// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #pragma once #include #include "r_defs.h" #include "v_palette.h" #include "r_data/colormaps.h" #include "r_utility.h" #include "swrenderer/viewport/r_viewport.h" // Lighting. // // [RH] This has changed significantly from Doom, which used lookup // tables based on 1/z for walls and z for flats and only recognized // 16 discrete light levels. The terminology I use is borrowed from Build. // The size of a single colormap, in bits #define COLORMAPSHIFT 8 // MAXLIGHTSCALE from original DOOM, divided by 2. #define MAXLIGHTVIS (24.0) // Convert a shade and visibility to a clamped colormap index. // Result is not fixed point. // Change R_CalcTiltedLighting() when this changes. #define GETPALOOKUP(vis,shade) (clamp (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1)) // Calculate the light multiplier for dc_light/ds_light // This is used instead of GETPALOOKUP when ds_colormap/dc_colormap is set to the base colormap // Returns a value between 0 and 1 in fixed point #define LIGHTSCALE(vis,shade) FLOAT2FIXED(clamp((FIXED2DBL(shade) - (MIN(MAXLIGHTVIS,double(vis)))) / NUMCOLORMAPS, 0.0, (NUMCOLORMAPS-1)/(double)NUMCOLORMAPS)) struct FSWColormap; namespace swrenderer { class CameraLight { public: static CameraLight *Instance(); int FixedLightLevel() const { return fixedlightlev; } FSWColormap *FixedColormap() const { return fixedcolormap; } FSpecialColormap *ShaderColormap() const { return realfixedcolormap; } fixed_t FixedLightLevelShade() const { return (FixedLightLevel() >> COLORMAPSHIFT) << FRACBITS; } void SetCamera(AActor *actor); void ClearShaderColormap() { realfixedcolormap = nullptr; } private: int fixedlightlev = 0; FSWColormap *fixedcolormap = nullptr; FSpecialColormap *realfixedcolormap = nullptr; }; class LightVisibility { public: static LightVisibility *Instance(); void SetVisibility(double visibility); double GetVisibility() const { return CurrentVisibility; } double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; } double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; } double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); } double FlatPlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : FloorVisibility; } double SlopePlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : TiltVisibility; } // The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; } double SpriteVis(double screenZ, bool foggy) const { return SpriteGlobVis(foggy) / screenZ; } double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; } double FlatPlaneVis(int screenY, double planeZ, bool foggy) const { return FlatPlaneGlobVis(foggy) / fabs(planeZ - ViewPos.Z) * fabs(RenderViewport::Instance()->CenterY - screenY); } static fixed_t LightLevelToShade(int lightlevel, bool foggy); static int ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; } private: double BaseVisibility = 0.0; double WallVisibility = 0.0; double FloorVisibility = 0.0; float TiltVisibility = 0.0f; bool NoLightFade = false; double CurrentVisibility = 8.f; double MaxVisForWall = 0.0; double MaxVisForFloor = 0.0; }; class ColormapLight { public: int ColormapNum = 0; FSWColormap *BaseColormap = nullptr; void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack); }; }