- Fully Implemented GZDoom fullbright emulation

This commit is contained in:
raa-eruanna 2016-10-19 02:02:37 -04:00
parent 1cd27ca98a
commit b327a3312e
6 changed files with 32 additions and 13 deletions

View file

@ -105,6 +105,7 @@ TArray<PortalDrawseg> WallPortals(1000); // note: this array needs to go away as
subsector_t *InSubsector;
CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
void R_StoreWallRange (int start, int stop);
@ -1108,7 +1109,7 @@ void R_Subsector (subsector_t *sub)
}
else
{
basecolormap = frontsector->ColorMap;
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
}
portal = frontsector->ValidatePortal(sector_t::ceiling);
@ -1142,7 +1143,7 @@ void R_Subsector (subsector_t *sub)
}
else
{
basecolormap = frontsector->ColorMap;
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
}
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check

View file

@ -59,6 +59,7 @@ static bool R_CheckForFixedLights(const BYTE *colormaps);
extern "C" {
FDynamicColormap NormalLight;
FDynamicColormap FullNormalLight; //[SP] Emulate GZDoom brightness
}
bool NormalLightHasFixedLights;
@ -547,6 +548,9 @@ void R_InitColormaps ()
NormalLight.Color = PalEntry (255, 255, 255);
NormalLight.Fade = 0;
NormalLight.Maps = realcolormaps.Maps;
FullNormalLight.Color = PalEntry (255, 255, 255);
FullNormalLight.Fade = 0;
FullNormalLight.Maps = realcolormaps.Maps;
NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps.Maps);
numfakecmaps = fakecmaps.Size();

View file

@ -89,6 +89,7 @@ extern BYTE DesaturateColormap[31][256];
extern "C"
{
extern FDynamicColormap NormalLight;
extern FDynamicColormap FullNormalLight;
}
extern bool NormalLightHasFixedLights;

View file

@ -451,6 +451,8 @@ void R_CopyStackedViewParameters()
//
//==========================================================================
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
void R_SetupColormap(player_t *player)
{
realfixedcolormap = NULL;
@ -477,6 +479,11 @@ void R_SetupColormap(player_t *player)
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

View file

@ -58,6 +58,7 @@
CVAR(Bool, r_np2, true, 0)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
//CVAR (Int, ty, 8, 0)
//CVAR (Int, tx, 8, 0)
@ -318,7 +319,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
rw_scalestep = ds->iscalestep;
if (fixedlightlev >= 0)
R_SetColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -635,7 +636,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
}
if (fixedlightlev >= 0)
R_SetColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -1762,7 +1763,7 @@ void R_RenderSegLoop ()
fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0)
R_SetColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -3161,11 +3162,11 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
rw_light = rw_lightleft + (x1 - WallC.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
R_SetColorMapLight(usecolormap, 0, 0);
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;

View file

@ -570,7 +570,7 @@ void R_DrawWallSprite(vissprite_t *spr)
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &NormalLight : usecolormap, 0, 0);
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;
@ -1166,7 +1166,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &NormalLight : mybasecolormap;
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;
}
else
@ -1489,12 +1489,12 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = mybasecolormap;
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && pspr->GetState()->GetFullbright())
{ // full bright
vis->Style.BaseColormap = mybasecolormap; // [RH] use basecolormap
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
vis->Style.ColormapNum = 0;
}
else
@ -1546,6 +1546,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
{
noaccel = true;
}
// [SP] If emulating GZDoom fullbright, disable acceleration
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
mybasecolormap = &FullNormalLight;
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}
else
@ -2088,7 +2093,7 @@ void R_DrawSprite (vissprite_t *spr)
}
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->Style.BaseColormap = mybasecolormap;
spr->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
spr->Style.ColormapNum = 0;
}
else
@ -2652,7 +2657,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
}
else if (particle->bright)
{
vis->Style.BaseColormap = map;
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
vis->Style.ColormapNum = 0;
}
else