Change globvis to be picked up from the r_light values in softpoly

This commit is contained in:
Magnus Norddahl 2017-01-13 15:22:22 +01:00
parent 2583c94444
commit e1506df8a6
12 changed files with 16 additions and 3 deletions

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@ -137,6 +137,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
args.uniforms.flags = 0; args.uniforms.flags = 0;
args.SetColormap(front->ColorMap); args.SetColormap(front->ColorMap);
args.SetTexture(tex, decal->Translation, true); args.SetTexture(tex, decal->Translation, true);
args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
{ {
args.uniforms.light = 256; args.uniforms.light = 256;

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@ -73,6 +73,8 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::r_SpriteVisibility;
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
{ {
args.uniforms.light = 256; args.uniforms.light = 256;

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@ -107,6 +107,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex); UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::r_TiltVisibility * 48.0f;
args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f); args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
args.uniforms.light = 256; args.uniforms.light = 256;
@ -300,6 +301,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex); UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::r_TiltVisibility * 48.0f;
args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f); args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
args.uniforms.light = 256; args.uniforms.light = 256;

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@ -29,6 +29,7 @@
#include "polyrenderer/scene/poly_scene.h" #include "polyrenderer/scene/poly_scene.h"
#include "polyrenderer/poly_renderer.h" #include "polyrenderer/poly_renderer.h"
#include "gl/data/gl_data.h" #include "gl/data/gl_data.h"
#include "swrenderer/scene/r_light.h"
CVAR(Bool, r_debug_cull, 0, 0) CVAR(Bool, r_debug_cull, 0, 0)
EXTERN_CVAR(Int, r_portal_recursions) EXTERN_CVAR(Int, r_portal_recursions)
@ -240,6 +241,7 @@ void RenderPolyScene::RenderPortals(int portalDepth)
PolyDrawArgs args; PolyDrawArgs args;
args.objectToClip = &WorldToClip; args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan; args.mode = TriangleDrawMode::Fan;
args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
args.uniforms.color = 0; args.uniforms.color = 0;
args.uniforms.light = 256; args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light; args.uniforms.flags = TriUniforms::fixed_light;

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@ -55,6 +55,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
int rc = mRows + 1; int rc = mRows + 1;
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
args.uniforms.light = 256; args.uniforms.light = 256;
args.uniforms.flags = 0; args.uniforms.flags = 0;
args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth; args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;

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@ -138,6 +138,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::r_SpriteVisibility;
args.uniforms.flags = 0; args.uniforms.flags = 0;
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
{ {

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@ -247,6 +247,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
} }
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f); args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
args.uniforms.flags = 0; args.uniforms.flags = 0;
args.uniforms.subsectorDepth = SubsectorDepth; args.uniforms.subsectorDepth = SubsectorDepth;

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@ -100,6 +100,7 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
PolyDrawArgs args; PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap) if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
{ {
args.uniforms.light = 256; args.uniforms.light = 256;

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@ -230,6 +230,7 @@ struct TriUniforms
uint16_t fade_green; uint16_t fade_green;
uint16_t fade_blue; uint16_t fade_blue;
uint16_t desaturate; uint16_t desaturate;
float globvis;
uint32_t flags; uint32_t flags;
enum Flags enum Flags
{ {

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@ -43,7 +43,6 @@ namespace swrenderer
double r_FloorVisibility; double r_FloorVisibility;
float r_TiltVisibility; float r_TiltVisibility;
double r_SpriteVisibility; double r_SpriteVisibility;
double r_ParticleVisibility;
int fixedlightlev; int fixedlightlev;
FSWColormap *fixedcolormap; FSWColormap *fixedcolormap;

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@ -613,7 +613,6 @@ void DrawTriangleCodegen::CalculateGradients()
} }
shade = (64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f) / 32.0f; shade = (64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f) / 32.0f;
globVis = SSAFloat(1706.0f / 32.0f);
} }
void DrawTriangleCodegen::LoadArgs(SSAValue args, SSAValue thread_data) void DrawTriangleCodegen::LoadArgs(SSAValue args, SSAValue thread_data)
@ -671,7 +670,9 @@ void DrawTriangleCodegen::LoadUniforms(SSAValue uniforms)
SSAShort fade_green = uniforms[0][11].load(true); SSAShort fade_green = uniforms[0][11].load(true);
SSAShort fade_blue = uniforms[0][12].load(true); SSAShort fade_blue = uniforms[0][12].load(true);
SSAShort desaturate = uniforms[0][13].load(true); SSAShort desaturate = uniforms[0][13].load(true);
SSAInt flags = uniforms[0][14].load(true); globVis = uniforms[0][14].load(true);
globVis = globVis * SSAFloat(1.0f / 32.0f);
SSAInt flags = uniforms[0][15].load(true);
shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int()); shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int()); shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
shade_constants.desaturate = desaturate.zext_int(); shade_constants.desaturate = desaturate.zext_int();

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@ -360,6 +360,7 @@ llvm::Type *LLVMDrawers::GetTriUniformsStruct(llvm::LLVMContext &context)
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_green; elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_green;
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_blue; elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_blue;
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate; elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate;
elements.push_back(llvm::Type::getFloatTy(context)); // float globvis;
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags; elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags;
elements.push_back(GetTriMatrixStruct(context)); // TriMatrix objectToClip elements.push_back(GetTriMatrixStruct(context)); // TriMatrix objectToClip
TriUniformsStruct = llvm::StructType::create(context, elements, "TriUniforms", false)->getPointerTo(); TriUniformsStruct = llvm::StructType::create(context, elements, "TriUniforms", false)->getPointerTo();