- cleanup of 2D code.

This commit is contained in:
Christoph Oelckers 2020-04-11 19:49:09 +02:00
parent ce4c2be3c7
commit def123823b
10 changed files with 229 additions and 229 deletions

View file

@ -2132,6 +2132,24 @@ void DAutomap::drawSubsectors()
}
else indices.clear();
// Use an equation similar to player sprites to determine shade
// Convert a light level into an unbounded colormap index (shade).
// Why the +12? I wish I knew, but experimentation indicates it
// is necessary in order to best reproduce Doom's original lighting.
double fadelevel;
if (vid_rendermode != 4 || 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);
}
else
{
// The hardware renderer's light modes 0, 1 and 4 use a linear light scale which must be used here as well. Otherwise the automap gets too dark.
fadelevel = 1. - clamp(floorlight, 0, 255) / 255.f;
}
twod->AddPoly(TexMan.GetTexture(maptex, true),
&points[0], points.Size(),
originx, originy,
@ -2140,7 +2158,7 @@ void DAutomap::drawSubsectors()
rotation,
colormap,
flatcolor,
floorlight,
fadelevel,
indices.data(), indices.size());
}
}

View file

@ -924,7 +924,7 @@ void D_Display ()
screen->Begin2D();
if (!hud_toggled)
{
screen->DrawBlend(viewsec);
V_DrawBlend(viewsec);
if (automapactive)
{
primaryLevel->automap->Drawer ((hud_althud && viewheight == SCREENHEIGHT) ? viewheight : StatusBar->GetTopOfStatusbar());

View file

@ -74,6 +74,7 @@
#include "a_dynlight.h"
#include "i_system.h"
#include "p_conversation.h"
#include "v_palette.h"
#include "v_video.h"
#include "g_hub.h"
@ -2255,7 +2256,7 @@ void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width,
{
PalEntry palette[256];
PalEntry modulateColor;
auto blend = screen->CalcBlend(viewsector, &modulateColor);
auto blend = V_CalcBlend(viewsector, &modulateColor);
int pixelsize = 1;
// Apply the screen blend, because the renderer does not provide this.
if (ssformat == SS_RGB)

View file

@ -37,6 +37,7 @@
#include "doomtype.h"
#include "c_cvars.h"
#include "palutil.h"
#include "vectors.h"
@ -56,8 +57,12 @@ enum PaletteFlashFlags
};
class player_t;
struct sector_t;
void V_AddBlend (float r, float g, float b, float a, float v_blend[4]);
void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend);
// Dim part of the canvas
FVector4 V_CalcBlend(sector_t* viewsector, PalEntry* modulateColor);
void V_DrawBlend(sector_t* viewsector);
#endif //__V_PALETTE_H__

View file

@ -1,38 +1,43 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016-2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** v_2ddrawer.h
** Device independent 2D draw list
**
**/
**---------------------------------------------------------------------------
** Copyright 2016-2020 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.
**
** 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 <stdarg.h>
#include "doomtype.h"
#include "templates.h"
#include "r_utility.h"
#include "v_video.h"
#include "g_levellocals.h"
#include "vm.h"
#include "c_buttons.h"
#include "c_cvars.h"
#include "v_draw.h"
#include "fcolormap.h"
F2DDrawer* twod;
@ -538,26 +543,9 @@ void F2DDrawer::AddShape( FTexture *img, DShape2D *shape, DrawParms &parms )
void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, double fadelevel,
uint32_t *indices, size_t indexcount)
{
// Use an equation similar to player sprites to determine shade
// Convert a light level into an unbounded colormap index (shade).
// Why the +12? I wish I knew, but experimentation indicates it
// is necessary in order to best reproduce Doom's original lighting.
double fadelevel;
if (vid_rendermode != 4 || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
{
double map = (NUMCOLORMAPS * 2.) - ((lightlevel + 12) * (NUMCOLORMAPS / 128.));
fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
}
else
{
// The hardware renderer's light modes 0, 1 and 4 use a linear light scale which must be used here as well. Otherwise the automap gets too dark.
fadelevel = 1. - clamp(lightlevel, 0, 255) / 255.f;
}
RenderCommand poly;

View file

@ -162,7 +162,7 @@ public:
void AddShape(FTexture *img, DShape2D *shape, DrawParms &parms);
void AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, uint32_t *indices, size_t indexcount);
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, double lightlevel, uint32_t *indices, size_t indexcount);
void AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin = false);
void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style);

View file

@ -45,7 +45,10 @@
#include "g_levellocals.h"
#include "vm.h"
#include "v_palette.h"
#include "r_utility.h"
#include "hwrenderer/utility/hw_cvars.h"
CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0
CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups
@ -208,3 +211,167 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
// cap opacity if desired
if (blend[3] > maxinvalpha) blend[3] = maxinvalpha;
}
//==========================================================================
//
// Draws a blend over the entire view
//
//==========================================================================
FVector4 V_CalcBlend(sector_t* viewsector, PalEntry* modulateColor)
{
float blend[4] = { 0,0,0,0 };
PalEntry blendv = 0;
float extra_red;
float extra_green;
float extra_blue;
player_t* player = nullptr;
bool fullbright = false;
if (modulateColor) *modulateColor = 0xffffffff;
if (players[consoleplayer].camera != nullptr)
{
player = players[consoleplayer].camera->player;
if (player)
fullbright = (player->fixedcolormap != NOFIXEDCOLORMAP || player->extralight == INT_MIN || player->fixedlightlevel != -1);
}
// don't draw sector based blends when any fullbright screen effect is active.
if (!fullbright)
{
const auto& vpp = r_viewpoint.Pos;
if (!viewsector->e->XFloor.ffloors.Size())
{
if (viewsector->GetHeightSec())
{
auto s = viewsector->heightsec;
blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 0 ? s->topmap : s->midmap;
}
}
else
{
TArray<lightlist_t>& lightlist = viewsector->e->XFloor.lightlist;
for (unsigned int i = 0; i < lightlist.Size(); i++)
{
double lightbottom;
if (i < lightlist.Size() - 1)
lightbottom = lightlist[i + 1].plane.ZatPoint(vpp);
else
lightbottom = viewsector->floorplane.ZatPoint(vpp);
if (lightbottom < vpp.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags & FF_FADEWALLS)))
{
// 3d floor 'fog' is rendered as a blending value
blendv = lightlist[i].blend;
// If this is the same as the sector's it doesn't apply!
if (blendv == viewsector->Colormap.FadeColor) blendv = 0;
// a little hack to make this work for Legacy maps.
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
break;
}
}
}
if (blendv.a == 0 && V_IsTrueColor()) // The paletted software renderer uses the original colormap as this frame's palette, but in true color that isn't doable.
{
blendv = R_BlendForColormap(blendv);
}
if (blendv.a == 255)
{
extra_red = blendv.r / 255.0f;
extra_green = blendv.g / 255.0f;
extra_blue = blendv.b / 255.0f;
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
// black multiplicative blends are ignored
if (extra_red || extra_green || extra_blue)
{
if (modulateColor) *modulateColor = blendv;
}
blendv = 0;
}
else if (blendv.a)
{
// [Nash] allow user to set blend intensity
int cnt = blendv.a;
cnt = (int)(cnt * underwater_fade_scalar);
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend);
}
}
else if (player && player->fixedlightlevel != -1 && player->fixedcolormap == NOFIXEDCOLORMAP)
{
// Draw fixedlightlevel effects as a 2D overlay. The hardware renderer just processes such a scene fullbright without any lighting.
auto torchtype = PClass::FindActor(NAME_PowerTorch);
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
PalEntry color = 0xffffffff;
for (AActor* in = player->mo->Inventory; in; in = in->Inventory)
{
// Need special handling for light amplifiers
if (in->IsKindOf(torchtype))
{
// The software renderer already bakes the torch flickering into its output, so this must be omitted here.
float r = vid_rendermode < 4 ? 1.f : (0.8f + (7 - player->fixedlightlevel) / 70.0f);
if (r > 1.0f) r = 1.0f;
int rr = (int)(r * 255);
int b = rr;
if (gl_enhanced_nightvision) b = b * 3 / 4;
color = PalEntry(255, rr, rr, b);
}
else if (in->IsKindOf(litetype))
{
if (gl_enhanced_nightvision)
{
color = PalEntry(255, 104, 255, 104);
}
}
}
if (modulateColor)
{
*modulateColor = color;
}
}
if (player)
{
V_AddPlayerBlend(player, blend, 0.5, 175);
}
if (players[consoleplayer].camera != NULL)
{
// except for fadeto effects
player_t* player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
const float br = clamp(blend[0] * 255.f, 0.f, 255.f);
const float bg = clamp(blend[1] * 255.f, 0.f, 255.f);
const float bb = clamp(blend[2] * 255.f, 0.f, 255.f);
return { br, bg, bb, blend[3] };
}
//==========================================================================
//
// Draws a blend over the entire view
//
//==========================================================================
void V_DrawBlend(sector_t* viewsector)
{
auto drawer = twod;
PalEntry modulateColor;
auto blend = V_CalcBlend(viewsector, &modulateColor);
if (modulateColor != 0xffffffff)
{
Dim(twod, modulateColor, 1, 0, 0, drawer->GetWidth(), drawer->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
}
const PalEntry bcolor(255, uint8_t(blend.X), uint8_t(blend.Y), uint8_t(blend.Z));
Dim(drawer, bcolor, blend.W, 0, 0, drawer->GetWidth(), drawer->GetHeight());
}

View file

@ -39,17 +39,9 @@
#include "v_text.h"
#include "utf8.h"
#include "v_video.h"
#include "filesystem.h"
#include "image.h"
#include "multipatchtexture.h"
#include "v_draw.h"
#include "gstrings.h"
#include "vm.h"
#include "serializer.h"
int ListGetInt(VMVa_List &tags);

View file

@ -70,11 +70,8 @@
#include "g_levellocals.h"
#include "am_map.h"
#include "texturemanager.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "v_palette.h"
CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
EXTERN_CVAR(Int, menu_resolution_custom_width)
EXTERN_CVAR(Int, menu_resolution_custom_height)
@ -514,169 +511,6 @@ IHardwareTexture* CreateHardwareTexture()
return screen->CreateHardwareTexture();
}
//==========================================================================
//
// Draws a blend over the entire view
//
//==========================================================================
FVector4 DFrameBuffer::CalcBlend(sector_t* viewsector, PalEntry* modulateColor)
{
float blend[4] = { 0,0,0,0 };
PalEntry blendv = 0;
float extra_red;
float extra_green;
float extra_blue;
player_t* player = nullptr;
bool fullbright = false;
if (modulateColor) *modulateColor = 0xffffffff;
if (players[consoleplayer].camera != nullptr)
{
player = players[consoleplayer].camera->player;
if (player)
fullbright = (player->fixedcolormap != NOFIXEDCOLORMAP || player->extralight == INT_MIN || player->fixedlightlevel != -1);
}
// don't draw sector based blends when any fullbright screen effect is active.
if (!fullbright)
{
const auto& vpp = r_viewpoint.Pos;
if (!viewsector->e->XFloor.ffloors.Size())
{
if (viewsector->GetHeightSec())
{
auto s = viewsector->heightsec;
blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 0 ? s->topmap : s->midmap;
}
}
else
{
TArray<lightlist_t>& lightlist = viewsector->e->XFloor.lightlist;
for (unsigned int i = 0; i < lightlist.Size(); i++)
{
double lightbottom;
if (i < lightlist.Size() - 1)
lightbottom = lightlist[i + 1].plane.ZatPoint(vpp);
else
lightbottom = viewsector->floorplane.ZatPoint(vpp);
if (lightbottom < vpp.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags & FF_FADEWALLS)))
{
// 3d floor 'fog' is rendered as a blending value
blendv = lightlist[i].blend;
// If this is the same as the sector's it doesn't apply!
if (blendv == viewsector->Colormap.FadeColor) blendv = 0;
// a little hack to make this work for Legacy maps.
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
break;
}
}
}
if (blendv.a == 0 && V_IsTrueColor()) // The paletted software renderer uses the original colormap as this frame's palette, but in true color that isn't doable.
{
blendv = R_BlendForColormap(blendv);
}
if (blendv.a == 255)
{
extra_red = blendv.r / 255.0f;
extra_green = blendv.g / 255.0f;
extra_blue = blendv.b / 255.0f;
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
// black multiplicative blends are ignored
if (extra_red || extra_green || extra_blue)
{
if (modulateColor) *modulateColor = blendv;
}
blendv = 0;
}
else if (blendv.a)
{
// [Nash] allow user to set blend intensity
int cnt = blendv.a;
cnt = (int)(cnt * underwater_fade_scalar);
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend);
}
}
else if (player && player->fixedlightlevel != -1 && player->fixedcolormap == NOFIXEDCOLORMAP)
{
// Draw fixedlightlevel effects as a 2D overlay. The hardware renderer just processes such a scene fullbright without any lighting.
auto torchtype = PClass::FindActor(NAME_PowerTorch);
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
PalEntry color = 0xffffffff;
for (AActor* in = player->mo->Inventory; in; in = in->Inventory)
{
// Need special handling for light amplifiers
if (in->IsKindOf(torchtype))
{
// The software renderer already bakes the torch flickering into its output, so this must be omitted here.
float r = vid_rendermode < 4 ? 1.f : (0.8f + (7 - player->fixedlightlevel) / 70.0f);
if (r > 1.0f) r = 1.0f;
int rr = (int)(r * 255);
int b = rr;
if (gl_enhanced_nightvision) b = b * 3 / 4;
color = PalEntry(255, rr, rr, b);
}
else if (in->IsKindOf(litetype))
{
if (gl_enhanced_nightvision)
{
color = PalEntry(255, 104, 255, 104);
}
}
}
if (modulateColor)
{
*modulateColor = color;
}
}
if (player)
{
V_AddPlayerBlend(player, blend, 0.5, 175);
}
if (players[consoleplayer].camera != NULL)
{
// except for fadeto effects
player_t* player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
const float br = clamp(blend[0] * 255.f, 0.f, 255.f);
const float bg = clamp(blend[1] * 255.f, 0.f, 255.f);
const float bb = clamp(blend[2] * 255.f, 0.f, 255.f);
return { br, bg, bb, blend[3] };
}
//==========================================================================
//
// Draws a blend over the entire view
//
//==========================================================================
void DFrameBuffer::DrawBlend(sector_t* viewsector)
{
PalEntry modulateColor;
auto blend = CalcBlend(viewsector, &modulateColor);
if (modulateColor != 0xffffffff)
{
Dim(twod, modulateColor, 1, 0, 0, GetWidth(), GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
}
const PalEntry bcolor(255, uint8_t(blend.X), uint8_t(blend.Y), uint8_t(blend.Z));
Dim(twod, bcolor, blend.W, 0, 0, GetWidth(), GetHeight());
}
//==========================================================================
//
// V_DrawFrame

View file

@ -330,11 +330,6 @@ public:
virtual void Draw2D() {}
void Clear2D() { m2DDrawer.Clear(); }
// Dim part of the canvas
FVector4 CalcBlend(sector_t * viewsector, PalEntry *modulateColor);
void DrawBlend(sector_t * viewsector);
// Calculate gamma table
void CalcGamma(float gamma, uint8_t gammalookup[256]);