2017-01-12 15:21:46 +00:00
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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#pragma once
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#include <stddef.h>
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#include "r_defs.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_utility.h"
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2017-01-26 08:49:07 +00:00
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#include "r_viewport.h"
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2017-01-12 15:21:46 +00:00
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// Lighting.
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//
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// [RH] This has changed significantly from Doom, which used lookup
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// tables based on 1/z for walls and z for flats and only recognized
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// 16 discrete light levels. The terminology I use is borrowed from Build.
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// The size of a single colormap, in bits
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#define COLORMAPSHIFT 8
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// Convert a light level into an unbounded colormap index (shade). Result is
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// fixed point. Why the +12? I wish I knew, but experimentation indicates it
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// is necessary in order to best reproduce Doom's original lighting.
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#define LIGHT2SHADE(l) ((NUMCOLORMAPS*2*FRACUNIT)-(((l)+12)*(FRACUNIT*NUMCOLORMAPS/128)))
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// MAXLIGHTSCALE from original DOOM, divided by 2.
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#define MAXLIGHTVIS (24.0)
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// Convert a shade and visibility to a clamped colormap index.
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// Result is not fixed point.
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// Change R_CalcTiltedLighting() when this changes.
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#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1))
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// Calculate the light multiplier for dc_light/ds_light
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// This is used instead of GETPALOOKUP when ds_colormap/dc_colormap is set to the base colormap
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// Returns a value between 0 and 1 in fixed point
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#define LIGHTSCALE(vis,shade) FLOAT2FIXED(clamp((FIXED2DBL(shade) - (MIN(MAXLIGHTVIS,double(vis)))) / NUMCOLORMAPS, 0.0, (NUMCOLORMAPS-1)/(double)NUMCOLORMAPS))
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// Converts fixedlightlev into a shade value
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#define FIXEDLIGHT2SHADE(lightlev) (((lightlev) >> COLORMAPSHIFT) << FRACBITS)
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2017-01-24 03:24:04 +00:00
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struct FSWColormap;
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2017-01-12 15:21:46 +00:00
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namespace swrenderer
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{
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extern int fixedlightlev;
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extern FSWColormap *fixedcolormap;
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extern FSpecialColormap *realfixedcolormap;
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2017-01-15 00:54:25 +00:00
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void R_SetupColormap(AActor *actor);
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2017-01-24 03:24:04 +00:00
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2017-01-26 08:49:07 +00:00
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class LightVisibility
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{
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public:
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static LightVisibility *Instance();
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void SetVisibility(double visibility);
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double GetVisibility() const { return CurrentVisibility; }
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double WallGlobVis() const { return WallVisibility; }
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double SpriteGlobVis() const { return WallVisibility; }
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double ParticleGlobVis() const { return WallVisibility * 0.5; }
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double FlatPlaneGlobVis() const { return FloorVisibility; }
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double SlopePlaneGlobVis() const { return TiltVisibility; }
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// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
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double WallVis(double screenZ) const { return WallGlobVis() / screenZ; }
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double SpriteVis(double screenZ) const { return WallGlobVis() / screenZ; }
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double ParticleVis(double screenZ) const { return WallGlobVis() / screenZ; }
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double FlatPlaneVis(int screenY, double planeZ) const { return FlatPlaneGlobVis() / fabs(planeZ - ViewPos.Z) * fabs(CenterY - screenY); }
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private:
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double BaseVisibility = 0.0;
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double WallVisibility = 0.0;
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double FloorVisibility = 0.0;
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float TiltVisibility = 0.0f;
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double CurrentVisibility = 8.f;
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double MaxVisForWall = 0.0;
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double MaxVisForFloor = 0.0;
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};
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2017-01-24 03:24:04 +00:00
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class ColormapLight
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{
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public:
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int ColormapNum = 0;
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FSWColormap *BaseColormap = nullptr;
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void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack);
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};
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2017-01-26 08:49:07 +00:00
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inline int R_ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; }
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2017-01-12 15:21:46 +00:00
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}
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