pass softlightlevel through render state.

This commit is contained in:
Christoph Oelckers 2014-05-12 00:13:19 +02:00
parent b9a6fe80a4
commit 98cc7eeb99
13 changed files with 45 additions and 94 deletions

View File

@ -225,11 +225,11 @@ int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon)
//
//==========================================================================
PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor, bool force)
static PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor)
{
int r,g,b;
if (glset.lightmode == 8 && !force)
if (glset.lightmode == 8)
{
return pe;
}
@ -254,81 +254,22 @@ PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor, bool force)
//==========================================================================
//
// Get current light color
// set current light color
//
//==========================================================================
void gl_GetLightColor(int lightlevel, int rellight, const FColormap * cm, float * pred, float * pgreen, float * pblue, bool weapon)
{
float & r=*pred,& g=*pgreen,& b=*pblue;
int torch=0;
if (gl_fixedcolormap)
void gl_SetColor(int sectorlightlevel, int rellight, const FColormap &cm, float alpha, bool weapon)
{
if (gl_fixedcolormap != CM_DEFAULT)
{
if (!gl_enhanced_nightvision || !gl.hasGLSL())
{
// we cannot multiply the light in here without causing major problems with the ThingColor so for older hardware
// these maps are done as a postprocessing overlay.
r = g = b = 1.0f;
}
else if (gl_fixedcolormap == CM_LITE)
{
r = 0.375f, g = 1.0f, b = 0.375f;
}
else if (gl_fixedcolormap >= CM_TORCH)
{
int flicker = gl_fixedcolormap - CM_TORCH;
r = (0.8f + (7 - flicker) / 70.0f);
if (r > 1.0f) r = 1.0f;
g = r;
b = g * 0.75f;
}
else r = g = b = 1.0f;
return;
gl_RenderState.SetColorAlpha(0xffffff, alpha, 0);
gl_RenderState.SetSoftLightLevel(255);
}
PalEntry lightcolor = cm? cm->LightColor : PalEntry(255,255,255);
int blendfactor = cm? cm->blendfactor : 0;
lightlevel = gl_CalcLightLevel(lightlevel, rellight, weapon);
PalEntry pe = gl_CalcLightColor(lightlevel, lightcolor, blendfactor);
r = pe.r/255.f;
g = pe.g/255.f;
b = pe.b/255.f;
}
//==========================================================================
//
// set current light color
//
//==========================================================================
void gl_SetColor(int light, int rellight, const FColormap * cm, float *red, float *green, float *blue, bool weapon)
{
gl_GetLightColor(light, rellight, cm, red, green, blue, weapon);
}
//==========================================================================
//
// set current light color
//
//==========================================================================
void gl_SetColor(int light, int rellight, const FColormap * cm, float alpha, bool weapon)
{
float r,g,b;
gl_GetLightColor(light, rellight, cm, &r, &g, &b, weapon);
gl_RenderState.SetColor(r, g, b, alpha, cm->desaturation);
if (glset.lightmode == 8)
{
if (gl_fixedcolormap)
{
glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0);
}
else
{
float lightlevel = gl_CalcLightLevel(light, rellight, weapon) / 255.0f;
glVertexAttrib1f(VATTR_LIGHTLEVEL, lightlevel);
}
else
{
int hwlightlevel = gl_CalcLightLevel(sectorlightlevel, rellight, weapon);
PalEntry pe = gl_CalcLightColor(hwlightlevel, cm.LightColor, cm.blendfactor);
gl_RenderState.SetColorAlpha(pe, alpha, cm.desaturation);
gl_RenderState.SetSoftLightLevel(gl_ClampLight(sectorlightlevel + rellight));
}
}
@ -586,7 +527,9 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
// Korshun: fullbright fog like in software renderer.
if (glset.lightmode == 8 && glset.brightfog && fogdensity != 0 && fogcolor != 0)
glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0);
{
gl_RenderState.SetSoftLightLevel(255);
}
}
}

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@ -15,9 +15,7 @@ void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblend
void gl_SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog);
int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon);
PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor, bool force = false);
void gl_GetLightColor(int lightlevel, int rellight, const FColormap * cm, float * pred, float * pgreen, float * pblue, bool weapon=false);
void gl_SetColor(int light, int rellight, const FColormap * cm, float alpha, bool weapon=false);
void gl_SetColor(int light, int rellight, const FColormap &cm, float alpha, bool weapon=false);
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor);
struct sector_t;

View File

@ -593,7 +593,7 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
FColormap cm;
cm = colormap;
gl_SetColor(lightlevel, 0, &cm, 1.f);
gl_SetColor(lightlevel, 0, cm, 1.f);
gltexture->Bind();

View File

@ -212,6 +212,11 @@ bool FRenderState::ApplyShader()
glUniform4f(activeShader->dlightcolor_index, mDynColor.r / 255.f, mDynColor.g / 255.f, mDynColor.b / 255.f, 0);
}
if (glset.lightmode == 8)
{
glVertexAttrib1f(VATTR_LIGHTLEVEL, mSoftLight / 255.f);
}
return true;
}
return false;

View File

@ -96,6 +96,7 @@ class FRenderState
bool mBrightmapEnabled;
int mSpecialEffect;
int mTextureMode;
int mSoftLight;
float mLightParms[2];
int mNumLights[3];
float *mLightData;
@ -221,6 +222,11 @@ public:
mGlowBottom.Set(b[0], b[1], b[2], b[3]);
}
void SetSoftLightLevel(int level)
{
mSoftLight = level;
}
void SetGlowPlanes(const secplane_t &top, const secplane_t &bottom)
{
mGlowTopPlane.Set(FIXED2FLOAT(top.a), FIXED2FLOAT(top.b), FIXED2FLOAT(top.ic), FIXED2FLOAT(top.d));

View File

@ -317,7 +317,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
gl_RenderState.SetObjectColor(decal->AlphaColor);
}
gl_SetColor(light, rel, &p, a);
gl_SetColor(light, rel, p, a);
// for additively drawn decals we must temporarily set the fog color to black.
PalEntry fc = gl_RenderState.GetFogColor();

View File

@ -1066,7 +1066,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
}
int rel = getExtraLight();
gl_SetColor(lightlevel, rel, &Colormap, 1.0f);
gl_SetColor(lightlevel, rel, Colormap, 1.0f);
gl_SetFog(lightlevel, rel, &Colormap, false);
gltexture->Bind();

View File

@ -395,7 +395,7 @@ void GLFlat::Draw(int pass)
switch (pass)
{
case GLPASS_BASE:
gl_SetColor(lightlevel, rel, &Colormap,1.0f);
gl_SetColor(lightlevel, rel, Colormap,1.0f);
if (!foggy) gl_SetFog(lightlevel, rel, &Colormap, false);
DrawSubsectors(pass, false);
break;
@ -403,7 +403,7 @@ void GLFlat::Draw(int pass)
case GLPASS_PLAIN: // Single-pass rendering
case GLPASS_ALL:
case GLPASS_BASE_MASKED:
gl_SetColor(lightlevel, rel, &Colormap,1.0f);
gl_SetColor(lightlevel, rel, Colormap,1.0f);
if (!foggy || pass != GLPASS_BASE_MASKED) gl_SetFog(lightlevel, rel, &Colormap, false);
// fall through
case GLPASS_TEXTURE:
@ -460,7 +460,7 @@ void GLFlat::Draw(int pass)
case GLPASS_TRANSLUCENT:
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
gl_SetColor(lightlevel, rel, &Colormap, alpha);
gl_SetColor(lightlevel, rel, Colormap, alpha);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold*(alpha));
if (!gltexture)

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@ -962,13 +962,13 @@ void GLHorizonPortal::DrawContents()
if (gltexture && gltexture->tex->isFullbright())
{
// glowing textures are always drawn full bright without color
gl_SetColor(255, 0, &origin->colormap, 1.f);
gl_SetColor(255, 0, origin->colormap, 1.f);
gl_SetFog(255, 0, &origin->colormap, false);
}
else
{
int rel = getExtraLight();
gl_SetColor(origin->lightlevel, rel, &origin->colormap, 1.0f);
gl_SetColor(origin->lightlevel, rel, origin->colormap, 1.0f);
gl_SetFog(origin->lightlevel, rel, &origin->colormap, false);
}

View File

@ -460,7 +460,7 @@ void FGLRenderer::RenderScene(int recursion)
{
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
if (glset.lightmode == 8) glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0f); // Korshun.
gl_RenderState.SetSoftLightLevel(255);
for(int i=GLDL_FIRSTLIGHT; i<=GLDL_LASTLIGHT; i++)
{
gl_drawinfo->drawlists[i].Draw(GLPASS_LIGHT);

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@ -178,7 +178,7 @@ void GLSprite::Draw(int pass)
{
gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
}
gl_SetColor(lightlevel, rel, &Colormap, trans);
gl_SetColor(lightlevel, rel, Colormap, trans);
}
gl_RenderState.SetObjectColor(ThingColor);

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@ -371,8 +371,7 @@ void GLWall::RenderFogBoundary()
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GREATER,0);
glDepthFunc(GL_LEQUAL);
gl_RenderState.SetColor(fc[0], fc[1], fc[2], fogd1, Colormap.desaturation);
if (glset.lightmode == 8) glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0); // Korshun.
gl_RenderState.SetColor(fc[0], fc[1], fc[2], fogd1);
flags &= ~GLWF_GLOW;
RenderWall(4,fc);
@ -403,7 +402,7 @@ void GLWall::RenderMirrorSurface()
// Use sphere mapping for this
gl_RenderState.SetEffect(EFF_SPHEREMAP);
gl_SetColor(lightlevel, 0, &Colormap ,0.1f);
gl_SetColor(lightlevel, 0, Colormap ,0.1f);
gl_SetFog(lightlevel, 0, &Colormap, true);
gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
gl_RenderState.AlphaFunc(GL_GREATER,0);
@ -471,7 +470,7 @@ void GLWall::RenderTranslucentWall()
extra = 0;
}
gl_SetColor(lightlevel, extra, &Colormap, fabsf(alpha));
gl_SetColor(lightlevel, extra, Colormap, fabsf(alpha));
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, extra, &Colormap, isadditive);
else gl_SetFog(255, 0, NULL, false);
@ -523,7 +522,7 @@ void GLWall::Draw(int pass)
// fall through
case GLPASS_PLAIN: // Single-pass rendering
rel = rellight + getExtraLight();
gl_SetColor(lightlevel, rel, &Colormap,1.0f);
gl_SetColor(lightlevel, rel, Colormap,1.0f);
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false);
else gl_SetFog(255, 0, NULL, false);
@ -537,7 +536,7 @@ void GLWall::Draw(int pass)
case GLPASS_BASE: // Base pass for non-masked polygons (all opaque geometry)
case GLPASS_BASE_MASKED: // Base pass for masked polygons (2sided mid-textures and transparent 3D floors)
rel = rellight + getExtraLight();
gl_SetColor(lightlevel, rel, &Colormap,1.0f);
gl_SetColor(lightlevel, rel, Colormap,1.0f);
if (!(flags&GLWF_FOGGY))
{
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false);

View File

@ -384,7 +384,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
else
{
gl_SetDynSpriteLight(playermo, NULL);
gl_SetColor(statebright[i] ? 255 : lightlevel, 0, &cmc, trans, true);
gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true);
}
DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
}