mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Fix OpenGL software diminishing light to be identical to truecolor swrenderer and softpoly
All there is left is to make globVis an uniform and move the LightVisibility::SetVisibility calculations out of the software renderer. That will make it 100% correct for all r_visiblity values and aspect ratios.
This commit is contained in:
parent
a6b7ce00c2
commit
28acf2ad06
1 changed files with 12 additions and 17 deletions
|
@ -103,34 +103,29 @@ vec4 getTexel(vec2 st)
|
|||
//===========================================================================
|
||||
float R_DoomLightingEquation(float light)
|
||||
{
|
||||
// Calculated from r_visibility. It differs between walls, floor and sprites.
|
||||
// globVis = WallVisibility / r_viewwindow.FocalTangent / 32.0
|
||||
//
|
||||
// Wall: globVis = r_WallVisibility
|
||||
// Floor: r_FloorVisibility / abs(plane.Zat0 - ViewPos.Z)
|
||||
// Sprite: same as wall
|
||||
// All are calculated in R_SetVisibility and seem to be decided by the
|
||||
// aspect ratio amongst other things.
|
||||
//
|
||||
// 1706 is the value for walls on 1080p 16:9 displays.
|
||||
float globVis = 1706.0;
|
||||
// WallVisibility is calculated in LightVisibility::SetVisibility
|
||||
// 1706 is the default value for WallVisibility on 1080p 16:9 displays.
|
||||
float globVis = 1706.0 / 1.3333333333333333 / 32.0;
|
||||
|
||||
/* L is the integer light level used in the game */
|
||||
// L is the integer light level used in the game
|
||||
float L = light * 255.0;
|
||||
|
||||
/* z is the depth in view/eye space, positive going into the screen */
|
||||
// z is the depth in view/eye space, positive going into the screen
|
||||
float z = pixelpos.w;
|
||||
|
||||
/* The zdoom light equation */
|
||||
float vis = globVis / z;
|
||||
float shade = 64.0 - (L + 12.0) * 32.0/128.0;
|
||||
// The zdoom light equation
|
||||
float vis = min(globVis / z, 24.0 / 32.0);
|
||||
float shade = 2.0 - (L + 12.0) / 128.0;
|
||||
float lightscale;
|
||||
if (uPalLightLevels != 0)
|
||||
lightscale = clamp(float(int(shade - min(24.0, vis))) / 32.0, 0.0, 31.0/32.0);
|
||||
lightscale = float(int(shade - vis));
|
||||
else
|
||||
lightscale = clamp((shade - min(24.0, vis)) / 32.0, 0.0, 31.0/32.0);
|
||||
lightscale = shade - vis;
|
||||
|
||||
// Result is the normalized colormap index (0 bright .. 1 dark)
|
||||
return lightscale;
|
||||
return clamp(lightscale, 0.0, 31.0 / 32.0);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
Loading…
Reference in a new issue