Create CameraLight class

This commit is contained in:
Magnus Norddahl 2017-01-26 10:22:54 +01:00
parent 4bbf1ba11c
commit ed05a2edd3
27 changed files with 133 additions and 96 deletions

View file

@ -1409,7 +1409,7 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
uint32_t color0, color1; uint32_t color0, color1;
if (Accel2D) if (Accel2D)
{ {
auto &map = swrenderer::realfixedcolormap; auto &map = swrenderer::CameraLight::Instance()->realfixedcolormap;
if (map == nullptr) if (map == nullptr)
{ {
color0 = 0; color0 = 0;

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@ -69,10 +69,11 @@ void PolyRenderer::RenderView(player_t *player)
RenderActorView(player->mo, false); RenderActorView(player->mo, false);
// Apply special colormap if the target cannot do it // Apply special colormap if the target cannot do it
if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D)) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
{ {
R_BeginDrawerCommands(); R_BeginDrawerCommands();
DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen); DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(cameraLight->realfixedcolormap, screen);
R_EndDrawerCommands(); R_EndDrawerCommands();
} }
@ -119,7 +120,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
P_FindParticleSubsectors(); P_FindParticleSubsectors();
PO_LinkToSubsectors(); PO_LinkToSubsectors();
R_SetupFrame(actor); R_SetupFrame(actor);
swrenderer::R_SetupColormap(actor); swrenderer::CameraLight::Instance()->SetCamera(actor);
swrenderer::RenderViewport::Instance()->SetupFreelook(); swrenderer::RenderViewport::Instance()->SetupFreelook();
ActorRenderFlags savedflags = camera->renderflags; ActorRenderFlags savedflags = camera->renderflags;

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@ -133,12 +133,14 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
bool fullbrightSprite = (decal->RenderFlags & RF_FULLBRIGHT) == RF_FULLBRIGHT; bool fullbrightSprite = (decal->RenderFlags & RF_FULLBRIGHT) == RF_FULLBRIGHT;
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.flags = 0; args.uniforms.flags = 0;
args.SetColormap(front->ColorMap); args.SetColormap(front->ColorMap);
args.SetTexture(tex, decal->Translation, true); args.SetTexture(tex, decal->Translation, true);
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(); args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (fullbrightSprite || cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
{ {
args.uniforms.light = 256; args.uniforms.light = 256;
args.uniforms.flags |= TriUniforms::fixed_light; args.uniforms.flags |= TriUniforms::fixed_light;

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@ -70,12 +70,13 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
// int color = (particle->color >> 24) & 0xff; // pal index, I think // int color = (particle->color >> 24) & 0xff; // pal index, I think
bool fullbrightSprite = particle->bright != 0; bool fullbrightSprite = particle->bright != 0;
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis(); args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis();
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (fullbrightSprite || cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
{ {
args.uniforms.light = 256; args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light; args.uniforms.flags = TriUniforms::fixed_light;

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@ -96,8 +96,10 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
if (tex->UseType == FTexture::TEX_Null) if (tex->UseType == FTexture::TEX_Null)
return; return;
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
int lightlevel = 255; int lightlevel = 255;
if (swrenderer::fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) if (cameraLight->fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
{ {
lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false); lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false);
//basecolormap = light->extra_colormap; //basecolormap = light->extra_colormap;
@ -109,7 +111,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis() * 48.0f; args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis() * 48.0f;
args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f); args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
args.uniforms.light = 256; args.uniforms.light = 256;
args.uniforms.flags = 0; args.uniforms.flags = 0;
args.uniforms.subsectorDepth = subsectorDepth; args.uniforms.subsectorDepth = subsectorDepth;
@ -300,10 +302,12 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex); UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis() * 48.0f; args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis() * 48.0f;
args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f); args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
args.uniforms.light = 256; args.uniforms.light = 256;
args.uniforms.flags = 0; args.uniforms.flags = 0;
args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth; args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;

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@ -326,14 +326,15 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
} }
// If the main colormap has fixed lights, and this sprite is being drawn with that // If the main colormap has fixed lights, and this sprite is being drawn with that
// colormap, disable acceleration so that the lights can remain fixed. // colormap, disable acceleration so that the lights can remain fixed.
if (!noaccel && swrenderer::realfixedcolormap == nullptr && swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
if (!noaccel && cameraLight->realfixedcolormap == nullptr &&
NormalLightHasFixedLights && mybasecolormap == &NormalLight && NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
tex->UseBasePalette()) tex->UseBasePalette())
{ {
noaccel = true; noaccel = true;
} }
// [SP] If emulating GZDoom fullbright, disable acceleration // [SP] If emulating GZDoom fullbright, disable acceleration
if (r_fullbrightignoresectorcolor && swrenderer::fixedlightlev >= 0) if (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0)
mybasecolormap = &FullNormalLight; mybasecolormap = &FullNormalLight;
if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright()) if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight; mybasecolormap = &FullNormalLight;

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@ -136,11 +136,12 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
} }
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SpriteGlobVis(); args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SpriteGlobVis();
args.uniforms.flags = 0; args.uniforms.flags = 0;
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (fullbrightSprite || cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
{ {
args.uniforms.light = 256; args.uniforms.light = 256;
args.uniforms.flags |= TriUniforms::fixed_light; args.uniforms.flags |= TriUniforms::fixed_light;

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@ -352,7 +352,8 @@ FTexture *RenderPolyWall::GetTexture()
int RenderPolyWall::GetLightLevel() int RenderPolyWall::GetLightLevel()
{ {
if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
if (cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
{ {
return 255; return 255;
} }

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@ -98,10 +98,11 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
} }
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(); args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (fullbrightSprite || cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
{ {
args.uniforms.light = 256; args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light; args.uniforms.flags = TriUniforms::fixed_light;

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@ -456,11 +456,12 @@ namespace swrenderer
return false; return false;
colfunc = &SWPixelFormatDrawers::DrawShadedColumn; colfunc = &SWPixelFormatDrawers::DrawShadedColumn;
drawer_needs_pal_input = true; drawer_needs_pal_input = true;
dc_color = fixedcolormap ? fixedcolormap->Maps[APART(color)] : basecolormap->Maps[APART(color)]; CameraLight *cameraLight = CameraLight::Instance();
dc_color = cameraLight->fixedcolormap ? cameraLight->fixedcolormap->Maps[APART(color)] : basecolormap->Maps[APART(color)];
basecolormap = &ShadeFakeColormap[16 - alpha]; basecolormap = &ShadeFakeColormap[16 - alpha];
if (fixedlightlev >= 0 && fixedcolormap == NULL) if (cameraLight->fixedlightlev >= 0 && cameraLight->fixedcolormap == NULL)
{ {
R_SetColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); R_SetColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
} }
else else
{ {

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@ -901,7 +901,8 @@ namespace swrenderer
walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT); walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
if (fixedcolormap == NULL && fixedlightlev < 0) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedcolormap == nullptr && cameraLight->fixedlightlev < 0)
{ {
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) + R_ActualExtraLight(foggy)); wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) + R_ActualExtraLight(foggy));
double GlobVis = LightVisibility::Instance()->WallGlobVis(); double GlobVis = LightVisibility::Instance()->WallGlobVis();
@ -918,7 +919,7 @@ namespace swrenderer
bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const
{ {
return r_fogboundary && fixedcolormap == NULL && front->ColorMap->Fade && return r_fogboundary && CameraLight::Instance()->fixedcolormap == nullptr && front->ColorMap->Fade &&
front->ColorMap->Fade != back->ColorMap->Fade && front->ColorMap->Fade != back->ColorMap->Fade &&
(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum); (front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
} }
@ -932,10 +933,11 @@ namespace swrenderer
double yscale; double yscale;
fixed_t xoffset = rw_offset; fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0) CameraLight *cameraLight = CameraLight::Instance();
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); if (cameraLight->fixedlightlev >= 0)
else if (fixedcolormap != NULL) R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
R_SetColorMapLight(fixedcolormap, 0, 0); else if (cameraLight->fixedcolormap != nullptr)
R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
// clip wall to the floor and ceiling // clip wall to the floor and ceiling
auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip; auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;

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@ -97,7 +97,8 @@ namespace swrenderer
Clip3DFloors *clip3d = Clip3DFloors::Instance(); Clip3DFloors *clip3d = Clip3DFloors::Instance();
if (fixedlightlev < 0) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedlightlev < 0)
{ {
if (!(clip3d->fake3D & FAKE3D_CLIPTOP)) if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
{ {
@ -139,10 +140,10 @@ namespace swrenderer
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1); spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep; rw_scalestep = ds->iscalestep;
if (fixedlightlev >= 0) if (cameraLight->fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
else if (fixedcolormap != nullptr) else if (cameraLight->fixedcolormap != nullptr)
R_SetColorMapLight(fixedcolormap, 0, 0); R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
// find positioning // find positioning
texheight = tex->GetScaledHeightDouble(); texheight = tex->GetScaledHeightDouble();
@ -269,7 +270,7 @@ namespace swrenderer
{ {
for (int x = x1; x < x2; ++x) for (int x = x1; x < x2; ++x)
{ {
if (fixedcolormap == nullptr && fixedlightlev < 0) if (cameraLight->fixedcolormap == nullptr && cameraLight->fixedlightlev < 0)
{ {
R_SetColorMapLight(basecolormap, rw_light, wallshade); R_SetColorMapLight(basecolormap, rw_light, wallshade);
} }
@ -440,10 +441,11 @@ namespace swrenderer
texturemid += rowoffset; texturemid += rowoffset;
} }
if (fixedlightlev >= 0) CameraLight *cameraLight = CameraLight::Instance();
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); if (cameraLight->fixedlightlev >= 0)
else if (fixedcolormap != nullptr) R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
R_SetColorMapLight(fixedcolormap, 0, 0); else if (cameraLight->fixedcolormap != nullptr)
R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
WallC.sz1 = ds->sz1; WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2; WallC.sz2 = ds->sz2;
@ -665,7 +667,8 @@ namespace swrenderer
// correct colors now // correct colors now
FDynamicColormap *basecolormap = frontsector->ColorMap; FDynamicColormap *basecolormap = frontsector->ColorMap;
wallshade = ds->shade; wallshade = ds->shade;
if (fixedlightlev < 0) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedlightlev < 0)
{ {
if ((ds->bFakeBoundary & 3) == 2) if ((ds->bFakeBoundary & 3) == 2)
{ {
@ -839,7 +842,8 @@ namespace swrenderer
// correct colors now // correct colors now
FDynamicColormap *basecolormap = frontsector->ColorMap; FDynamicColormap *basecolormap = frontsector->ColorMap;
wallshade = ds->shade; wallshade = ds->shade;
if (fixedlightlev < 0) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedlightlev < 0)
{ {
if ((ds->bFakeBoundary & 3) == 2) if ((ds->bFakeBoundary & 3) == 2)
{ {

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@ -326,7 +326,8 @@ namespace swrenderer
dc_wall_fracbits = r_swtruecolor ? FRACBITS : fracbits; dc_wall_fracbits = r_swtruecolor ? FRACBITS : fracbits;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0); CameraLight *cameraLight = CameraLight::Instance();
bool fixed = (cameraLight->fixedcolormap != NULL || cameraLight->fixedlightlev >= 0);
if (fixed) if (fixed)
{ {
dc_wall_colormap[0] = dc_colormap; dc_wall_colormap[0] = dc_colormap;
@ -339,8 +340,8 @@ namespace swrenderer
dc_wall_light[3] = 0; dc_wall_light[3] = 0;
} }
if (fixedcolormap) if (cameraLight->fixedcolormap)
R_SetColorMapLight(fixedcolormap, 0, 0); R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
else else
R_SetColorMapLight(basecolormap, 0, 0); R_SetColorMapLight(basecolormap, 0, 0);
@ -455,7 +456,8 @@ namespace swrenderer
} }
else else
{ {
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size())) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedcolormap != NULL || cameraLight->fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{ {
ProcessNormalWall(uwal, dwal, texturemid, swal, lwal); ProcessNormalWall(uwal, dwal, texturemid, swal, lwal);
} }

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@ -108,14 +108,15 @@ namespace swrenderer
basecolormap = colormap; basecolormap = colormap;
GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis() / planeheight; GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis() / planeheight;
ds_light = 0; ds_light = 0;
if (fixedlightlev >= 0) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedlightlev >= 0)
{ {
R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
plane_shade = false; plane_shade = false;
} }
else if (fixedcolormap) else if (cameraLight->fixedcolormap)
{ {
R_SetDSColorMapLight(fixedcolormap, 0, 0); R_SetDSColorMapLight(cameraLight->fixedcolormap, 0, 0);
plane_shade = false; plane_shade = false;
} }
else else

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@ -148,21 +148,22 @@ namespace swrenderer
} }
bool fakefixed = false; bool fakefixed = false;
if (fixedcolormap) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedcolormap)
{ {
R_SetColorMapLight(fixedcolormap, 0, 0); R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
} }
else else
{ {
fakefixed = true; fakefixed = true;
fixedcolormap = &NormalLight; cameraLight->fixedcolormap = &NormalLight;
R_SetColorMapLight(fixedcolormap, 0, 0); R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
} }
DrawSky(pl); DrawSky(pl);
if (fakefixed) if (fakefixed)
fixedcolormap = NULL; cameraLight->fixedcolormap = nullptr;
} }
void RenderSkyPlane::DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat) void RenderSkyPlane::DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)

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@ -150,14 +150,15 @@ namespace swrenderer
basecolormap = colormap; basecolormap = colormap;
if (fixedlightlev >= 0) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedlightlev >= 0)
{ {
R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
plane_shade = false; plane_shade = false;
} }
else if (fixedcolormap) else if (cameraLight->fixedcolormap)
{ {
R_SetDSColorMapLight(fixedcolormap, 0, 0); R_SetDSColorMapLight(cameraLight->fixedcolormap, 0, 0);
plane_shade = false; plane_shade = false;
} }
else else

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@ -254,8 +254,7 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
// curse Doom's overuse of global variables in the renderer. // curse Doom's overuse of global variables in the renderer.
// These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette. // These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette.
FSWColormap *savecolormap = fixedcolormap; CameraLight savedCameraLight = *CameraLight::Instance();
FSpecialColormap *savecm = realfixedcolormap;
DAngle savedfov = FieldOfView; DAngle savedfov = FieldOfView;
R_SetFOV ((double)fov); R_SetFOV ((double)fov);
@ -315,8 +314,7 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
tex->SetUpdated(); tex->SetUpdated();
fixedcolormap = savecolormap; *CameraLight::Instance() = savedCameraLight;
realfixedcolormap = savecm;
} }
sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel) sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel)

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@ -38,21 +38,23 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer namespace swrenderer
{ {
int fixedlightlev; CameraLight *CameraLight::Instance()
FSWColormap *fixedcolormap; {
FSpecialColormap *realfixedcolormap; static CameraLight instance;
return &instance;
}
void R_SetupColormap(AActor *actor) void CameraLight::SetCamera(AActor *actor)
{ {
player_t *player = actor->player; player_t *player = actor->player;
if (camera && camera->player != 0) if (camera && camera->player != nullptr)
player = camera->player; player = camera->player;
realfixedcolormap = NULL; realfixedcolormap = nullptr;
fixedcolormap = NULL; fixedcolormap = nullptr;
fixedlightlev = -1; fixedlightlev = -1;
if (player != NULL && camera == player->mo) if (player != nullptr && camera == player->mo)
{ {
if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size()) if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
{ {
@ -80,7 +82,7 @@ namespace swrenderer
} }
} }
// [RH] Inverse light for shooting the Sigil // [RH] Inverse light for shooting the Sigil
if (fixedcolormap == NULL && extralight == INT_MIN) if (fixedcolormap == nullptr && extralight == INT_MIN)
{ {
fixedcolormap = &SpecialColormaps[INVERSECOLORMAP]; fixedcolormap = &SpecialColormaps[INVERSECOLORMAP];
extralight = 0; extralight = 0;
@ -184,15 +186,16 @@ namespace swrenderer
basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate); basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
} }
if (fixedcolormap) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedcolormap)
{ {
BaseColormap = fixedcolormap; BaseColormap = cameraLight->fixedcolormap;
ColormapNum = 0; ColormapNum = 0;
} }
else if (fixedlightlev >= 0) else if (cameraLight->fixedlightlev >= 0)
{ {
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap; BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = fixedlightlev >> COLORMAPSHIFT; ColormapNum = cameraLight->fixedlightlev >> COLORMAPSHIFT;
} }
else if (fullbright) else if (fullbright)
{ {

View file

@ -54,11 +54,17 @@ struct FSWColormap;
namespace swrenderer namespace swrenderer
{ {
extern int fixedlightlev; class CameraLight
extern FSWColormap *fixedcolormap; {
extern FSpecialColormap *realfixedcolormap; public:
static CameraLight *Instance();
void R_SetupColormap(AActor *actor); int fixedlightlev = 0;
FSWColormap *fixedcolormap = nullptr;
FSpecialColormap *realfixedcolormap = nullptr;
void SetCamera(AActor *actor);
};
class LightVisibility class LightVisibility
{ {

View file

@ -479,8 +479,9 @@ namespace swrenderer
bool foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE); bool foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
// kg3D - fake lights // kg3D - fake lights
CameraLight *cameraLight = CameraLight::Instance();
FDynamicColormap *basecolormap; FDynamicColormap *basecolormap;
if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size()) if (cameraLight->fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{ {
light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false); light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
basecolormap = light->extra_colormap; basecolormap = light->extra_colormap;
@ -493,7 +494,7 @@ namespace swrenderer
} }
else else
{ {
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap; basecolormap = (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
} }
portal = frontsector->ValidatePortal(sector_t::ceiling); portal = frontsector->ValidatePortal(sector_t::ceiling);
@ -518,7 +519,7 @@ namespace swrenderer
if (ceilingplane) if (ceilingplane)
ceilingplane->AddLights(frontsector->lighthead); ceilingplane->AddLights(frontsector->lighthead);
if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size()) if (cameraLight->fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{ {
light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false); light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
basecolormap = light->extra_colormap; basecolormap = light->extra_colormap;
@ -531,7 +532,7 @@ namespace swrenderer
} }
else else
{ {
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap; basecolormap = (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
} }
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check // killough 3/7/98: Add (x,y) offsets to flats, add deep water check
@ -603,7 +604,7 @@ namespace swrenderer
else position = sector_t::floor; else position = sector_t::floor;
frontsector = &tempsec; frontsector = &tempsec;
if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) if (cameraLight->fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
{ {
light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false); light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false);
basecolormap = light->extra_colormap; basecolormap = light->extra_colormap;
@ -668,7 +669,7 @@ namespace swrenderer
frontsector = &tempsec; frontsector = &tempsec;
tempsec.ceilingplane.ChangeHeight(-1 / 65536.); tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) if (cameraLight->fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
{ {
light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false); light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false);
basecolormap = light->extra_colormap; basecolormap = light->extra_colormap;

View file

@ -103,9 +103,9 @@ namespace swrenderer
RenderActorView(player->mo); RenderActorView(player->mo);
// Apply special colormap if the target cannot do it // Apply special colormap if the target cannot do it
if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D)) if (CameraLight::Instance()->realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
{ {
DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen); DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->realfixedcolormap, screen);
} }
R_EndDrawerCommands(); R_EndDrawerCommands();
@ -125,7 +125,7 @@ namespace swrenderer
clip3d->ResetClip(); // reset clips (floor/ceiling) clip3d->ResetClip(); // reset clips (floor/ceiling)
R_SetupFrame(actor); R_SetupFrame(actor);
R_SetupColormap(actor); CameraLight::Instance()->SetCamera(actor);
RenderViewport::Instance()->SetupFreelook(); RenderViewport::Instance()->SetupFreelook();
RenderPortal::Instance()->CopyStackedViewParameters(); RenderPortal::Instance()->CopyStackedViewParameters();
@ -193,7 +193,7 @@ namespace swrenderer
// copy to the screen does not use a special colormap shader. // copy to the screen does not use a special colormap shader.
if (!r_shadercolormaps && !r_swtruecolor) if (!r_shadercolormaps && !r_swtruecolor)
{ {
realfixedcolormap = NULL; CameraLight::Instance()->realfixedcolormap = NULL;
} }
} }

View file

@ -253,10 +253,11 @@ namespace swrenderer
} }
light = lightleft + (x1 - savecoord.sx1) * lightstep; light = lightleft + (x1 - savecoord.sx1) * lightstep;
if (fixedlightlev >= 0) CameraLight *cameraLight = CameraLight::Instance();
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); if (cameraLight->fixedlightlev >= 0)
else if (fixedcolormap != NULL) R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
R_SetColorMapLight(fixedcolormap, 0, 0); else if (cameraLight->fixedcolormap != NULL)
R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT)) else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0); R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else else

View file

@ -90,7 +90,8 @@ namespace swrenderer
return; return;
FDynamicColormap *basecolormap; FDynamicColormap *basecolormap;
if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
{ {
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--) for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{ {
@ -480,7 +481,8 @@ namespace swrenderer
} }
// If the main colormap has fixed lights, and this sprite is being drawn with that // If the main colormap has fixed lights, and this sprite is being drawn with that
// colormap, disable acceleration so that the lights can remain fixed. // colormap, disable acceleration so that the lights can remain fixed.
if (!noaccel && realfixedcolormap == nullptr && CameraLight *cameraLight = CameraLight::Instance();
if (!noaccel && cameraLight->realfixedcolormap == nullptr &&
NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight && NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight &&
vis.pic->UseBasePalette()) vis.pic->UseBasePalette())
{ {

View file

@ -86,7 +86,8 @@ namespace swrenderer
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && spr->gzb >= clip3d->sclipTop) return; if ((clip3d->fake3D & FAKE3D_CLIPTOP) && spr->gzb >= clip3d->sclipTop) return;
// kg3D - correct colors now // kg3D - correct colors now
if (!fixedcolormap && fixedlightlev < 0 && spr->sector->e && spr->sector->e->XFloor.lightlist.Size()) CameraLight *cameraLight = CameraLight::Instance();
if (!cameraLight->fixedcolormap && cameraLight->fixedlightlev < 0 && spr->sector->e && spr->sector->e->XFloor.lightlist.Size())
{ {
if (!(clip3d->fake3D & FAKE3D_CLIPTOP)) if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
{ {

View file

@ -184,10 +184,11 @@ namespace swrenderer
float lightleft = float(GlobVis / spr->wallc.sz1); float lightleft = float(GlobVis / spr->wallc.sz1);
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1)); float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep; float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
if (fixedlightlev >= 0) CameraLight *cameraLight = CameraLight::Instance();
R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); if (cameraLight->fixedlightlev >= 0)
else if (fixedcolormap != NULL) R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
R_SetColorMapLight(fixedcolormap, 0, 0); else if (cameraLight->fixedcolormap != NULL)
R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT)) else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0); R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else else

View file

@ -197,7 +197,7 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
R_SetTranslationMap(identitymap); R_SetTranslationMap(identitymap);
} }
fixedcolormap = dc_fcolormap; CameraLight::Instance()->fixedcolormap = dc_fcolormap;
bool visible; bool visible;
FDynamicColormap *basecolormap = nullptr; FDynamicColormap *basecolormap = nullptr;
if (r_swtruecolor) if (r_swtruecolor)

View file

@ -1405,7 +1405,7 @@ void D3DFB::Draw3DPart(bool copy3d)
D3DCOLOR color0, color1; D3DCOLOR color0, color1;
if (Accel2D) if (Accel2D)
{ {
auto &map = swrenderer::realfixedcolormap; auto &map = swrenderer::CameraLight::Instance()->realfixedcolormap;
if (map == NULL) if (map == NULL)
{ {
color0 = 0; color0 = 0;