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https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
- use symbolic constants for the light modes.
This commit is contained in:
parent
15949102da
commit
1187906a61
10 changed files with 62 additions and 34 deletions
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@ -127,7 +127,7 @@ CUSTOM_CVAR(Int, gl_lightmode, 3, CVAR_ARCHIVE | CVAR_NOINITCALL)
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else if (newself > 4) newself = 8;
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else if (newself < 0) newself = 0;
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if (self != newself) self = newself;
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else if ((level.info == nullptr || level.info->lightmode == -1)) level.lightmode = self;
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else if ((level.info == nullptr || level.info->lightmode == ELightMode::NotSet)) level.lightmode = (ELightMode)*self;
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}
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@ -1523,7 +1523,7 @@ void G_InitLevelLocals ()
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level.DefaultEnvironment = info->DefaultEnvironment;
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level.lightmode = info->lightmode < 0? gl_lightmode : info->lightmode;
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level.lightmode = info->lightmode == ELightMode::NotSet? (ELightMode)*gl_lightmode : info->lightmode;
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level.brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
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level.lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
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level.notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
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@ -314,6 +314,19 @@ struct FExitText
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}
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};
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enum class ELightMode : int8_t
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{
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NotSet = -1,
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LinearStandard = 0,
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DoomBright = 1,
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Doom = 2,
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DoomDark = 3,
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DoomLegacy = 4,
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ZDoomSoftware = 8,
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DoomSoftware = 16
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};
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struct level_info_t
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{
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int levelnum;
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@ -395,7 +408,7 @@ struct level_info_t
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TArray<FString> EventHandlers;
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int8_t lightmode;
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ELightMode lightmode;
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int8_t brightfog;
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int8_t lightadditivesurfaces;
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int8_t notexturefill;
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@ -47,9 +47,9 @@
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struct FLevelLocals
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{
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void Tick ();
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void Tick();
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void Mark();
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void AddScroller (int secnum);
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void AddScroller(int secnum);
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void SetInterMusic(const char *nextmap);
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void SetMusicVolume(float v);
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@ -181,7 +181,7 @@ struct FLevelLocals
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float MusicVolume;
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// Hardware render stuff that can either be set via CVAR or MAPINFO
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int lightmode;
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ELightMode lightmode;
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bool brightfog;
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bool lightadditivesurfaces;
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bool notexturefill;
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@ -192,7 +192,7 @@ struct FLevelLocals
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node_t *HeadNode() const
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{
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return nodes.Size() == 0? nullptr : &nodes[nodes.Size() - 1];
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return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1];
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}
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node_t *HeadGamenode() const
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{
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@ -205,6 +205,21 @@ struct FLevelLocals
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return savegamerestore
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|| (info != nullptr && info->Snapshot.mBuffer != nullptr && info->isValid());
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}
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bool isSoftwareLighting() const
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{
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return lightmode >= ELightMode::ZDoomSoftware;
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}
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bool isDarkLightMode() const
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{
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return !!((int)lightmode & (int)ELightMode::Doom);
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}
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void SetFallbackLightMode()
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{
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lightmode = ELightMode::Doom;
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}
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};
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extern FLevelLocals level;
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@ -284,7 +284,7 @@ void level_info_t::Reset()
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PrecacheSounds.Clear();
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brightfog = -1;
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lightmode = -1;
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lightmode = ELightMode::NotSet;
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notexturefill = -1;
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lightadditivesurfaces = -1;
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skyrotatevector = FVector3(0, 0, 1);
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@ -1381,9 +1381,9 @@ DEFINE_MAP_OPTION(lightmode, false)
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parse.ParseAssign();
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parse.sc.MustGetNumber();
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if ((parse.sc.Number >= 0 && parse.sc.Number <= 4) || parse.sc.Number == 8)
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if ((parse.sc.Number >= 0 && parse.sc.Number <= 4) || parse.sc.Number == 8 || parse.sc.Number == 16)
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{
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info->lightmode = uint8_t(parse.sc.Number);
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info->lightmode = ELightMode(parse.sc.Number);
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}
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else
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{
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@ -127,7 +127,7 @@ void FRenderState::SetFog(int lightlevel, int rellight, bool fullbright, const F
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}
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else
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{
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if ((level.lightmode == 2 || (level.lightmode >= 8 && cmap->BlendFactor > 0)) && fogcolor == 0)
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if ((level.lightmode == ELightMode::Doom || (level.isSoftwareLighting() && cmap->BlendFactor > 0)) && fogcolor == 0)
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{
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float light = (float)hw_CalcLightLevel(lightlevel, rellight, false, cmap->BlendFactor);
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SetShaderLight(light, lightlevel);
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@ -148,7 +148,7 @@ void FRenderState::SetFog(int lightlevel, int rellight, bool fullbright, const F
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SetFog(fogcolor, fogdensity);
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// Korshun: fullbright fog like in software renderer.
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if (level.lightmode >= 8 && cmap->BlendFactor == 0 && level.brightfog && fogdensity != 0 && fogcolor != 0)
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if (level.isSoftwareLighting() && cmap->BlendFactor == 0 && level.brightfog && fogdensity != 0 && fogcolor != 0)
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{
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SetSoftLightLevel(255);
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}
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@ -326,7 +326,7 @@ public:
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void SetSoftLightLevel(int llevel, int blendfactor = 0)
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{
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if (level.lightmode >= 8 && blendfactor == 0) mLightParms[3] = llevel / 255.f;
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if (level.isSoftwareLighting() && blendfactor == 0) mLightParms[3] = llevel / 255.f;
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else mLightParms[3] = -1.f;
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}
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@ -164,10 +164,10 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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auto &vp = di->Viewpoint;
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// We have no use for Doom lighting special handling here, so disable it for this function.
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int oldlightmode = ::level.lightmode;
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if (::level.lightmode >= 8)
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auto oldlightmode = ::level.lightmode;
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if (::level.isSoftwareLighting())
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{
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::level.lightmode = 2;
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::level.SetFallbackLightMode();
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state.SetSoftLightLevel(-1);
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}
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@ -106,8 +106,8 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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void HWDrawInfo::DrawPlayerSprites(bool hudModelStep, FRenderState &state)
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{
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int oldlightmode = level.lightmode;
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if (!hudModelStep && level.lightmode >= 8) level.lightmode = 2; // Software lighting cannot handle 2D content so revert to lightmode 2 for that.
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auto oldlightmode = level.lightmode;
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if (!hudModelStep && level.isSoftwareLighting()) level.SetFallbackLightMode(); // Software lighting cannot handle 2D content.
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for (auto &hudsprite : hudsprites)
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{
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if ((!!hudsprite.mframe) == hudModelStep)
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@ -260,7 +260,7 @@ static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &po
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l.lightlevel = hw_CalcLightLevel(l.lightlevel, getExtraLight(), true, 0);
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if (level.lightmode >= 8 || l.lightlevel < 92)
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if (level.isSoftwareLighting() || l.lightlevel < 92)
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{
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// Korshun: the way based on max possible light level for sector like in software renderer.
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double min_L = 36.0 / 31.0 - ((l.lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
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@ -498,8 +498,8 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// light mode here to draw the weapon sprite.
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int oldlightmode = level.lightmode;
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if (level.lightmode >= 8) level.lightmode = 2;
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auto oldlightmode = level.lightmode;
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if (level.isSoftwareLighting()) level.SetFallbackLightMode();
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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@ -88,7 +88,7 @@ int hw_CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor
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if (lightlevel == 0) return 0;
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bool darklightmode = (level.lightmode & 2) || (level.lightmode >= 8 && blendfactor > 0);
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bool darklightmode = (level.isDarkLightMode()) || (level.isSoftwareLighting() && blendfactor > 0);
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if (darklightmode && lightlevel < 192 && !weapon)
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{
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@ -130,7 +130,7 @@ PalEntry hw_CalcLightColor(int light, PalEntry pe, int blendfactor)
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if (blendfactor == 0)
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{
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if (level.lightmode >= 8)
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if (level.isSoftwareLighting())
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{
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return pe;
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}
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@ -174,10 +174,10 @@ float hw_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity,
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{
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float density;
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int lightmode = level.lightmode;
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if (lightmode >= 8 && blendfactor > 0) lightmode = 2; // The blendfactor feature does not work with software-style lighting.
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auto lightmode = level.lightmode;
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if (level.isSoftwareLighting() && blendfactor > 0) lightmode = ELightMode::Doom; // The blendfactor feature does not work with software-style lighting.
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if (lightmode & 4)
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if (lightmode == ELightMode::DoomLegacy)
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{
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// uses approximations of Legacy's default settings.
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density = level.fogdensity ? (float)level.fogdensity : 18;
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@ -190,9 +190,9 @@ float hw_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity,
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else if ((fogcolor.d & 0xffffff) == 0)
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{
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// case 2: black fog
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if ((lightmode < 8 || blendfactor > 0) && !(level.flags3 & LEVEL3_NOLIGHTFADE))
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if ((!level.isSoftwareLighting() || blendfactor > 0) && !(level.flags3 & LEVEL3_NOLIGHTFADE))
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{
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density = distfogtable[level.lightmode != 0][hw_ClampLight(lightlevel)];
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density = distfogtable[level.lightmode != ELightMode::LinearStandard][hw_ClampLight(lightlevel)];
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}
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else
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{
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@ -250,7 +250,7 @@ bool hw_CheckFog(sector_t *frontsector, sector_t *backsector)
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else if (level.outsidefogdensity != 0 && APART(level.info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (level.info->outsidefog & 0xffffff))
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{
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}
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else if (level.fogdensity!=0 || (level.lightmode & 4))
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else if (level.fogdensity!=0 || level.lightmode == ELightMode::DoomLegacy)
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{
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// case 3: level has fog density set
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}
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@ -269,7 +269,7 @@ bool hw_CheckFog(sector_t *frontsector, sector_t *backsector)
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{
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return false;
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}
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else if (level.fogdensity!=0 || (level.lightmode & 4))
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else if (level.fogdensity!=0 || level.lightmode == ELightMode::DoomLegacy)
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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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@ -430,7 +430,7 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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double fadelevel;
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// The hardware renderer's light modes 0, 1 and 4 use a linear light scale which must be used here as well. Otherwise the automap gets too dark.
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if (vid_rendermode != 4 || (level.lightmode >= 2 && level.lightmode != 4))
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if (vid_rendermode != 4 || level.isDarkLightMode() || level.isSoftwareLighting())
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{
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double map = (NUMCOLORMAPS * 2.) - ((lightlevel + 12) * (NUMCOLORMAPS / 128.));
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fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
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