mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 13:01:48 +00:00
Move visibility stuff into LightVisibility
This commit is contained in:
parent
933f2d116a
commit
4bbf1ba11c
22 changed files with 121 additions and 109 deletions
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@ -137,7 +137,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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args.uniforms.flags = 0;
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args.SetColormap(front->ColorMap);
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args.SetTexture(tex, decal->Translation, true);
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args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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{
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args.uniforms.light = 256;
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@ -73,7 +73,7 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::r_SpriteVisibility;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis();
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if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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{
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@ -107,7 +107,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
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UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::r_TiltVisibility * 48.0f;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis() * 48.0f;
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args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
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if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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args.uniforms.light = 256;
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@ -301,7 +301,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::r_TiltVisibility * 48.0f;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis() * 48.0f;
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args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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args.uniforms.light = 256;
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@ -223,7 +223,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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int actualextralight = foggy ? 0 : extralight << 4;
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int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight);
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double minz = double((2048 * 4) / double(1 << 20));
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ColormapNum = GETPALOOKUP(swrenderer::r_SpriteVisibility / minz, spriteshade);
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ColormapNum = GETPALOOKUP(swrenderer::LightVisibility::Instance()->SpriteGlobVis() / minz, spriteshade);
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if (sprite->GetID() < PSP_TARGETCENTER)
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{
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@ -90,7 +90,7 @@ void PolyDrawSectorPortal::SaveGlobals()
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savedextralight = extralight;
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savedpos = ViewPos;
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savedangle = ViewAngle;
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savedvisibility = swrenderer::R_GetVisibility();
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savedvisibility = swrenderer::LightVisibility::Instance()->GetVisibility();
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savedcamera = camera;
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savedsector = viewsector;
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@ -99,7 +99,7 @@ void PolyDrawSectorPortal::SaveGlobals()
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// Don't let gun flashes brighten the sky box
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AActor *sky = Portal->mSkybox;
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extralight = 0;
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swrenderer::R_SetVisibility(sky->args[0] * 0.25f);
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swrenderer::LightVisibility::Instance()->SetVisibility(sky->args[0] * 0.25f);
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ViewPos = sky->InterpolatedPosition(r_TicFracF);
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ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
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}
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@ -127,7 +127,7 @@ void PolyDrawSectorPortal::RestoreGlobals()
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camera = savedcamera;
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viewsector = savedsector;
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ViewPos = savedpos;
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swrenderer::R_SetVisibility(savedvisibility);
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swrenderer::LightVisibility::Instance()->SetVisibility(savedvisibility);
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extralight = savedextralight;
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ViewAngle = savedangle;
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R_SetViewAngle();
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@ -241,7 +241,7 @@ void RenderPolyScene::RenderPortals(int portalDepth)
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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args.uniforms.color = 0;
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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@ -55,7 +55,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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int rc = mRows + 1;
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
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@ -138,7 +138,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::r_SpriteVisibility;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SpriteGlobVis();
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args.uniforms.flags = 0;
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if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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{
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@ -247,7 +247,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
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}
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = SubsectorDepth;
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@ -100,7 +100,7 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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{
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args.uniforms.light = 256;
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@ -904,7 +904,7 @@ namespace swrenderer
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if (fixedcolormap == NULL && fixedlightlev < 0)
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{
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) + R_ActualExtraLight(foggy));
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double GlobVis = r_WallVisibility;
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double GlobVis = LightVisibility::Instance()->WallGlobVis();
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rw_lightleft = float(GlobVis / WallC.sz1);
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rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
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}
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@ -106,7 +106,7 @@ namespace swrenderer
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planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
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basecolormap = colormap;
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GlobVis = r_FloorVisibility / planeheight;
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GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis() / planeheight;
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ds_light = 0;
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if (fixedlightlev >= 0)
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{
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@ -143,7 +143,7 @@ namespace swrenderer
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plane_sz[0] = -plane_sz[0];
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}
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planelightfloat = (r_TiltVisibility * lxscale * lyscale) / (fabs(pl->height.ZatPoint(ViewPos) - ViewPos.Z)) / 65536.f;
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planelightfloat = (LightVisibility::Instance()->SlopePlaneGlobVis() * lxscale * lyscale) / (fabs(pl->height.ZatPoint(ViewPos) - ViewPos.Z)) / 65536.f;
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if (pl->height.fC() > 0)
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planelightfloat = -planelightfloat;
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@ -38,77 +38,10 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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double r_BaseVisibility;
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double r_WallVisibility;
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double r_FloorVisibility;
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float r_TiltVisibility;
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double r_SpriteVisibility;
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int fixedlightlev;
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FSWColormap *fixedcolormap;
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FSpecialColormap *realfixedcolormap;
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namespace
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{
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double CurrentVisibility = 8.f;
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double MaxVisForWall;
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double MaxVisForFloor;
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}
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// Changes how rapidly things get dark with distance
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void R_SetVisibility(double vis)
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{
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// Allow negative visibilities, just for novelty's sake
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vis = clamp(vis, -204.7, 204.7); // (205 and larger do not work in 5:4 aspect ratio)
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CurrentVisibility = vis;
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if (FocalTangent == 0 || 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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r_BaseVisibility = vis;
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MaxVisForWall = (InvZtoScale * (SCREENWIDTH*r_Yaspect) / (viewwidth*SCREENHEIGHT * FocalTangent));
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MaxVisForWall = 32767.0 / MaxVisForWall;
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MaxVisForFloor = 32767.0 / (viewheight >> 2) * FocalLengthY / 160;
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// Prevent overflow on walls
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if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForWall)
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r_WallVisibility = -MaxVisForWall;
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else if (r_BaseVisibility > 0 && r_BaseVisibility > MaxVisForWall)
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r_WallVisibility = MaxVisForWall;
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else
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r_WallVisibility = r_BaseVisibility;
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r_WallVisibility = (InvZtoScale * SCREENWIDTH*AspectBaseHeight(WidescreenRatio) /
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(viewwidth*SCREENHEIGHT * 3)) * (r_WallVisibility * 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 (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForFloor)
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r_FloorVisibility = -MaxVisForFloor;
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else if (r_BaseVisibility > 0 && r_BaseVisibility > MaxVisForFloor)
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r_FloorVisibility = MaxVisForFloor;
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else
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r_FloorVisibility = r_BaseVisibility;
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r_FloorVisibility = 160.0 * r_FloorVisibility / FocalLengthY;
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r_TiltVisibility = float(vis * FocalTangent * (16.f * 320.f) / viewwidth);
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r_SpriteVisibility = r_WallVisibility;
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}
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double R_GetVisibility()
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{
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return CurrentVisibility;
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}
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void R_SetupColormap(AActor *actor)
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{
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player_t *player = actor->player;
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@ -154,6 +87,62 @@ namespace swrenderer
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}
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}
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/////////////////////////////////////////////////////////////////////////
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LightVisibility *LightVisibility::Instance()
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{
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static LightVisibility instance;
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return &instance;
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}
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// Changes how rapidly things get dark with distance
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void LightVisibility::SetVisibility(double vis)
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{
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// Allow negative visibilities, just for novelty's sake
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vis = clamp(vis, -204.7, 204.7); // (205 and larger do not work in 5:4 aspect ratio)
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CurrentVisibility = vis;
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if (FocalTangent == 0 || 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 = (InvZtoScale * (SCREENWIDTH*r_Yaspect) / (viewwidth*SCREENHEIGHT * FocalTangent));
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MaxVisForWall = 32767.0 / MaxVisForWall;
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MaxVisForFloor = 32767.0 / (viewheight >> 2) * 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 = (InvZtoScale * SCREENWIDTH*AspectBaseHeight(WidescreenRatio) /
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(viewwidth*SCREENHEIGHT * 3)) * (WallVisibility * 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 / FocalLengthY;
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TiltVisibility = float(vis * FocalTangent * (16.f * 320.f) / viewwidth);
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}
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// Controls how quickly light ramps across a 1/z range. Set this, and it
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// sets all the r_*Visibility variables (except r_SkyVisibilily, which is
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// currently unused).
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@ -161,11 +150,11 @@ namespace swrenderer
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{
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if (argv.argc() < 2)
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{
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Printf("Visibility is %g\n", R_GetVisibility());
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Printf("Visibility is %g\n", LightVisibility::Instance()->GetVisibility());
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}
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else if (!netgame)
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{
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R_SetVisibility(atof(argv[1]));
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LightVisibility::Instance()->SetVisibility(atof(argv[1]));
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}
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else
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{
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@ -18,6 +18,7 @@
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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 "r_viewport.h"
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// Lighting.
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//
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@ -53,23 +54,43 @@ struct FSWColormap;
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namespace swrenderer
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{
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extern double r_BaseVisibility;
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extern double r_WallVisibility;
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extern double r_FloorVisibility;
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extern float r_TiltVisibility;
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extern double r_SpriteVisibility;
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extern int fixedlightlev;
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extern FSWColormap *fixedcolormap;
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extern FSpecialColormap *realfixedcolormap;
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inline int R_ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; }
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void R_SetVisibility(double visibility);
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double R_GetVisibility();
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void R_SetupColormap(AActor *actor);
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class LightVisibility
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{
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public:
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static LightVisibility *Instance();
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void SetVisibility(double visibility);
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double GetVisibility() const { return CurrentVisibility; }
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double WallGlobVis() const { return WallVisibility; }
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double SpriteGlobVis() const { return WallVisibility; }
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double ParticleGlobVis() const { return WallVisibility * 0.5; }
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double FlatPlaneGlobVis() const { return FloorVisibility; }
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double SlopePlaneGlobVis() const { return TiltVisibility; }
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// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
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double WallVis(double screenZ) const { return WallGlobVis() / screenZ; }
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double SpriteVis(double screenZ) const { return WallGlobVis() / screenZ; }
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double ParticleVis(double screenZ) const { return WallGlobVis() / screenZ; }
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double FlatPlaneVis(int screenY, double planeZ) const { return FlatPlaneGlobVis() / fabs(planeZ - ViewPos.Z) * fabs(CenterY - screenY); }
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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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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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@ -78,4 +99,6 @@ namespace swrenderer
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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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inline int R_ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; }
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}
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@ -106,7 +106,7 @@ namespace swrenderer
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DAngle savedangle = ViewAngle;
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ptrdiff_t savedds_p = drawseglist->ds_p - drawseglist->drawsegs;
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size_t savedinteresting = drawseglist->FirstInterestingDrawseg;
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double savedvisibility = R_GetVisibility();
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double savedvisibility = LightVisibility::Instance()->GetVisibility();
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AActor *savedcamera = camera;
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sector_t *savedsector = viewsector;
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@ -128,7 +128,7 @@ namespace swrenderer
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// Don't let gun flashes brighten the sky box
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AActor *sky = port->mSkybox;
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extralight = 0;
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R_SetVisibility(sky->args[0] * 0.25f);
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LightVisibility::Instance()->SetVisibility(sky->args[0] * 0.25f);
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ViewPos = sky->InterpolatedPosition(r_TicFracF);
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ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
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@ -141,7 +141,7 @@ namespace swrenderer
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case PORTS_PORTAL:
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case PORTS_LINKEDPORTAL:
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extralight = pl->extralight;
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R_SetVisibility(pl->visibility);
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LightVisibility::Instance()->SetVisibility(pl->visibility);
|
||||
ViewPos.X = pl->viewpos.X + port->mDisplacement.X;
|
||||
ViewPos.Y = pl->viewpos.Y + port->mDisplacement.Y;
|
||||
ViewPos.Z = pl->viewpos.Z;
|
||||
|
@ -260,7 +260,7 @@ namespace swrenderer
|
|||
camera = savedcamera;
|
||||
viewsector = savedsector;
|
||||
ViewPos = savedpos;
|
||||
R_SetVisibility(savedvisibility);
|
||||
LightVisibility::Instance()->SetVisibility(savedvisibility);
|
||||
extralight = savedextralight;
|
||||
ViewAngle = savedangle;
|
||||
R_SetViewAngle();
|
||||
|
@ -523,7 +523,7 @@ namespace swrenderer
|
|||
stacked_viewpos = ViewPos;
|
||||
stacked_angle = ViewAngle;
|
||||
stacked_extralight = extralight;
|
||||
stacked_visibility = R_GetVisibility();
|
||||
stacked_visibility = LightVisibility::Instance()->GetVisibility();
|
||||
}
|
||||
|
||||
void RenderPortal::SetMainPortal()
|
||||
|
|
|
@ -119,7 +119,8 @@ namespace swrenderer
|
|||
InitTextureMapping();
|
||||
|
||||
// Reset r_*Visibility vars
|
||||
R_SetVisibility(R_GetVisibility());
|
||||
LightVisibility *visibility = LightVisibility::Instance();
|
||||
visibility->SetVisibility(visibility->GetVisibility());
|
||||
|
||||
SetupBuffer();
|
||||
}
|
||||
|
|
|
@ -201,8 +201,7 @@ namespace swrenderer
|
|||
vis->floorclip = 0;
|
||||
vis->foggy = foggy;
|
||||
|
||||
// Particles are slightly more visible than regular sprites.
|
||||
vis->Light.SetColormap(tiz * r_SpriteVisibility * 0.5, shade, map, particle->bright != 0, false, false);
|
||||
vis->Light.SetColormap(tiz * LightVisibility::Instance()->ParticleGlobVis(), shade, map, particle->bright != 0, false, false);
|
||||
|
||||
VisibleSpriteList::Instance()->Push(vis);
|
||||
}
|
||||
|
|
|
@ -223,7 +223,7 @@ namespace swrenderer
|
|||
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
|
||||
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
|
||||
|
||||
vis->Light.SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis() / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
|
||||
VisibleSpriteList::Instance()->Push(vis);
|
||||
}
|
||||
|
|
|
@ -135,7 +135,7 @@ namespace swrenderer
|
|||
|
||||
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
|
||||
|
||||
Light.SetColormap(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
|
||||
Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis() / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -175,7 +175,7 @@ namespace swrenderer
|
|||
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
|
||||
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
|
||||
|
||||
vis->Light.SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis() / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
|
||||
VisibleSpriteList::Instance()->Push(vis, true);
|
||||
}
|
||||
|
|
|
@ -132,7 +132,7 @@ namespace swrenderer
|
|||
vis->wallc = wallc;
|
||||
vis->foggy = foggy;
|
||||
|
||||
vis->Light.SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
|
||||
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis() / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
|
||||
|
||||
VisibleSpriteList::Instance()->Push(vis);
|
||||
}
|
||||
|
@ -180,7 +180,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
int shade = LIGHT2SHADE(spr->sector->lightlevel + R_ActualExtraLight(spr->foggy));
|
||||
double GlobVis = r_WallVisibility;
|
||||
double GlobVis = LightVisibility::Instance()->WallGlobVis();
|
||||
float lightleft = float(GlobVis / spr->wallc.sz1);
|
||||
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
|
||||
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
|
||||
|
|
Loading…
Reference in a new issue