2017-03-20 07:28:16 +00:00
|
|
|
/*
|
|
|
|
** Light calculations
|
|
|
|
** Copyright (c) 2016 Magnus Norddahl
|
|
|
|
**
|
|
|
|
** This software is provided 'as-is', without any express or implied
|
|
|
|
** warranty. In no event will the authors be held liable for any damages
|
|
|
|
** arising from the use of this software.
|
|
|
|
**
|
|
|
|
** Permission is granted to anyone to use this software for any purpose,
|
|
|
|
** including commercial applications, and to alter it and redistribute it
|
|
|
|
** freely, subject to the following restrictions:
|
|
|
|
**
|
|
|
|
** 1. The origin of this software must not be misrepresented; you must not
|
|
|
|
** claim that you wrote the original software. If you use this software
|
|
|
|
** in a product, an acknowledgment in the product documentation would be
|
|
|
|
** appreciated but is not required.
|
|
|
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
|
|
|
** misrepresented as being the original software.
|
|
|
|
** 3. This notice may not be removed or altered from any source distribution.
|
|
|
|
**
|
|
|
|
*/
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "swrenderer/scene/r_light.h"
|
|
|
|
|
|
|
|
// Keep using the software renderer's camera light class, for now.
|
|
|
|
// The DFrameBuffer abstraction relies on this being globally shared
|
|
|
|
typedef swrenderer::CameraLight PolyCameraLight;
|
|
|
|
|
|
|
|
class PolyLightVisibility
|
|
|
|
{
|
|
|
|
public:
|
2017-03-26 03:28:27 +00:00
|
|
|
double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility / FocalTangent(); }
|
|
|
|
double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility / FocalTangent(); }
|
|
|
|
double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility * 0.5 / FocalTangent(); }
|
2017-03-20 07:28:16 +00:00
|
|
|
|
|
|
|
// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
|
|
|
|
double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
|
|
|
|
double SpriteVis(double screenZ, bool foggy) const { return SpriteGlobVis(foggy) / screenZ; }
|
|
|
|
double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; }
|
|
|
|
|
|
|
|
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
|
|
|
|
|
|
|
|
private:
|
2017-03-26 03:28:27 +00:00
|
|
|
static double FocalTangent();
|
|
|
|
|
2017-03-20 07:28:16 +00:00
|
|
|
// 1706 is the value for walls on 1080p 16:9 displays.
|
|
|
|
double WallVisibility = 1706.0;
|
|
|
|
bool NoLightFade = false;
|
|
|
|
};
|