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Fix depth calculations for R_DoomLightingEquation and make it an exact match of what zdoom does
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1 changed files with 23 additions and 22 deletions
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@ -117,34 +117,35 @@ vec4 getTexel(vec2 st)
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//===========================================================================
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//
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// Doom lighting equation ripped from EDGE.
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// Big thanks to EDGE developers for making the only port
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// that actually replicates software renderer's lighting in OpenGL.
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// Float version.
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// Basically replace int with float and divide all constants by 31.
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// Doom lighting equation exactly as calculated by zdoom.
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//
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//===========================================================================
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float R_DoomLightingEquation(float light, float dist)
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float R_DoomLightingEquation(float light)
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{
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// Changing this constant gives results very similar to changing r_visibility.
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// Default is 232, it seems to give exactly the same light bands as software renderer.
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#define DOOMLIGHTFACTOR 232.0
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// Calculated from r_visibility. It differs between walls, floor and sprites.
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//
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// Wall: globVis = r_WallVisibility
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// Floor: r_FloorVisibility / abs(plane.Zat0 - ViewPos.Z)
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// Sprite: same as wall
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// All are calculated in R_SetVisibility and seem to be decided by the
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// aspect ratio amongst other things.
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//
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// 1706 is the value for walls on 1080p 16:9 displays.
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float globVis = 1706.0;
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/* L in the range 0 to 63 */
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float L = light * 63.0/31.0;
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/* L is the integer light level used in the game */
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float L = light * 255.0;
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float min_L = clamp(36.0/31.0 - L, 0.03, 1.0);
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/* z is the depth in view/eye space, positive going into the screen */
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float z = pixelpos.w;
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// Fix objects getting totally black when close.
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if (dist < 0.0001)
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dist = 0.0001;
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/* The zdoom light equation */
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float vis = globVis / z;
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float shade = 64.0 - (L + 12) * 32.0/128.0;
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float lightscale = clamp((shade - min(24.0, vis)) / 32.0, 0.0, 31/32.0);
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float scale = 1.0 / dist;
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float index = (59.0/31.0 - L) - (scale * DOOMLIGHTFACTOR/31.0 - DOOMLIGHTFACTOR/31.0);
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/* result is colormap index (0 bright .. 31 dark) */
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return clamp(index, min_L, 1.0);
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// Result is the normalized colormap index (0 bright .. 1 dark)
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return lightscale;
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}
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//===========================================================================
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@ -167,7 +168,7 @@ vec4 getLightColor(float fogdist, float fogfactor)
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if (uLightLevel >= 0.0)
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{
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float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel, gl_FragCoord.z);
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float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
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color.rgb *= newlightlevel;
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}
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else if (uFogEnabled > 0)
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