diff --git a/src/g_level.cpp b/src/g_level.cpp index a0e380b08..928c9ab13 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -123,10 +123,11 @@ CUSTOM_CVAR(Bool, gl_notexturefill, false, CVAR_NOINITCALL) CUSTOM_CVAR(Int, gl_lightmode, 3, CVAR_ARCHIVE | CVAR_NOINITCALL) { int newself = self; - if (newself > 4) newself = 8; // use 8 for software lighting to avoid conflicts with the bit mask - if (newself < 0) newself = 0; + if (newself > 8) newself = 16; // use 8 and 16 for software lighting to avoid conflicts with the bit mask + else if (newself > 4) newself = 8; + else if (newself < 0) newself = 0; if (self != newself) self = newself; - else if ((level.info == nullptr || level.info->lightmode == -1)) level.lightmode = self; + else if ((level.info == nullptr || level.info->lightmode == ELightMode::NotSet)) level.lightmode = (ELightMode)*self; } @@ -1522,7 +1523,7 @@ void G_InitLevelLocals () level.DefaultEnvironment = info->DefaultEnvironment; - level.lightmode = info->lightmode < 0? gl_lightmode : info->lightmode; + level.lightmode = info->lightmode == ELightMode::NotSet? (ELightMode)*gl_lightmode : info->lightmode; level.brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog; level.lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces; level.notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill; diff --git a/src/g_level.h b/src/g_level.h index a98a8d415..f512287d3 100644 --- a/src/g_level.h +++ b/src/g_level.h @@ -314,6 +314,19 @@ struct FExitText } }; +enum class ELightMode : int8_t +{ + NotSet = -1, + LinearStandard = 0, + DoomBright = 1, + Doom = 2, + DoomDark = 3, + DoomLegacy = 4, + ZDoomSoftware = 8, + DoomSoftware = 16 +}; + + struct level_info_t { int levelnum; @@ -395,7 +408,7 @@ struct level_info_t TArray EventHandlers; - int8_t lightmode; + ELightMode lightmode; int8_t brightfog; int8_t lightadditivesurfaces; int8_t notexturefill; diff --git a/src/g_levellocals.h b/src/g_levellocals.h index 2d76c39b2..c9eceabb6 100644 --- a/src/g_levellocals.h +++ b/src/g_levellocals.h @@ -48,9 +48,9 @@ struct FLevelLocals { - void Tick (); + void Tick(); void Mark(); - void AddScroller (int secnum); + void AddScroller(int secnum); void SetInterMusic(const char *nextmap); void SetMusicVolume(float v); @@ -88,7 +88,7 @@ struct FLevelLocals TArray gamenodes; node_t *headgamenode; TArray rejectmatrix; - + static const int BODYQUESIZE = 32; TObjPtr bodyque[BODYQUESIZE]; int bodyqueslot; @@ -101,7 +101,7 @@ struct FLevelLocals FDisplacementTable Displacements; FPortalBlockmap PortalBlockmap; TArray linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups. - TArray portalGroups; + TArray portalGroups; TArray linePortalSpans; FSectionContainer sections; FCanvasTextureInfo canvasTextureInfo; @@ -183,7 +183,7 @@ struct FLevelLocals float MusicVolume; // Hardware render stuff that can either be set via CVAR or MAPINFO - int lightmode; + ELightMode lightmode; bool brightfog; bool lightadditivesurfaces; bool notexturefill; @@ -194,7 +194,7 @@ struct FLevelLocals node_t *HeadNode() const { - return nodes.Size() == 0? nullptr : &nodes[nodes.Size() - 1]; + return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1]; } node_t *HeadGamenode() const { @@ -204,9 +204,24 @@ struct FLevelLocals // Returns true if level is loaded from saved game or is being revisited as a part of a hub bool IsReentering() const { - return savegamerestore + return savegamerestore || (info != nullptr && info->Snapshot.mBuffer != nullptr && info->isValid()); } + + bool isSoftwareLighting() const + { + return lightmode >= ELightMode::ZDoomSoftware; + } + + bool isDarkLightMode() const + { + return !!((int)lightmode & (int)ELightMode::Doom); + } + + void SetFallbackLightMode() + { + lightmode = ELightMode::Doom; + } }; extern FLevelLocals level; diff --git a/src/g_mapinfo.cpp b/src/g_mapinfo.cpp index d621b231c..e79abf0c8 100644 --- a/src/g_mapinfo.cpp +++ b/src/g_mapinfo.cpp @@ -284,7 +284,7 @@ void level_info_t::Reset() PrecacheSounds.Clear(); brightfog = -1; - lightmode = -1; + lightmode = ELightMode::NotSet; notexturefill = -1; lightadditivesurfaces = -1; skyrotatevector = FVector3(0, 0, 1); @@ -1381,9 +1381,9 @@ DEFINE_MAP_OPTION(lightmode, false) parse.ParseAssign(); parse.sc.MustGetNumber(); - if ((parse.sc.Number >= 0 && parse.sc.Number <= 4) || parse.sc.Number == 8) + if ((parse.sc.Number >= 0 && parse.sc.Number <= 4) || parse.sc.Number == 8 || parse.sc.Number == 16) { - info->lightmode = uint8_t(parse.sc.Number); + info->lightmode = ELightMode(parse.sc.Number); } else { diff --git a/src/hwrenderer/scene/hw_drawinfo.cpp b/src/hwrenderer/scene/hw_drawinfo.cpp index 35b1836e0..06e962fff 100644 --- a/src/hwrenderer/scene/hw_drawinfo.cpp +++ b/src/hwrenderer/scene/hw_drawinfo.cpp @@ -388,7 +388,7 @@ void HWViewpointUniforms::SetDefaults() mNormalViewMatrix.loadIdentity(); mViewHeight = viewheight; mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f; - mPalLightLevels = static_cast(gl_bandedswlight) | (static_cast(gl_fogmode) << 8); + mPalLightLevels = static_cast(gl_bandedswlight) | (static_cast(gl_fogmode) << 8) | (static_cast(gl_lightmode) << 16); mClipLine.X = -10000000.0f; mShadowmapFilter = gl_shadowmap_filter; diff --git a/src/hwrenderer/scene/hw_renderstate.cpp b/src/hwrenderer/scene/hw_renderstate.cpp index 5aa8d9c3c..721b87fd5 100644 --- a/src/hwrenderer/scene/hw_renderstate.cpp +++ b/src/hwrenderer/scene/hw_renderstate.cpp @@ -127,7 +127,7 @@ void FRenderState::SetFog(int lightlevel, int rellight, bool fullbright, const F } else { - if ((level.lightmode == 2 || (level.lightmode == 8 && cmap->BlendFactor > 0)) && fogcolor == 0) + if ((level.lightmode == ELightMode::Doom || (level.isSoftwareLighting() && cmap->BlendFactor > 0)) && fogcolor == 0) { float light = (float)hw_CalcLightLevel(lightlevel, rellight, false, cmap->BlendFactor); SetShaderLight(light, lightlevel); @@ -148,7 +148,7 @@ void FRenderState::SetFog(int lightlevel, int rellight, bool fullbright, const F SetFog(fogcolor, fogdensity); // Korshun: fullbright fog like in software renderer. - if (level.lightmode == 8 && cmap->BlendFactor == 0 && level.brightfog && fogdensity != 0 && fogcolor != 0) + if (level.isSoftwareLighting() && cmap->BlendFactor == 0 && level.brightfog && fogdensity != 0 && fogcolor != 0) { SetSoftLightLevel(255); } diff --git a/src/hwrenderer/scene/hw_renderstate.h b/src/hwrenderer/scene/hw_renderstate.h index f494df34a..d820c07ec 100644 --- a/src/hwrenderer/scene/hw_renderstate.h +++ b/src/hwrenderer/scene/hw_renderstate.h @@ -326,7 +326,7 @@ public: void SetSoftLightLevel(int llevel, int blendfactor = 0) { - if (level.lightmode == 8 && blendfactor == 0) mLightParms[3] = llevel / 255.f; + if (level.isSoftwareLighting() && blendfactor == 0) mLightParms[3] = llevel / 255.f; else mLightParms[3] = -1.f; } diff --git a/src/hwrenderer/scene/hw_skyportal.cpp b/src/hwrenderer/scene/hw_skyportal.cpp index 0f0450165..05b70e7fd 100644 --- a/src/hwrenderer/scene/hw_skyportal.cpp +++ b/src/hwrenderer/scene/hw_skyportal.cpp @@ -164,10 +164,10 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state) auto &vp = di->Viewpoint; // We have no use for Doom lighting special handling here, so disable it for this function. - int oldlightmode = ::level.lightmode; - if (::level.lightmode == 8) + auto oldlightmode = ::level.lightmode; + if (::level.isSoftwareLighting()) { - ::level.lightmode = 2; + ::level.SetFallbackLightMode(); state.SetSoftLightLevel(-1); } diff --git a/src/hwrenderer/scene/hw_weapon.cpp b/src/hwrenderer/scene/hw_weapon.cpp index 1e18a6e2f..8ec59a281 100644 --- a/src/hwrenderer/scene/hw_weapon.cpp +++ b/src/hwrenderer/scene/hw_weapon.cpp @@ -106,8 +106,8 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state) void HWDrawInfo::DrawPlayerSprites(bool hudModelStep, FRenderState &state) { - int oldlightmode = level.lightmode; - if (!hudModelStep && level.lightmode == 8) level.lightmode = 2; // Software lighting cannot handle 2D content so revert to lightmode 2 for that. + auto oldlightmode = level.lightmode; + if (!hudModelStep && level.isSoftwareLighting()) level.SetFallbackLightMode(); // Software lighting cannot handle 2D content. for (auto &hudsprite : hudsprites) { if ((!!hudsprite.mframe) == hudModelStep) @@ -260,7 +260,7 @@ static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &po l.lightlevel = hw_CalcLightLevel(l.lightlevel, getExtraLight(), true, 0); - if (level.lightmode == 8 || l.lightlevel < 92) + if (level.isSoftwareLighting() || l.lightlevel < 92) { // Korshun: the way based on max possible light level for sector like in software renderer. double min_L = 36.0 / 31.0 - ((l.lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63 @@ -498,8 +498,8 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area) // hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change // light mode here to draw the weapon sprite. - int oldlightmode = level.lightmode; - if (level.lightmode == 8) level.lightmode = 2; + auto oldlightmode = level.lightmode; + if (level.isSoftwareLighting()) level.SetFallbackLightMode(); for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext()) { diff --git a/src/hwrenderer/utility/hw_lighting.cpp b/src/hwrenderer/utility/hw_lighting.cpp index 83e2acd7d..8d7298b9f 100644 --- a/src/hwrenderer/utility/hw_lighting.cpp +++ b/src/hwrenderer/utility/hw_lighting.cpp @@ -88,7 +88,7 @@ int hw_CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor if (lightlevel == 0) return 0; - bool darklightmode = (level.lightmode & 2) || (level.lightmode == 8 && blendfactor > 0); + bool darklightmode = (level.isDarkLightMode()) || (level.isSoftwareLighting() && blendfactor > 0); if (darklightmode && lightlevel < 192 && !weapon) { @@ -130,7 +130,7 @@ PalEntry hw_CalcLightColor(int light, PalEntry pe, int blendfactor) if (blendfactor == 0) { - if (level.lightmode == 8) + if (level.isSoftwareLighting()) { return pe; } @@ -174,10 +174,10 @@ float hw_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, { float density; - int lightmode = level.lightmode; - if (lightmode == 8 && blendfactor > 0) lightmode = 2; // The blendfactor feature does not work with software-style lighting. + auto lightmode = level.lightmode; + if (level.isSoftwareLighting() && blendfactor > 0) lightmode = ELightMode::Doom; // The blendfactor feature does not work with software-style lighting. - if (lightmode & 4) + if (lightmode == ELightMode::DoomLegacy) { // uses approximations of Legacy's default settings. density = level.fogdensity ? (float)level.fogdensity : 18; @@ -190,9 +190,9 @@ float hw_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, else if ((fogcolor.d & 0xffffff) == 0) { // case 2: black fog - if ((lightmode != 8 || blendfactor > 0) && !(level.flags3 & LEVEL3_NOLIGHTFADE)) + if ((!level.isSoftwareLighting() || blendfactor > 0) && !(level.flags3 & LEVEL3_NOLIGHTFADE)) { - density = distfogtable[level.lightmode != 0][hw_ClampLight(lightlevel)]; + density = distfogtable[level.lightmode != ELightMode::LinearStandard][hw_ClampLight(lightlevel)]; } else { @@ -250,7 +250,7 @@ bool hw_CheckFog(sector_t *frontsector, sector_t *backsector) else if (level.outsidefogdensity != 0 && APART(level.info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (level.info->outsidefog & 0xffffff)) { } - else if (level.fogdensity!=0 || (level.lightmode & 4)) + else if (level.fogdensity!=0 || level.lightmode == ELightMode::DoomLegacy) { // case 3: level has fog density set } @@ -269,7 +269,7 @@ bool hw_CheckFog(sector_t *frontsector, sector_t *backsector) { return false; } - else if (level.fogdensity!=0 || (level.lightmode & 4)) + else if (level.fogdensity!=0 || level.lightmode == ELightMode::DoomLegacy) { // case 3: level has fog density set return false; diff --git a/src/v_2ddrawer.cpp b/src/v_2ddrawer.cpp index 2a58f9f31..7b3fa1963 100644 --- a/src/v_2ddrawer.cpp +++ b/src/v_2ddrawer.cpp @@ -429,7 +429,7 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints, double fadelevel; // The hardware renderer's light modes 0, 1 and 4 use a linear light scale which must be used here as well. Otherwise the automap gets too dark. - if (vid_rendermode != 4 || (level.lightmode >= 2 && level.lightmode != 4)) + if (vid_rendermode != 4 || level.isDarkLightMode() || level.isSoftwareLighting()) { double map = (NUMCOLORMAPS * 2.) - ((lightlevel + 12) * (NUMCOLORMAPS / 128.)); fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0); diff --git a/wadsrc/static/menudef.txt b/wadsrc/static/menudef.txt index 4026e2bc0..1ff8697b3 100644 --- a/wadsrc/static/menudef.txt +++ b/wadsrc/static/menudef.txt @@ -2105,6 +2105,7 @@ OptionValue "LightingModes" 3, "$OPTVAL_DARK" 4, "$OPTVAL_LEGACY" 8, "$OPTVAL_SOFTWARE" + 16, "$OPTVAL_VANILLA" } OptionValue "Precision" diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index 77855a85a..e6ec4c63f 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -119,17 +119,84 @@ vec4 getTexel(vec2 st) //=========================================================================== // -// Doom lighting equation exactly as calculated by zdoom. +// Vanilla Doom wall colormap equation +// +//=========================================================================== +float R_WallColormap(float lightnum, float z) +{ + // R_ScaleFromGlobalAngle calculation + float projection = 160.0; // projection depends on SCREENBLOCKS!! 160 is the fullscreen value + vec2 line_v1 = pixelpos.xz; // in vanilla this is the first curline vertex + vec2 line_normal = vWorldNormal.xz; + float texscale = projection * clamp(dot(normalize(uCameraPos.xz - line_v1), line_normal), 0.0, 1.0) / z; + + float lightz = clamp(16.0 * texscale, 0.0, 47.0); + + // scalelight[lightnum][lightz] lookup + float startmap = (15.0 - lightnum) * 4.0; + return startmap - lightz * 0.5; +} + +//=========================================================================== +// +// Vanilla Doom plane colormap equation +// +//=========================================================================== +float R_PlaneColormap(float lightnum, float z) +{ + float lightz = clamp(z / 16.0f, 0.0, 127.0); + + // zlight[lightnum][lightz] lookup + float startmap = (15.0 - lightnum) * 4.0; + float scale = 160.0 / (lightz + 1.0); + return startmap - scale * 0.5; +} + +//=========================================================================== +// +// zdoom colormap equation +// +//=========================================================================== +float R_ZDoomColormap(float light, float z) +{ + float L = light * 255.0; + float vis = min(uGlobVis / z, 24.0 / 32.0); + float shade = 2.0 - (L + 12.0) / 128.0; + float lightscale = shade - vis; + return lightscale * 31.0; +} + +float R_DoomColormap(float light, float z) +{ + if ((uPalLightLevels >> 16) == 16) // gl_lightmode 16 + { + float lightnum = clamp(light * 15.0, 0.0, 15.0); + + if (dot(vWorldNormal.xyz, vWorldNormal.xyz) > 0.5) + { + return mix(R_WallColormap(lightnum, z), R_PlaneColormap(lightnum, z), abs(vWorldNormal.y)); + } + else // vWorldNormal is not set on sprites + { + return R_PlaneColormap(lightnum, z); + } + } + else + { + return R_ZDoomColormap(light, z); + } +} + +//=========================================================================== +// +// Doom software lighting equation // //=========================================================================== float R_DoomLightingEquation(float light) { - // 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 space, positive going into the screen float z; - if ((uPalLightLevels >> 8) == 2) + if (((uPalLightLevels >> 8) & 0xff) == 2) { z = distance(pixelpos.xyz, uCameraPos.xyz); } @@ -138,17 +205,13 @@ float R_DoomLightingEquation(float light) z = pixelpos.w; } - // The zdoom light equation - float vis = min(uGlobVis / z, 24.0 / 32.0); - float shade = 2.0 - (L + 12.0) / 128.0; - float lightscale; + float colormap = R_DoomColormap(light, z); + if ((uPalLightLevels & 0xff) != 0) - lightscale = float(-floor(-(shade - vis) * 31.0) - 0.5) / 31.0; - else - lightscale = shade - vis; + colormap = floor(colormap) + 0.5; // Result is the normalized colormap index (0 bright .. 1 dark) - return clamp(lightscale, 1.0 - light, 31.0 / 32.0); + return clamp(colormap, 0.0, 31.0) / 32.0; } //===========================================================================