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556 lines
15 KiB
C++
556 lines
15 KiB
C++
/*
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** gl_light.cpp
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** Light level / fog management / dynamic lights
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/data/gl_data.h"
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#include "gl/renderer/gl_colormap.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/scene/gl_portal.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "g_level.h"
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#include "r_sky.h"
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// externally settable lighting properties
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static float distfogtable[2][256]; // light to fog conversion table for black fog
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static PalEntry outsidefogcolor;
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int fogdensity;
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int outsidefogdensity;
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int skyfog;
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CUSTOM_CVAR (Int, gl_light_ambient, 20, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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// ambient of 0 does not work correctly because light level 0 is special.
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if (self < 1) self = 1;
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}
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CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
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CUSTOM_CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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// The fixed colormap state needs to be reset because if this happens when
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// a shader is set to CM_LITE or CM_TORCH it won't register the change in behavior caused by this CVAR.
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GLRenderer->mShaderManager->ResetFixedColormap();
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}
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CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE);
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//==========================================================================
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//
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// Sets up the fog tables
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//
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//==========================================================================
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CUSTOM_CVAR (Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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for (int i=0;i<256;i++)
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{
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if (i<164)
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{
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distfogtable[0][i]= (gl_distfog>>1) + (gl_distfog)*(164-i)/164;
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}
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else if (i<230)
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{
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distfogtable[0][i]= (gl_distfog>>1) - (gl_distfog>>1)*(i-164)/(230-164);
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}
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else distfogtable[0][i]=0;
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if (i<128)
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{
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distfogtable[1][i]= 6.f + (gl_distfog>>1) + (gl_distfog)*(128-i)/48;
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}
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else if (i<216)
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{
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distfogtable[1][i]= (216.f-i) / ((216.f-128.f)) * gl_distfog / 10;
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}
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else distfogtable[1][i]=0;
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}
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}
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CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (self>2) self=2;
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if (self<0) self=0;
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}
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CUSTOM_CVAR(Int, gl_lightmode, 3 ,CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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int newself = self;
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if (newself > 4) newself=8; // use 8 for software lighting to avoid conflicts with the bit mask
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if (newself < 0) newself=0;
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if (self != newself) self = newself;
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glset.lightmode = newself;
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}
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//==========================================================================
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//
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// Sets render state to draw the given render style
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// includes: Texture mode, blend equation and blend mode
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//
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//==========================================================================
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void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending,
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int *tm, int *sb, int *db, int *be)
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{
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static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA };
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static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1 };
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int srcblend = blendstyles[style.SrcAlpha&3];
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int dstblend = blendstyles[style.DestAlpha&3];
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int blendequation = renderops[style.BlendOp&15];
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int texturemode = drawopaque? TM_OPAQUE : TM_MODULATE;
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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texturemode = TM_REDTOALPHA;
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}
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else if (style.Flags & STYLEF_ColorIsFixed)
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{
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texturemode = TM_MASK;
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}
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else if (style.Flags & STYLEF_InvertSource)
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{
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// The only place where InvertSource is used is for inverted sprites with the infrared powerup.
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texturemode = TM_INVERSE;
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}
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if (blendequation == -1)
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{
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srcblend = GL_DST_COLOR;
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dstblend = GL_ONE_MINUS_SRC_ALPHA;
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blendequation = GL_FUNC_ADD;
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}
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if (allowcolorblending && srcblend == GL_SRC_ALPHA && dstblend == GL_ONE && blendequation == GL_FUNC_ADD)
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{
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srcblend = GL_SRC_COLOR;
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}
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*tm = texturemode;
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*be = blendequation;
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*sb = srcblend;
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*db = dstblend;
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}
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//==========================================================================
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//
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// Set fog parameters for the level
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//
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//==========================================================================
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void gl_SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog)
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{
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fogdensity=_fogdensity;
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outsidefogcolor=_outsidefogcolor;
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outsidefogdensity=_outsidefogdensity;
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skyfog=_skyfog;
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outsidefogdensity>>=1;
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fogdensity>>=1;
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}
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//==========================================================================
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//
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// Get current light level
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//
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//==========================================================================
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int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon)
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{
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int light;
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if (lightlevel == 0) return 0;
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if ((glset.lightmode & 2) && lightlevel < 192 && !weapon)
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{
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light = xs_CRoundToInt(192.f - (192-lightlevel)* 1.95f);
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}
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else
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{
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light=lightlevel;
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}
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if (light<gl_light_ambient && glset.lightmode != 8) // ambient clipping only if not using software lighting model.
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{
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light = gl_light_ambient;
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if (rellight<0) rellight>>=1;
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}
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return clamp(light+rellight, 0, 255);
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}
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//==========================================================================
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//
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// Get current light color
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//
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//==========================================================================
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static PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor)
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{
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int r,g,b;
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if (glset.lightmode == 8)
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{
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return pe;
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}
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else if (blendfactor == 0)
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{
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r = pe.r * light / 255;
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g = pe.g * light / 255;
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b = pe.b * light / 255;
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}
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else
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{
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// This is what Legacy does with colored light in 3D volumes. No, it doesn't really make sense...
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// It also doesn't translate well to software style lighting.
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int mixlight = light * (255 - blendfactor);
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r = (mixlight + pe.r * blendfactor) / 255;
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g = (mixlight + pe.g * blendfactor) / 255;
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b = (mixlight + pe.b * blendfactor) / 255;
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}
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return PalEntry(255, BYTE(r), BYTE(g), BYTE(b));
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}
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//==========================================================================
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//
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// set current light color
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//
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//==========================================================================
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void gl_SetColor(int sectorlightlevel, int rellight, const FColormap &cm, float alpha, bool weapon)
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{
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if (gl_fixedcolormap != CM_DEFAULT)
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{
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gl_RenderState.SetColorAlpha(0xffffff, alpha, 0);
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gl_RenderState.SetSoftLightLevel(255);
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}
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else
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{
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int hwlightlevel = gl_CalcLightLevel(sectorlightlevel, rellight, weapon);
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PalEntry pe = gl_CalcLightColor(hwlightlevel, cm.LightColor, cm.blendfactor);
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gl_RenderState.SetColorAlpha(pe, alpha, cm.desaturation);
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gl_RenderState.SetSoftLightLevel(gl_ClampLight(sectorlightlevel + rellight));
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}
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}
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//==========================================================================
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//
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// calculates the current fog density
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//
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// Rules for fog:
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//
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// 1. If bit 4 of gl_lightmode is set always use the level's fog density.
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// This is what Legacy's GL render does.
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// 2. black fog means no fog and always uses the distfogtable based on the level's fog density setting
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// 3. If outside fog is defined and the current fog color is the same as the outside fog
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// the engine always uses the outside fog density to make the fog uniform across the level.
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// If the outside fog's density is undefined it uses the level's fog density and if that is
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// not defined it uses a default of 70.
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// 4. If a global fog density is specified it is being used for all fog on the level
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// 5. If none of the above apply fog density is based on the light level as for the software renderer.
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//
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//==========================================================================
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float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
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{
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float density;
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if (glset.lightmode&4)
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{
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// uses approximations of Legacy's default settings.
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density = fogdensity? fogdensity : 18;
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}
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else if ((fogcolor.d & 0xffffff) == 0)
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{
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// case 1: black fog
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if (glset.lightmode != 8)
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{
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density=distfogtable[glset.lightmode!=0][gl_ClampLight(lightlevel)];
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}
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else
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{
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density = 0;
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}
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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// case 2. outsidefogdensity has already been set as needed
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density=outsidefogdensity;
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}
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else if (fogdensity!=0)
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{
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// case 3: level has fog density set
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density=fogdensity;
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}
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else if (lightlevel < 248)
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{
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// case 4: use light level
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density=clamp<int>(255-lightlevel,30,255);
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}
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else
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{
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density = 0.f;
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}
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return density;
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}
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//==========================================================================
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//
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// Check fog by current lighting info
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//
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//==========================================================================
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bool gl_CheckFog(FColormap *cm, int lightlevel)
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{
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// Check for fog boundaries. This needs a few more checks for the sectors
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bool frontfog;
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PalEntry fogcolor = cm->FadeColor;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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frontfog = false;
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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frontfog = true;
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}
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else if (fogdensity!=0 || (glset.lightmode & 4))
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{
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// case 3: level has fog density set
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frontfog = true;
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}
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else
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{
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// case 4: use light level
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frontfog = lightlevel < 248;
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}
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return frontfog;
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}
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//==========================================================================
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//
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// Check if the current linedef is a candidate for a fog boundary
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//
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// Requirements for a fog boundary:
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// - front sector has no fog
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// - back sector has fog
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// - at least one of both does not have a sky ceiling.
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//
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//==========================================================================
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bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
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{
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if (gl_fixedcolormap) return false;
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if (frontsector == backsector) return false; // there can't be a boundary if both sides are in the same sector.
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// Check for fog boundaries. This needs a few more checks for the sectors
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PalEntry fogcolor = frontsector->ColorMap->Fade;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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return false;
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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}
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else if (fogdensity!=0 || (glset.lightmode & 4))
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{
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// case 3: level has fog density set
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}
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else
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{
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// case 4: use light level
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if (frontsector->lightlevel >= 248) return false;
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}
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fogcolor = backsector->ColorMap->Fade;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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return false;
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}
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else if (fogdensity!=0 || (glset.lightmode & 4))
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{
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// case 3: level has fog density set
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return false;
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}
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else
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{
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// case 4: use light level
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if (backsector->lightlevel < 248) return false;
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}
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// in all other cases this might create more problems than it solves.
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return ((frontsector->GetTexture(sector_t::ceiling)!=skyflatnum ||
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backsector->GetTexture(sector_t::ceiling)!=skyflatnum));
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}
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//==========================================================================
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//
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// Lighting stuff
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//
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//==========================================================================
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void gl_SetShaderLight(float level, float olight)
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{
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const float MAXDIST = 256.f;
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const float THRESHOLD = 96.f;
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const float FACTOR = 0.75f;
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if (level > 0)
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{
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float lightdist, lightfactor;
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if (olight < THRESHOLD)
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{
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lightdist = (MAXDIST/2) + (olight * MAXDIST / THRESHOLD / 2);
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olight = THRESHOLD;
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}
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else lightdist = MAXDIST;
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lightfactor = 1.f + ((olight/level) - 1.f) * FACTOR;
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if (lightfactor == 1.f) lightdist = 0.f; // save some code in the shader
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gl_RenderState.SetLightParms(lightfactor, lightdist);
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}
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else
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{
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gl_RenderState.SetLightParms(1.f, 0.f);
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}
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}
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//==========================================================================
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//
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// Sets the fog for the current polygon
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//
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//==========================================================================
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void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isadditive)
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{
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PalEntry fogcolor;
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float fogdensity;
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if (level.flags&LEVEL_HASFADETABLE)
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{
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fogdensity=70;
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fogcolor=0x808080;
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}
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else if (cmap != NULL && gl_fixedcolormap == 0)
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{
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fogcolor = cmap->FadeColor;
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fogdensity = gl_GetFogDensity(lightlevel, fogcolor);
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fogcolor.a=0;
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}
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else
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{
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fogcolor = 0;
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fogdensity = 0;
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}
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// Make fog a little denser when inside a skybox
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if (GLPortal::inskybox) fogdensity+=fogdensity/2;
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// no fog in enhanced vision modes!
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if (fogdensity==0 || gl_fogmode == 0)
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{
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gl_RenderState.EnableFog(false);
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gl_RenderState.SetFog(0,0);
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}
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else
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{
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if (glset.lightmode == 2 && fogcolor == 0)
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{
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float light = gl_CalcLightLevel(lightlevel, rellight, false);
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gl_SetShaderLight(light, lightlevel);
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}
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else
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{
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gl_RenderState.SetLightParms(1.f, 0.f);
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}
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// For additive rendering using the regular fog color here would mean applying it twice
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// so always use black
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if (isadditive)
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{
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fogcolor=0;
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}
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|
gl_RenderState.EnableFog(true);
|
|
gl_RenderState.SetFog(fogcolor, fogdensity);
|
|
|
|
// Korshun: fullbright fog like in software renderer.
|
|
if (glset.lightmode == 8 && glset.brightfog && fogdensity != 0 && fogcolor != 0)
|
|
{
|
|
gl_RenderState.SetSoftLightLevel(255);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// For testing sky fog sheets
|
|
//
|
|
//==========================================================================
|
|
CCMD(skyfog)
|
|
{
|
|
if (argv.argc()>1)
|
|
{
|
|
skyfog=strtol(argv[1],NULL,0);
|
|
}
|
|
}
|
|
|