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https://github.com/ZDoom/gzdoom.git
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23aebaecc6
- Removed unused cull argument from some functions
52 lines
2 KiB
C++
52 lines
2 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "swrenderer/scene/r_light.h"
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struct FViewWindow;
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// Keep using the software renderer's camera light class, for now.
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// The DFrameBuffer abstraction relies on this being globally shared
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typedef swrenderer::CameraLight PolyCameraLight;
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class PolyLightVisibility
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{
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public:
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void SetVisibility(FViewWindow &viewwindow, float vis);
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double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : GlobVis; }
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double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : GlobVis; }
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double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : GlobVis * 0.5; }
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// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
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double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
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double SpriteVis(double screenZ, bool foggy) const { return SpriteGlobVis(foggy) / screenZ; }
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double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; }
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static fixed_t LightLevelToShade(int lightlevel, bool foggy);
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private:
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double GlobVis = 0.0f;
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bool NoLightFade = false;
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};
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