mirror of
https://github.com/ZDoom/gzdoom-gles.git
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205 lines
6.6 KiB
C++
205 lines
6.6 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/viewport/r_viewport.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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CameraLight *CameraLight::Instance()
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{
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static CameraLight instance;
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return &instance;
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}
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void CameraLight::SetCamera(FRenderViewpoint &viewpoint, DCanvas *renderTarget, AActor *actor)
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{
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AActor *camera = viewpoint.camera;
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player_t *player = actor->player;
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if (camera && camera->player != nullptr)
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player = camera->player;
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realfixedcolormap = nullptr;
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fixedcolormap = nullptr;
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fixedlightlev = -1;
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if (player != nullptr && camera == player->mo)
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{
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if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
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{
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realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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// palette.
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fixedcolormap = &realcolormaps;
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}
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else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
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{
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fixedlightlev = player->fixedlightlevel * 256;
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// [SP] Emulate GZDoom's light-amp goggles.
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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{
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fixedcolormap = &FullNormalLight;
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}
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}
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}
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// [RH] Inverse light for shooting the Sigil
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if (fixedcolormap == nullptr && viewpoint.extralight == INT_MIN)
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{
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fixedcolormap = &SpecialSWColormaps[INVERSECOLORMAP];
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viewpoint.extralight = 0;
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}
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}
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/////////////////////////////////////////////////////////////////////////
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// Changes how rapidly things get dark with distance
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void LightVisibility::SetVisibility(RenderViewport *viewport, double vis)
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{
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vis = R_ClampVisibility(vis);
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CurrentVisibility = vis;
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if (viewport->viewwindow.FocalTangent == 0 || viewport->FocalLengthY == 0)
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{ // If r_visibility is called before the renderer is all set up, don't
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// divide by zero. This will be called again later, and the proper
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// values can be initialized then.
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return;
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}
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BaseVisibility = vis;
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MaxVisForWall = (viewport->InvZtoScale * (SCREENWIDTH*r_Yaspect) / (viewwidth*SCREENHEIGHT * viewport->viewwindow.FocalTangent));
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MaxVisForWall = 32767.0 / MaxVisForWall;
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MaxVisForFloor = 32767.0 / (viewheight >> 2) * viewport->FocalLengthY / 160;
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// Prevent overflow on walls
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if (BaseVisibility < 0 && BaseVisibility < -MaxVisForWall)
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WallVisibility = -MaxVisForWall;
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else if (BaseVisibility > 0 && BaseVisibility > MaxVisForWall)
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WallVisibility = MaxVisForWall;
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else
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WallVisibility = BaseVisibility;
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WallVisibility = (viewport->InvZtoScale * SCREENWIDTH*AspectBaseHeight(viewport->viewwindow.WidescreenRatio) /
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(viewwidth*SCREENHEIGHT * 3)) * (WallVisibility * viewport->viewwindow.FocalTangent);
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// Prevent overflow on floors/ceilings. Note that the calculation of
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// MaxVisForFloor means that planes less than two units from the player's
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// view could still overflow, but there is no way to totally eliminate
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// that while still using fixed point math.
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if (BaseVisibility < 0 && BaseVisibility < -MaxVisForFloor)
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FloorVisibility = -MaxVisForFloor;
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else if (BaseVisibility > 0 && BaseVisibility > MaxVisForFloor)
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FloorVisibility = MaxVisForFloor;
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else
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FloorVisibility = BaseVisibility;
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FloorVisibility = 160.0 * FloorVisibility / viewport->FocalLengthY;
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TiltVisibility = float(vis * viewport->viewwindow.FocalTangent * (16.f * 320.f) / viewwidth);
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NoLightFade = !!(level.flags3 & LEVEL3_NOLIGHTFADE);
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}
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fixed_t LightVisibility::LightLevelToShade(int lightlevel, bool foggy)
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{
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bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE));
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if (nolightfade)
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{
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return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);
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}
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else
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{
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// Convert a light level into an unbounded colormap index (shade). Result is
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// fixed point. Why the +12? I wish I knew, but experimentation indicates it
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// is necessary in order to best reproduce Doom's original lighting.
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return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
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}
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}
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/////////////////////////////////////////////////////////////////////////
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void ColormapLight::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
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{
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if (fadeToBlack)
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{
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if (invertColormap) // Fade to white
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{
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basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
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invertColormap = false;
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}
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else // Fade to black
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{
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basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
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}
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}
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if (invertColormap)
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{
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basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
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}
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedColormap())
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{
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BaseColormap = cameraLight->FixedColormap();
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ColormapNum = 0;
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}
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else if (cameraLight->FixedLightLevel() >= 0)
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{
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = cameraLight->FixedLightLevel() >> COLORMAPSHIFT;
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}
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else if (fullbright)
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{
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = 0;
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}
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else
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{
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BaseColormap = basecolormap;
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ColormapNum = GETPALOOKUP(visibility, shade);
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}
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}
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}
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