- fix heretic light torch in software renderer and remove some code duplication

This commit is contained in:
Magnus Norddahl 2018-12-17 06:13:00 +01:00
parent f35aeec6c3
commit 946f657a37
13 changed files with 41 additions and 36 deletions

View File

@ -503,7 +503,7 @@ namespace swrenderer
}
else
{
draw_segment->shade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
draw_segment->shade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel), foggy, Thread->Viewport.get());
}
if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr)
@ -789,7 +789,7 @@ namespace swrenderer
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
{
wallshade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
wallshade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel), foggy, Thread->Viewport.get());
rw_lightleft = float(Thread->Light->WallVis(WallC.sz1, foggy));
rw_lightstep = float((Thread->Light->WallVis(WallC.sz2, foggy) - rw_lightleft) / (WallC.sx2 - WallC.sx1));
}

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@ -114,7 +114,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, viewport), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), ds->foggy, viewport);
break;
}
}
@ -732,7 +732,7 @@ namespace swrenderer
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
break;
}
}
@ -746,7 +746,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
break;
}
}
@ -918,7 +918,7 @@ namespace swrenderer
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
break;
}
}
@ -932,7 +932,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
break;
}
}

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@ -349,7 +349,9 @@ namespace swrenderer
CameraLight *cameraLight = CameraLight::Instance();
bool fixed = (cameraLight->FixedColormap() != NULL || cameraLight->FixedLightLevel() >= 0);
if (cameraLight->FixedColormap())
if (cameraLight->FixedLightLevel() >= 0)
drawerargs.SetLight(cameraLight->FixedColormap(), 0, cameraLight->FixedLightLevelShade());
else if (cameraLight->FixedColormap())
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
else
drawerargs.SetLight(basecolormap, 0, 0);
@ -420,7 +422,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL), foggy, Thread->Viewport.get());
}
ProcessNormalWall(up, dwal, texturemid, swal, lwal);

View File

@ -153,7 +153,7 @@ namespace swrenderer
else
{
plane_shade = true;
planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy);
planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy, viewport);
}
drawerargs.SetStyle(masked, additive, alpha);

View File

@ -197,7 +197,7 @@ namespace swrenderer
{
drawerargs.SetLight(basecolormap, 0, 0);
plane_shade = true;
planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy);
planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy, viewport);
}
// Hack in support for 1 x Z and Z x 1 texture sizes

View File

@ -99,7 +99,7 @@ namespace swrenderer
}
}
VisiblePlane *VisiblePlaneList::FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap, Fake3DOpaque::Type fakeFloorType, fixed_t fakeAlpha)
VisiblePlane *VisiblePlaneList::FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, bool foggy, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap, Fake3DOpaque::Type fakeFloorType, fixed_t fakeAlpha)
{
secplane_t plane;
VisiblePlane *check;
@ -113,6 +113,8 @@ namespace swrenderer
RenderPortal *renderportal = Thread->Portal.get();
lightlevel += LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get());
if (picnum == skyflatnum) // killough 10/98
{ // most skies map together
lightlevel = 0;

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@ -40,7 +40,7 @@ namespace swrenderer
void Clear();
void ClearKeepFakePlanes();
VisiblePlane *FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap, Fake3DOpaque::Type fakeFloorType, fixed_t fakeAlpha);
VisiblePlane *FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, bool foggy, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap, Fake3DOpaque::Type fakeFloorType, fixed_t fakeAlpha);
VisiblePlane *GetRange(VisiblePlane *pl, int start, int stop);
bool HasPortalPlanes() const;

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@ -142,7 +142,7 @@ namespace swrenderer
NoLightFade = !!(level.flags3 & LEVEL3_NOLIGHTFADE);
}
fixed_t LightVisibility::LightLevelToShade(int lightlevel, bool foggy)
fixed_t LightVisibility::LightLevelToShadeImpl(int lightlevel, bool foggy)
{
bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE));
if (nolightfade)

View File

@ -80,22 +80,26 @@ namespace swrenderer
void SetVisibility(RenderViewport *viewport, double visibility);
double GetVisibility() const { return CurrentVisibility; }
double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); }
double FlatPlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : FloorVisibility; }
double SlopePlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : TiltVisibility; }
// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
double SpriteVis(double screenZ, bool foggy) const { return SpriteGlobVis(foggy) / MAX(screenZ, MINZ); }
double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; }
double FlatPlaneVis(int screenY, double planeheight, bool foggy, RenderViewport *viewport) const { return FlatPlaneGlobVis(foggy) / planeheight * fabs(viewport->CenterY - screenY); }
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
double SlopePlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : TiltVisibility; }
static fixed_t LightLevelToShade(int lightlevel, bool foggy, RenderViewport *viewport) { return LightLevelToShadeImpl(lightlevel + ActualExtraLight(foggy, viewport), foggy); }
static int ActualExtraLight(bool fog, RenderViewport *viewport) { return fog ? 0 : viewport->viewpoint.extralight << 4; }
private:
double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); }
double FlatPlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : FloorVisibility; }
static fixed_t LightLevelToShadeImpl(int lightlevel, bool foggy);
double BaseVisibility = 0.0;
double WallVisibility = 0.0;
double FloorVisibility = 0.0;

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@ -548,7 +548,7 @@ namespace swrenderer
ceilingplane = Thread->PlaneList->FindPlane(
frontsector->ceilingplane,
frontsector->GetTexture(sector_t::ceiling),
adjusted_ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()),
adjusted_ceilinglightlevel, foggy,
frontsector->GetAlpha(sector_t::ceiling),
!!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE),
frontsector->planes[sector_t::ceiling].xform,
@ -588,7 +588,7 @@ namespace swrenderer
{
floorplane = Thread->PlaneList->FindPlane(frontsector->floorplane,
frontsector->GetTexture(sector_t::floor),
adjusted_floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()),
adjusted_floorlightlevel, foggy,
frontsector->GetAlpha(sector_t::floor),
!!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE),
frontsector->planes[sector_t::floor].xform,
@ -613,7 +613,7 @@ namespace swrenderer
// [RH] Add particles
if ((unsigned int)(sub->Index()) < level.subsectors.Size())
{ // Only do it for the main BSP.
int shade = LightVisibility::LightLevelToShade((floorlightlevel + ceilinglightlevel) / 2 + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
int shade = LightVisibility::LightLevelToShade((floorlightlevel + ceilinglightlevel) / 2, foggy, Thread->Viewport.get());
for (int i = ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext)
{
RenderParticle::Project(Thread, &Particles[i], sub->sector, shade, FakeSide, foggy);
@ -732,7 +732,7 @@ namespace swrenderer
VisiblePlane *floorplane3d = Thread->PlaneList->FindPlane(
tempsec.floorplane,
tempsec.GetTexture(sector_t::floor),
floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()),
floorlightlevel, foggy,
tempsec.GetAlpha(sector_t::floor),
!!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS),
tempsec.planes[position].xform,
@ -800,7 +800,7 @@ namespace swrenderer
VisiblePlane *ceilingplane3d = Thread->PlaneList->FindPlane(
tempsec.ceilingplane,
tempsec.GetTexture(sector_t::ceiling),
ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()),
ceilinglightlevel, foggy,
tempsec.GetAlpha(sector_t::ceiling),
!!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS),
tempsec.planes[position].xform,
@ -891,7 +891,7 @@ namespace swrenderer
//sec->validcount = validcount;
SeenSpriteSectors.insert(sec);
int spriteshade = LightVisibility::LightLevelToShade(lightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
int spriteshade = LightVisibility::LightLevelToShade(lightlevel, foggy, Thread->Viewport.get());
// Handle all things in sector.
for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
@ -951,7 +951,7 @@ namespace swrenderer
if (sec->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
{
int lightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
thingShade = LightVisibility::LightLevelToShade(lightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
thingShade = LightVisibility::LightLevelToShade(lightlevel, foggy, Thread->Viewport.get());
thingColormap = GetColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites], true);
}

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@ -80,7 +80,6 @@ namespace swrenderer
void RenderPlayerSprites::Render()
{
int i;
int lightnum;
DPSprite* psp;
DPSprite* weapon;
sector_t* sec = NULL;
@ -138,8 +137,7 @@ namespace swrenderer
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
// get light level
lightnum = ((floorlight + ceilinglight) >> 1) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get());
int spriteshade = LightVisibility::LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT;
int spriteshade = LightVisibility::LightLevelToShade((floorlight + ceilinglight) >> 1, foggy, Thread->Viewport.get()) - 24 * FRACUNIT;
if (Thread->Viewport->viewpoint.camera->player != NULL)
{

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@ -163,7 +163,7 @@ namespace swrenderer
bool isFullBright = !foggy && (renderflags & RF_FULLBRIGHT);
bool fadeToBlack = spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0;
int spriteshade = LightVisibility::LightLevelToShade(sec->lightlevel + LightVisibility::ActualExtraLight(spr->foggy, thread->Viewport.get()), foggy);
int spriteshade = LightVisibility::LightLevelToShade(sec->lightlevel, foggy, thread->Viewport.get());
Light.SetColormap(thread->Light->SpriteVis(spr->depth, foggy), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
}

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@ -190,10 +190,9 @@ namespace swrenderer
SpriteDrawerArgs drawerargs;
int shade = LightVisibility::LightLevelToShade(spr->sector->lightlevel + LightVisibility::ActualExtraLight(spr->foggy, thread->Viewport.get()), spr->foggy);
double GlobVis = thread->Light->WallGlobVis(foggy);
float lightleft = float(GlobVis / spr->wallc.sz1);
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
int shade = LightVisibility::LightLevelToShade(spr->sector->lightlevel, spr->foggy, thread->Viewport.get());
float lightleft = float(thread->Light->WallVis(spr->wallc.sz1, foggy));
float lightstep = float((thread->Light->WallVis(spr->wallc.sz2, foggy) - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0)