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https://github.com/ZDoom/gzdoom-gles.git
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119 lines
4.6 KiB
C++
119 lines
4.6 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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#pragma once
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#include <stddef.h>
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#include "r_defs.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_utility.h"
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#include "swrenderer/viewport/r_viewport.h"
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// Lighting.
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//
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// [RH] This has changed significantly from Doom, which used lookup
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// tables based on 1/z for walls and z for flats and only recognized
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// 16 discrete light levels. The terminology I use is borrowed from Build.
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// The size of a single colormap, in bits
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#define COLORMAPSHIFT 8
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// MAXLIGHTSCALE from original DOOM, divided by 2.
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#define MAXLIGHTVIS (24.0)
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// Convert a shade and visibility to a clamped colormap index.
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// Result is not fixed point.
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// Change R_CalcTiltedLighting() when this changes.
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#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1))
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// Calculate the light multiplier for dc_light/ds_light
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// This is used instead of GETPALOOKUP when ds_colormap/dc_colormap is set to the base colormap
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// Returns a value between 0 and 1 in fixed point
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#define LIGHTSCALE(vis,shade) FLOAT2FIXED(clamp((FIXED2DBL(shade) - (MIN(MAXLIGHTVIS,double(vis)))) / NUMCOLORMAPS, 0.0, (NUMCOLORMAPS-1)/(double)NUMCOLORMAPS))
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struct FSWColormap;
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namespace swrenderer
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{
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class CameraLight
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{
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public:
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static CameraLight *Instance();
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int FixedLightLevel() const { return fixedlightlev; }
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FSWColormap *FixedColormap() const { return fixedcolormap; }
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FSpecialColormap *ShaderColormap() const { return realfixedcolormap; }
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fixed_t FixedLightLevelShade() const { return (FixedLightLevel() >> COLORMAPSHIFT) << FRACBITS; }
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void SetCamera(FRenderViewpoint &viewpoint, DCanvas *renderTarget, AActor *actor);
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void ClearShaderColormap() { realfixedcolormap = nullptr; }
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private:
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int fixedlightlev = 0;
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FSWColormap *fixedcolormap = nullptr;
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FSpecialColormap *realfixedcolormap = nullptr;
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};
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class LightVisibility
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{
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public:
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void SetVisibility(RenderViewport *viewport, double visibility);
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double GetVisibility() const { return CurrentVisibility; }
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double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
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double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
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double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); }
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double FlatPlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : FloorVisibility; }
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double SlopePlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : TiltVisibility; }
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// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
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double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
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double SpriteVis(double screenZ, bool foggy) const { return SpriteGlobVis(foggy) / screenZ; }
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double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; }
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double FlatPlaneVis(int screenY, double planeZ, bool foggy, RenderViewport *viewport) const { return FlatPlaneGlobVis(foggy) / fabs(planeZ - viewport->viewpoint.Pos.Z) * fabs(viewport->CenterY - screenY); }
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static fixed_t LightLevelToShade(int lightlevel, bool foggy);
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static int ActualExtraLight(bool fog, RenderViewport *viewport) { return fog ? 0 : viewport->viewpoint.extralight << 4; }
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private:
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double BaseVisibility = 0.0;
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double WallVisibility = 0.0;
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double FloorVisibility = 0.0;
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float TiltVisibility = 0.0f;
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bool NoLightFade = false;
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double CurrentVisibility = 8.f;
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double MaxVisForWall = 0.0;
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double MaxVisForFloor = 0.0;
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};
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class ColormapLight
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{
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public:
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int ColormapNum = 0;
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FSWColormap *BaseColormap = nullptr;
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void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack);
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};
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}
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