR(Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer
{
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CameraLight *CameraLight::Instance()
{
static CameraLight instance;
return &instance;
}
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void CameraLight::SetCamera(AActor *actor)
{
player_t *player = actor->player;
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if (camera && camera->player != nullptr)
player = camera->player;
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realfixedcolormap = nullptr;
fixedcolormap = nullptr;
fixedlightlev = -1;
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if (player != nullptr && camera == player->mo)
{
if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
{
realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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auto viewport = RenderViewport::Instance();
if (viewport->RenderTarget == screen && (viewport->RenderTarget->IsBgra() || ((DFrameBuffer *)screen->Accel2D && r_shadercolormaps)))
{
// Render everything fullbright. The copy to video memory will
// apply the special colormap, so it won't be restricted to the
// palette.
fixedcolormap = &realcolormaps;
}
else
{
fixedcolormap = &SpecialColormaps[player->fixedcolormap];
}
}
else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
{
fixedlightlev = player->fixedlightlevel * 256;
// [SP] Emulate GZDoom's light-amp goggles.
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
{
fixedcolormap = &FullNormalLight;
}
}
}
// [RH] Inverse light for shooting the Sigil
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if (fixedcolormap == nullptr && extralight == INT_MIN)
{
fixedcolormap = &SpecialColormaps[INVERSECOLORMAP];
extralight = 0;
}
}
/////////////////////////////////////////////////////////////////////////
LightVisibility *LightVisibility::Instance()
{
static LightVisibility instance;
return &instance;
}
// Changes how rapidly things get dark with distance
void LightVisibility::SetVisibility(double vis)
{
// Allow negative visibilities, just for novelty's sake
vis = clamp(vis, -204.7, 204.7); // (205 and larger do not work in 5:4 aspect ratio)
CurrentVisibility = vis;
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auto viewport = RenderViewport::Instance();
if (FocalTangent == 0 || viewport->FocalLengthY == 0)
{ // If r_visibility is called before the renderer is all set up, don't
// divide by zero. This will be called again later, and the proper
// values can be initialized then.
return;
}
BaseVisibility = vis;
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MaxVisForWall = (viewport->InvZtoScale * (SCREENWIDTH*r_Yaspect) / (viewwidth*SCREENHEIGHT * FocalTangent));
MaxVisForWall = 32767.0 / MaxVisForWall;
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MaxVisForFloor = 32767.0 / (viewheight >> 2) * viewport->FocalLengthY / 160;
// Prevent overflow on walls
if (BaseVisibility < 0 && BaseVisibility < -MaxVisForWall)
WallVisibility = -MaxVisForWall;
else if (BaseVisibility > 0 && BaseVisibility > MaxVisForWall)
WallVisibility = MaxVisForWall;
else
WallVisibility = BaseVisibility;
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WallVisibility = (viewport->InvZtoScale * SCREENWIDTH*AspectBaseHeight(WidescreenRatio) /
(viewwidth*SCREENHEIGHT * 3)) * (WallVisibility * FocalTangent);
// Prevent overflow on floors/ceilings. Note that the calculation of
// MaxVisForFloor means that planes less than two units from the player's
// view could still overflow, but there is no way to totally eliminate
// that while still using fixed point math.
if (BaseVisibility < 0 && BaseVisibility < -MaxVisForFloor)
FloorVisibility = -MaxVisForFloor;
else if (BaseVisibility > 0 && BaseVisibility > MaxVisForFloor)
FloorVisibility = MaxVisForFloor;
else
FloorVisibility = BaseVisibility;
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FloorVisibility = 160.0 * FloorVisibility / viewport->FocalLengthY;
TiltVisibility = float(vis * FocalTangent * (16.f * 320.f) / viewwidth);
// Disable diminishing light (To do: make a cvar control this)
WallVisibility = 0.0;
FloorVisibility = 0.0;
TiltVisibility = 0.0f;
}
// Controls how quickly light ramps across a 1/z range. Set this, and it
// sets all the r_*Visibility variables (except r_SkyVisibilily, which is
// currently unused).
CCMD(r_visibility)
{
if (argv.argc() < 2)
{
Printf("Visibility is %g\n", LightVisibility::Instance()->GetVisibility());
}
else if (!netgame)
{
LightVisibility::Instance()->SetVisibility(atof(argv[1]));
}
else
{
Printf("Visibility cannot be changed in net games.\n");
}
}
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/////////////////////////////////////////////////////////////////////////
void ColormapLight::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
{
if (fadeToBlack)
{
if (invertColormap) // Fade to white
{
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
invertColormap = false;
}
else // Fade to black
{
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
}
}
if (invertColormap)
{
basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
}
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedColormap())
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{
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BaseColormap = cameraLight->FixedColormap();
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ColormapNum = 0;
}
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else if (cameraLight->FixedLightLevel() >= 0)
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{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = cameraLight->FixedLightLevel() >> COLORMAPSHIFT;
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}
else if (fullbright)
{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = 0;
}
else
{
BaseColormap = basecolormap;
ColormapNum = GETPALOOKUP(visibility, shade);
}
}
}