gzdoom-last-svn/src/gl/common/glc_light.cpp

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/*
** gl_light.cpp
** Light level / fog management / dynamic lights
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/gl_include.h"
#include "gl/common/glc_data.h"
#include "c_dispatch.h"
#include "p_local.h"
static float distfogtable[2][256]; // light to fog conversion table for black fog
static int fogdensity;
static PalEntry outsidefogcolor;
static int outsidefogdensity;
int skyfog;
CVAR (Float, gl_light_ambient, 20.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
//==========================================================================
//
// Sets up the fog tables
//
//==========================================================================
CUSTOM_CVAR (Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
for (int i=0;i<256;i++)
{
if (i<164)
{
distfogtable[0][i]= (gl_distfog>>1) + (gl_distfog)*(164-i)/164;
}
else if (i<230)
{
distfogtable[0][i]= (gl_distfog>>1) - (gl_distfog>>1)*(i-164)/(230-164);
}
else distfogtable[0][i]=0;
if (i<128)
{
distfogtable[1][i]= 6.f + (gl_distfog>>1) + (gl_distfog)*(128-i)/48;
}
else if (i<216)
{
distfogtable[1][i]= (216.f-i) / ((216.f-128.f)) * gl_distfog / 10;
}
else distfogtable[1][i]=0;
}
}
//==========================================================================
//
// Sets render state to draw the given render style
// includes: Texture mode, blend equation and blend mode
//
//==========================================================================
void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending,
int *tm, int *sb, int *db, int *be)
{
static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA };
static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1};
int srcblend = blendstyles[style.SrcAlpha&3];
int dstblend = blendstyles[style.DestAlpha&3];
int blendequation = renderops[style.BlendOp&7];
int texturemode = drawopaque? TM_OPAQUE : TM_MODULATE;
if (style.Flags & STYLEF_ColorIsFixed)
{
texturemode = TM_MASK;
}
else if (style.Flags & STYLEF_InvertSource)
{
texturemode = drawopaque? TM_INVERTOPAQUE : TM_INVERT;
}
if (blendequation == -1)
{
srcblend = GL_DST_COLOR;
dstblend = GL_ONE_MINUS_SRC_ALPHA;
blendequation = GL_FUNC_ADD;
}
if (allowcolorblending && srcblend == GL_SRC_ALPHA && dstblend == GL_ONE && blendequation == GL_FUNC_ADD)
{
srcblend = GL_SRC_COLOR;
}
*tm = texturemode;
*be = blendequation;
*sb = srcblend;
*db = dstblend;
}
//==========================================================================
//
// Set fog parameters for the level
//
//==========================================================================
void gl_SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog)
{
fogdensity=_fogdensity;
outsidefogcolor=_outsidefogcolor;
outsidefogdensity=_outsidefogdensity? _outsidefogdensity : _fogdensity? _fogdensity:70;
skyfog=_skyfog;
outsidefogdensity>>=1;
fogdensity>>=1;
}
//==========================================================================
//
// Get current light level
//
//==========================================================================
int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon)
{
int light;
if (glset.lightmode&2 && lightlevel<192)
{
light = (192.f - (192-lightlevel)* (weapon? 1.5f : 1.95f));
}
else
{
light=lightlevel;
}
if (light<gl_light_ambient)
{
light=gl_light_ambient;
if (rellight<0) rellight>>=1;
}
return clamp(quickertoint(light+rellight), 0, 255);
}
//==========================================================================
//
// Get current light color
//
//==========================================================================
PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor)
{
int r,g,b;
if (blendfactor == 0)
{
r = pe.r * light / 255;
g = pe.g * light / 255;
b = pe.b * light / 255;
}
else
{
int mixlight = light * (255 - blendfactor);
r = (mixlight + pe.r * blendfactor) / 255;
g = (mixlight + pe.g * blendfactor) / 255;
b = (mixlight + pe.b * blendfactor) / 255;
}
return PalEntry(BYTE(r), BYTE(g), BYTE(b));
}
//==========================================================================
//
// calculates the current fog density
//
// Rules for fog:
//
// 1. If bit 4 of gl_lightmode is set always use the level's fog density.
// This is what Legacy's GL render does.
// 2. black fog means no fog and always uses the distfogtable based on the level's fog density setting
// 3. If outside fog is defined and the current fog color is the same as the outside fog
// the engine always uses the outside fog density to make the fog uniform across the level.
// If the outside fog's density is undefined it uses the level's fog density and if that is
// not defined it uses a default of 70.
// 4. If a global fog density is specified it is being used for all fog on the level
// 5. If none of the above apply fog density is based on the light level as for the software renderer.
//
//==========================================================================
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
{
float density;
if (glset.lightmode&4)
{
// uses approximations of Legacy's default settings.
density = fogdensity? fogdensity : 18;
}
else if ((fogcolor.d & 0xffffff) == 0)
{
// case 1: black fog
density=distfogtable[glset.lightmode!=0][lightlevel];
}
else if (outsidefogcolor.a!=0xff &&
fogcolor.r==outsidefogcolor.r &&
fogcolor.g==outsidefogcolor.g &&
fogcolor.b==outsidefogcolor.b)
{
// case 2. outsidefogdensity has already been set as needed
density=outsidefogdensity;
}
else if (fogdensity!=0)
{
// case 3: level has fog density set
density=fogdensity;
}
else
{
// case 4: use light level
density=clamp<int>(255-lightlevel,30,255);
}
return density;
}
//==========================================================================
//
// For testing sky fog sheets
//
//==========================================================================
CCMD(skyfog)
{
if (argv.argc()>1)
{
skyfog=strtol(argv[1],NULL,0);
}
}