diff --git a/src/r_poly.cpp b/src/r_poly.cpp index a1b099f63..7bb54712f 100644 --- a/src/r_poly.cpp +++ b/src/r_poly.cpp @@ -62,7 +62,7 @@ void RenderPolyBsp::Render() TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) * TriMatrix::swapYZ() * TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z); - worldToClip = TriMatrix::perspective(fovy, ratio, 5.0, 65535.0f) * worldToView; + worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView; // Y shearing like the Doom renderer: //worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView(); @@ -87,6 +87,36 @@ void RenderPolyBsp::RenderScreenSprites() sprite.Render(); } +TriVertex RenderPolyBsp::PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane) +{ + TriVertex v; + v.x = (float)v1->fPos().X; + v.y = (float)v1->fPos().Y; + v.z = (float)plane.ZatPoint(v1); + v.w = 1.0f; + v.varying[0] = v.x / 64.0f; + v.varying[1] = v.y / 64.0f; + + if (fixedlightlev >= 0) + v.varying[2] = fixedlightlev / 255.0f; + else if (fixedcolormap) + v.varying[2] = 1.0f; + else + v.varying[2] = sector->lightlevel / 255.0f; + + /* + double vis = r_FloorVisibility / (plane.Zat0() - ViewPos.Z); + if (fixedlightlev >= 0) + R_SetDSColorMapLight(sector->ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); + else if (fixedcolormap) + R_SetDSColorMapLight(fixedcolormap, 0, 0); + else + R_SetDSColorMapLight(sector->ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(sector->lightlevel)); + */ + + return v; +} + void RenderPolyBsp::RenderSubsector(subsector_t *sub) { sector_t *frontsector = sub->sector; @@ -107,22 +137,8 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub) for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; - int j = sub->numlines - 1 - i; - ceilVertices[j].x = (float)line->v1->fPos().X; - ceilVertices[j].y = (float)line->v1->fPos().Y; - ceilVertices[j].z = (float)frontsector->ceilingplane.ZatPoint(line->v1); - ceilVertices[j].w = 1.0f; - ceilVertices[j].varying[0] = ceilVertices[j].x / 64.0f; - ceilVertices[j].varying[1] = ceilVertices[j].y / 64.0f; - ceilVertices[j].varying[2] = 1.0f; - - floorVertices[i].x = (float)line->v1->fPos().X; - floorVertices[i].y = (float)line->v1->fPos().Y; - floorVertices[i].z = (float)frontsector->floorplane.ZatPoint(line->v1); - floorVertices[i].w = 1.0f; - floorVertices[i].varying[0] = floorVertices[i].x / 64.0f; - floorVertices[i].varying[1] = floorVertices[i].y / 64.0f; - floorVertices[i].varying[2] = 1.0f; + ceilVertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane); + floorVertices[i] = PlaneVertex(line->v1, frontsector, frontsector->floorplane); } FTexture *floortex = TexMan(frontsector->GetTexture(sector_t::floor)); @@ -592,7 +608,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip) vertices[0].w = 1.0f; vertices[0].varying[0] = (float)texcoords.u1; vertices[0].varying[1] = (float)texcoords.v1; - vertices[0].varying[2] = 1.0f; + vertices[0].varying[2] = GetLightLevel() / 255.0f; vertices[1].x = (float)v2.X; vertices[1].y = (float)v2.Y; @@ -600,7 +616,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip) vertices[1].w = 1.0f; vertices[1].varying[0] = (float)texcoords.u2; vertices[1].varying[1] = (float)texcoords.v1; - vertices[1].varying[2] = 1.0f; + vertices[1].varying[2] = GetLightLevel() / 255.0f; vertices[2].x = (float)v2.X; vertices[2].y = (float)v2.Y; @@ -608,7 +624,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip) vertices[2].w = 1.0f; vertices[2].varying[0] = (float)texcoords.u2; vertices[2].varying[1] = (float)texcoords.v2; - vertices[2].varying[2] = 1.0f; + vertices[2].varying[2] = GetLightLevel() / 255.0f; vertices[3].x = (float)v1.X; vertices[3].y = (float)v1.Y; @@ -616,7 +632,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip) vertices[3].w = 1.0f; vertices[3].varying[0] = (float)texcoords.u1; vertices[3].varying[1] = (float)texcoords.v2; - vertices[3].varying[2] = 1.0f; + vertices[3].varying[2] = GetLightLevel() / 255.0f; TriangleDrawer::draw(worldToClip, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, tex); } @@ -630,18 +646,17 @@ FTexture *RenderPolyWall::GetTexture() return tex; } -int RenderPolyWall::GetShade() +int RenderPolyWall::GetLightLevel() { if (fixedlightlev >= 0 || fixedcolormap) { - return 0; + return 255; } else { bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; - int shade = LIGHT2SHADE(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight); - return shade; + return Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight; } } diff --git a/src/r_poly.h b/src/r_poly.h index 48bd2985a..2ec9a8274 100644 --- a/src/r_poly.h +++ b/src/r_poly.h @@ -60,6 +60,7 @@ private: void RenderNode(void *node); void RenderSubsector(subsector_t *sub); void AddLine(seg_t *line, sector_t *frontsector); + TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane); void RenderPlayerSprites(); void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac); @@ -111,8 +112,7 @@ public: private: FTexture *GetTexture(); - int GetShade(); - //float GetLight(short x); + int GetLightLevel(); }; // Texture coordinates for a wall diff --git a/src/r_triangle.cpp b/src/r_triangle.cpp index 653a46f31..26e393323 100644 --- a/src/r_triangle.cpp +++ b/src/r_triangle.cpp @@ -821,13 +821,20 @@ void ScreenTriangleDrawer::draw32(const ScreenTriangleDrawerArgs *args, DrawerTh { uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL); uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL); - //uint32_t light = (uint32_t)clamp(varying[2] * 255.0f + 0.5f, 0.0f, 255.0f); + uint32_t light = (uint32_t)clamp(varying[2] * 256.0f + 0.5f, 0.0f, 256.0f); uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16; uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16; uint32_t uvoffset = upos * textureHeight + vpos; - buffer[ix] = texturePixels[uvoffset]; + uint32_t fg = texturePixels[uvoffset]; + uint32_t fg_red = (RPART(fg) * light) >> 8; + uint32_t fg_green = (GPART(fg) * light) >> 8; + uint32_t fg_blue = (BPART(fg) * light) >> 8; + uint32_t fg_alpha = APART(fg); + + if (fg_alpha > 127) + buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue; for (int i = 0; i < TriVertex::NumVarying; i++) varying[i] += varyingStep[i]; @@ -866,13 +873,20 @@ void ScreenTriangleDrawer::draw32(const ScreenTriangleDrawerArgs *args, DrawerTh { uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL); uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL); - //uint32_t light = (uint32_t)clamp(varying[2] * 255.0f + 0.5f, 0.0f, 255.0f); + uint32_t light = (uint32_t)clamp(varying[2] * 256.0f + 0.5f, 0.0f, 256.0f); uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16; uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16; uint32_t uvoffset = upos * textureHeight + vpos; - buffer[ix] = texturePixels[uvoffset]; + uint32_t fg = texturePixels[uvoffset]; + uint32_t fg_red = (RPART(fg) * light) >> 8; + uint32_t fg_green = (GPART(fg) * light) >> 8; + uint32_t fg_blue = (BPART(fg) * light) >> 8; + uint32_t fg_alpha = APART(fg); + + if (fg_alpha > 127) + buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue; } for (int i = 0; i < TriVertex::NumVarying; i++)