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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- fix softpoly light visibility bug
This commit is contained in:
parent
3e67a8bafa
commit
7b58eab332
12 changed files with 30 additions and 20 deletions
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@ -108,8 +108,9 @@ public:
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// Light
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// Light
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uint32_t light = args->uniforms->light;
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uint32_t light = args->uniforms->light;
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float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
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float shade = 2.0f - (light + 12.0f) / 128.0f;
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float globVis = args->uniforms->globvis * (1.0f / 32.0f);
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float globVis = args->uniforms->globvis * (1.0f / 32.0f);
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light += (light >> 7); // 255 -> 256
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// Sampling stuff
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// Sampling stuff
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uint32_t color = args->uniforms->color;
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uint32_t color = args->uniforms->color;
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@ -69,8 +69,9 @@ public:
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// Light
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// Light
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uint32_t light = args->uniforms->light;
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uint32_t light = args->uniforms->light;
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float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
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float shade = 2.0f - (light + 12.0f) / 128.0f;
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float globVis = args->uniforms->globvis * (1.0f / 32.0f);
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float globVis = args->uniforms->globvis * (1.0f / 32.0f);
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light += light >> 7; // 255 -> 256
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// Sampling stuff
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// Sampling stuff
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uint32_t color = args->uniforms->color;
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uint32_t color = args->uniforms->color;
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@ -140,12 +140,12 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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{
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags |= TriUniforms::fixed_light;
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args.uniforms.flags |= TriUniforms::fixed_light;
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}
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}
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else
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else
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{
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{
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args.uniforms.light = (uint32_t)((front->lightlevel + actualextralight) / 255.0f * 256.0f);
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args.uniforms.light = front->lightlevel + actualextralight;
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}
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}
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args.uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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@ -25,6 +25,7 @@
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#include "doomdef.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "sbar.h"
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#include "poly_light.h"
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#include "poly_light.h"
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#include "polyrenderer/poly_renderer.h"
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fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
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fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
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{
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{
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@ -41,3 +42,8 @@ fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
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return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
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return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
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}
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}
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}
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}
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double PolyLightVisibility::FocalTangent()
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{
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return PolyRenderer::Instance()->Viewwindow.FocalTangent;
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}
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@ -31,9 +31,9 @@ typedef swrenderer::CameraLight PolyCameraLight;
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class PolyLightVisibility
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class PolyLightVisibility
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{
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{
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public:
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public:
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double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
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double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility / FocalTangent(); }
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double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
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double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility / FocalTangent(); }
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double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); }
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double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility * 0.5 / FocalTangent(); }
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// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
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// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
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double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
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double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
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@ -43,6 +43,8 @@ public:
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static fixed_t LightLevelToShade(int lightlevel, bool foggy);
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static fixed_t LightLevelToShade(int lightlevel, bool foggy);
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private:
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private:
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static double FocalTangent();
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// 1706 is the value for walls on 1080p 16:9 displays.
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// 1706 is the value for walls on 1080p 16:9 displays.
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double WallVisibility = 1706.0;
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double WallVisibility = 1706.0;
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bool NoLightFade = false;
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bool NoLightFade = false;
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@ -78,12 +78,12 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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{
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
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}
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}
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else
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else
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{
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{
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args.uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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args.uniforms.light = sub->sector->lightlevel + actualextralight;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::nearest_filter;
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}
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}
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args.uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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@ -113,9 +113,9 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
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PolyDrawArgs args;
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PolyDrawArgs args;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy); // .SlopePlaneGlobVis(foggy) * 48.0f;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy); // .SlopePlaneGlobVis(foggy) * 48.0f;
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args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
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args.uniforms.light = lightlevel;
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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@ -295,9 +295,9 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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PolyDrawArgs args;
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PolyDrawArgs args;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);// ->SlopePlaneGlobVis(foggy) * 48.0f;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);// ->SlopePlaneGlobVis(foggy) * 48.0f;
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args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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args.uniforms.light = frontsector->lightlevel;
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
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args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
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@ -253,7 +253,7 @@ void RenderPolyScene::RenderPortals(int portalDepth)
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args.mode = TriangleDrawMode::Fan;
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args.mode = TriangleDrawMode::Fan;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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args.uniforms.color = 0;
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args.uniforms.color = 0;
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags = TriUniforms::fixed_light;
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args.uniforms.flags = TriUniforms::fixed_light;
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args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
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args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
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@ -58,7 +58,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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PolyDrawArgs args;
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PolyDrawArgs args;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
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args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
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args.objectToClip = &objectToClip;
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args.objectToClip = &objectToClip;
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@ -143,12 +143,12 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::nearest_filter;
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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{
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags |= TriUniforms::fixed_light;
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args.uniforms.flags |= TriUniforms::fixed_light;
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}
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}
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else
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else
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{
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{
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args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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args.uniforms.light = thing->Sector->lightlevel + actualextralight;
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}
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}
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args.uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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@ -249,7 +249,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
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PolyDrawArgs args;
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PolyDrawArgs args;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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args.uniforms.light = GetLightLevel();
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.subsectorDepth = SubsectorDepth;
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args.uniforms.subsectorDepth = SubsectorDepth;
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args.objectToClip = &worldToClip;
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args.objectToClip = &worldToClip;
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@ -103,12 +103,12 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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{
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args.uniforms.light = 256;
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args.uniforms.light = 255;
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args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
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}
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}
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else
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else
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{
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{
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args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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args.uniforms.light = thing->Sector->lightlevel + actualextralight;
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args.uniforms.flags = TriUniforms::nearest_filter;
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args.uniforms.flags = TriUniforms::nearest_filter;
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}
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}
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args.uniforms.subsectorDepth = subsectorDepth;
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args.uniforms.subsectorDepth = subsectorDepth;
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