mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 05:51:20 +00:00
- added a new light mode that emulates Build's depth fading.
Not active yet, this needs some testing and finetuning.
This commit is contained in:
parent
9e51a2f63c
commit
5896f24eba
5 changed files with 26 additions and 5 deletions
|
@ -2141,7 +2141,7 @@ void DAutomap::drawSubsectors()
|
|||
// is necessary in order to best reproduce Doom's original lighting.
|
||||
double fadelevel;
|
||||
|
||||
if (!V_IsHardwareRenderer() || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
|
||||
if (!V_IsHardwareRenderer() || primaryLevel->lightMode == ELightMode::DoomDark || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
|
||||
{
|
||||
double map = (NUMCOLORMAPS * 2.) - ((floorlight + 12) * (NUMCOLORMAPS / 128.));
|
||||
fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
|
||||
|
|
|
@ -48,6 +48,7 @@ enum class ELightMode : int8_t
|
|||
Doom = 2,
|
||||
DoomDark = 3,
|
||||
DoomLegacy = 4,
|
||||
Build = 5,
|
||||
ZDoomSoftware = 8,
|
||||
DoomSoftware = 16
|
||||
};
|
||||
|
|
|
@ -141,8 +141,8 @@ CUSTOM_CVAR(Bool, gl_notexturefill, false, CVAR_NOINITCALL)
|
|||
CUSTOM_CVAR(Int, gl_lightmode, 3, CVAR_ARCHIVE | CVAR_NOINITCALL)
|
||||
{
|
||||
int newself = self;
|
||||
if (newself > 8) newself = 16; // use 8 and 16 for software lighting to avoid conflicts with the bit mask
|
||||
else if (newself > 4) newself = 8;
|
||||
if (newself > 8) newself = 16; // use 8 and 16 for software lighting to avoid conflicts with the bit mask ( in hindsight a bad idea.)
|
||||
else if (newself > 5) newself = 8;
|
||||
else if (newself < 0) newself = 0;
|
||||
if (self != newself) self = newself;
|
||||
else for (auto Level : AllLevels())
|
||||
|
|
|
@ -314,12 +314,22 @@ public:
|
|||
|
||||
bool isSoftwareLighting() const
|
||||
{
|
||||
return lightmode >= ELightMode::ZDoomSoftware;
|
||||
return lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware || lightmode == ELightMode::Build;
|
||||
}
|
||||
|
||||
bool isBuildSoftwareLighting() const
|
||||
{
|
||||
return lightmode == ELightMode::Build;
|
||||
}
|
||||
|
||||
bool isDoomSoftwareLighting() const
|
||||
{
|
||||
return lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware;
|
||||
}
|
||||
|
||||
bool isDarkLightMode() const
|
||||
{
|
||||
return !!((int)lightmode & (int)ELightMode::Doom);
|
||||
return lightmode == ELightMode::Doom || lightmode == ELightMode::DoomDark;
|
||||
}
|
||||
|
||||
void SetFallbackLightMode()
|
||||
|
|
|
@ -309,6 +309,16 @@ float R_DoomLightingEquation(float light)
|
|||
z = pixelpos.w;
|
||||
}
|
||||
|
||||
if ((uPalLightLevels >> 16) == 5) // gl_lightmode 5: Build software lighting emulation.
|
||||
{
|
||||
// This is a lot more primitive than Doom's lighting...
|
||||
float numShades = float(uPalLightLevels & 255);
|
||||
float curshade = (1.0 - light) / (numShades - 1.0);
|
||||
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
|
||||
float shade = clamp((curshade + visibility), 0.0, numShades - 1.0);
|
||||
return clamp(shade * uLightDist, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float colormap = R_DoomColormap(light, z);
|
||||
|
||||
if ((uPalLightLevels & 0xff) != 0)
|
||||
|
|
Loading…
Reference in a new issue