Add some light and transparency

This commit is contained in:
Magnus Norddahl 2016-11-08 02:48:14 +01:00
parent 237f54f4be
commit b9d6fc6856
3 changed files with 60 additions and 31 deletions

View file

@ -62,7 +62,7 @@ void RenderPolyBsp::Render()
TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) * TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) *
TriMatrix::swapYZ() * TriMatrix::swapYZ() *
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z); TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
worldToClip = TriMatrix::perspective(fovy, ratio, 5.0, 65535.0f) * worldToView; worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
// Y shearing like the Doom renderer: // Y shearing like the Doom renderer:
//worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView(); //worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView();
@ -87,6 +87,36 @@ void RenderPolyBsp::RenderScreenSprites()
sprite.Render(); sprite.Render();
} }
TriVertex RenderPolyBsp::PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane)
{
TriVertex v;
v.x = (float)v1->fPos().X;
v.y = (float)v1->fPos().Y;
v.z = (float)plane.ZatPoint(v1);
v.w = 1.0f;
v.varying[0] = v.x / 64.0f;
v.varying[1] = v.y / 64.0f;
if (fixedlightlev >= 0)
v.varying[2] = fixedlightlev / 255.0f;
else if (fixedcolormap)
v.varying[2] = 1.0f;
else
v.varying[2] = sector->lightlevel / 255.0f;
/*
double vis = r_FloorVisibility / (plane.Zat0() - ViewPos.Z);
if (fixedlightlev >= 0)
R_SetDSColorMapLight(sector->ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap)
R_SetDSColorMapLight(fixedcolormap, 0, 0);
else
R_SetDSColorMapLight(sector->ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(sector->lightlevel));
*/
return v;
}
void RenderPolyBsp::RenderSubsector(subsector_t *sub) void RenderPolyBsp::RenderSubsector(subsector_t *sub)
{ {
sector_t *frontsector = sub->sector; sector_t *frontsector = sub->sector;
@ -107,22 +137,8 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
for (uint32_t i = 0; i < sub->numlines; i++) for (uint32_t i = 0; i < sub->numlines; i++)
{ {
seg_t *line = &sub->firstline[i]; seg_t *line = &sub->firstline[i];
int j = sub->numlines - 1 - i; ceilVertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane);
ceilVertices[j].x = (float)line->v1->fPos().X; floorVertices[i] = PlaneVertex(line->v1, frontsector, frontsector->floorplane);
ceilVertices[j].y = (float)line->v1->fPos().Y;
ceilVertices[j].z = (float)frontsector->ceilingplane.ZatPoint(line->v1);
ceilVertices[j].w = 1.0f;
ceilVertices[j].varying[0] = ceilVertices[j].x / 64.0f;
ceilVertices[j].varying[1] = ceilVertices[j].y / 64.0f;
ceilVertices[j].varying[2] = 1.0f;
floorVertices[i].x = (float)line->v1->fPos().X;
floorVertices[i].y = (float)line->v1->fPos().Y;
floorVertices[i].z = (float)frontsector->floorplane.ZatPoint(line->v1);
floorVertices[i].w = 1.0f;
floorVertices[i].varying[0] = floorVertices[i].x / 64.0f;
floorVertices[i].varying[1] = floorVertices[i].y / 64.0f;
floorVertices[i].varying[2] = 1.0f;
} }
FTexture *floortex = TexMan(frontsector->GetTexture(sector_t::floor)); FTexture *floortex = TexMan(frontsector->GetTexture(sector_t::floor));
@ -592,7 +608,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[0].w = 1.0f; vertices[0].w = 1.0f;
vertices[0].varying[0] = (float)texcoords.u1; vertices[0].varying[0] = (float)texcoords.u1;
vertices[0].varying[1] = (float)texcoords.v1; vertices[0].varying[1] = (float)texcoords.v1;
vertices[0].varying[2] = 1.0f; vertices[0].varying[2] = GetLightLevel() / 255.0f;
vertices[1].x = (float)v2.X; vertices[1].x = (float)v2.X;
vertices[1].y = (float)v2.Y; vertices[1].y = (float)v2.Y;
@ -600,7 +616,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[1].w = 1.0f; vertices[1].w = 1.0f;
vertices[1].varying[0] = (float)texcoords.u2; vertices[1].varying[0] = (float)texcoords.u2;
vertices[1].varying[1] = (float)texcoords.v1; vertices[1].varying[1] = (float)texcoords.v1;
vertices[1].varying[2] = 1.0f; vertices[1].varying[2] = GetLightLevel() / 255.0f;
vertices[2].x = (float)v2.X; vertices[2].x = (float)v2.X;
vertices[2].y = (float)v2.Y; vertices[2].y = (float)v2.Y;
@ -608,7 +624,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[2].w = 1.0f; vertices[2].w = 1.0f;
vertices[2].varying[0] = (float)texcoords.u2; vertices[2].varying[0] = (float)texcoords.u2;
vertices[2].varying[1] = (float)texcoords.v2; vertices[2].varying[1] = (float)texcoords.v2;
vertices[2].varying[2] = 1.0f; vertices[2].varying[2] = GetLightLevel() / 255.0f;
vertices[3].x = (float)v1.X; vertices[3].x = (float)v1.X;
vertices[3].y = (float)v1.Y; vertices[3].y = (float)v1.Y;
@ -616,7 +632,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[3].w = 1.0f; vertices[3].w = 1.0f;
vertices[3].varying[0] = (float)texcoords.u1; vertices[3].varying[0] = (float)texcoords.u1;
vertices[3].varying[1] = (float)texcoords.v2; vertices[3].varying[1] = (float)texcoords.v2;
vertices[3].varying[2] = 1.0f; vertices[3].varying[2] = GetLightLevel() / 255.0f;
TriangleDrawer::draw(worldToClip, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, tex); TriangleDrawer::draw(worldToClip, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, tex);
} }
@ -630,18 +646,17 @@ FTexture *RenderPolyWall::GetTexture()
return tex; return tex;
} }
int RenderPolyWall::GetShade() int RenderPolyWall::GetLightLevel()
{ {
if (fixedlightlev >= 0 || fixedcolormap) if (fixedlightlev >= 0 || fixedcolormap)
{ {
return 0; return 255;
} }
else else
{ {
bool foggy = false; bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4; int actualextralight = foggy ? 0 : extralight << 4;
int shade = LIGHT2SHADE(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight); return Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight;
return shade;
} }
} }

View file

@ -60,6 +60,7 @@ private:
void RenderNode(void *node); void RenderNode(void *node);
void RenderSubsector(subsector_t *sub); void RenderSubsector(subsector_t *sub);
void AddLine(seg_t *line, sector_t *frontsector); void AddLine(seg_t *line, sector_t *frontsector);
TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane);
void RenderPlayerSprites(); void RenderPlayerSprites();
void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac); void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
@ -111,8 +112,7 @@ public:
private: private:
FTexture *GetTexture(); FTexture *GetTexture();
int GetShade(); int GetLightLevel();
//float GetLight(short x);
}; };
// Texture coordinates for a wall // Texture coordinates for a wall

View file

@ -821,13 +821,20 @@ void ScreenTriangleDrawer::draw32(const ScreenTriangleDrawerArgs *args, DrawerTh
{ {
uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL); uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL);
uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL); uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL);
//uint32_t light = (uint32_t)clamp(varying[2] * 255.0f + 0.5f, 0.0f, 255.0f); uint32_t light = (uint32_t)clamp(varying[2] * 256.0f + 0.5f, 0.0f, 256.0f);
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16; uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16; uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
uint32_t uvoffset = upos * textureHeight + vpos; uint32_t uvoffset = upos * textureHeight + vpos;
buffer[ix] = texturePixels[uvoffset]; uint32_t fg = texturePixels[uvoffset];
uint32_t fg_red = (RPART(fg) * light) >> 8;
uint32_t fg_green = (GPART(fg) * light) >> 8;
uint32_t fg_blue = (BPART(fg) * light) >> 8;
uint32_t fg_alpha = APART(fg);
if (fg_alpha > 127)
buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
for (int i = 0; i < TriVertex::NumVarying; i++) for (int i = 0; i < TriVertex::NumVarying; i++)
varying[i] += varyingStep[i]; varying[i] += varyingStep[i];
@ -866,13 +873,20 @@ void ScreenTriangleDrawer::draw32(const ScreenTriangleDrawerArgs *args, DrawerTh
{ {
uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL); uint32_t ufrac = (uint32_t)((varying[0] - floor(varying[0])) * 0x100000000LL);
uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL); uint32_t vfrac = (uint32_t)((varying[1] - floor(varying[1])) * 0x100000000LL);
//uint32_t light = (uint32_t)clamp(varying[2] * 255.0f + 0.5f, 0.0f, 255.0f); uint32_t light = (uint32_t)clamp(varying[2] * 256.0f + 0.5f, 0.0f, 256.0f);
uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16; uint32_t upos = ((ufrac >> 16) * textureWidth) >> 16;
uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16; uint32_t vpos = ((vfrac >> 16) * textureHeight) >> 16;
uint32_t uvoffset = upos * textureHeight + vpos; uint32_t uvoffset = upos * textureHeight + vpos;
buffer[ix] = texturePixels[uvoffset]; uint32_t fg = texturePixels[uvoffset];
uint32_t fg_red = (RPART(fg) * light) >> 8;
uint32_t fg_green = (GPART(fg) * light) >> 8;
uint32_t fg_blue = (BPART(fg) * light) >> 8;
uint32_t fg_alpha = APART(fg);
if (fg_alpha > 127)
buffer[ix] = 0xff000000 | (fg_red << 16) | (fg_green << 8) | fg_blue;
} }
for (int i = 0; i < TriVertex::NumVarying; i++) for (int i = 0; i < TriVertex::NumVarying; i++)