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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- add vanilla lightmode that behaves exactly as Doom's original light did
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commit
3af6ae4b37
9 changed files with 93 additions and 28 deletions
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@ -123,8 +123,9 @@ CUSTOM_CVAR(Bool, gl_notexturefill, false, CVAR_NOINITCALL)
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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 (newself > 8) newself = 16; // use 8 and 16 for software lighting to avoid conflicts with the bit mask
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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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}
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@ -388,7 +388,7 @@ void HWViewpointUniforms::SetDefaults()
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mNormalViewMatrix.loadIdentity();
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mViewHeight = viewheight;
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mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
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mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8);
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mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8) | (static_cast<int>(gl_lightmode) << 16);
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mClipLine.X = -10000000.0f;
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mShadowmapFilter = gl_shadowmap_filter;
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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 == 2 || (level.lightmode >= 8 && 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.lightmode >= 8 && 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.lightmode >= 8 && blendfactor == 0) mLightParms[3] = llevel / 255.f;
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else mLightParms[3] = -1.f;
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}
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@ -165,7 +165,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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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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if (::level.lightmode >= 8)
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{
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::level.lightmode = 2;
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state.SetSoftLightLevel(-1);
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@ -107,7 +107,7 @@ 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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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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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.lightmode >= 8 || 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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@ -499,7 +499,7 @@ 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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if (level.lightmode >= 8) level.lightmode = 2;
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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.lightmode & 2) || (level.lightmode >= 8 && 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.lightmode >= 8)
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{
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return pe;
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}
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@ -175,7 +175,7 @@ float hw_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity,
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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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if (lightmode >= 8 && blendfactor > 0) lightmode = 2; // The blendfactor feature does not work with software-style lighting.
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if (lightmode & 4)
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{
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@ -190,7 +190,7 @@ 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 ((lightmode < 8 || 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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}
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@ -2105,6 +2105,7 @@ OptionValue "LightingModes"
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3, "$OPTVAL_DARK"
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4, "$OPTVAL_LEGACY"
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8, "$OPTVAL_SOFTWARE"
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16, "$OPTVAL_VANILLA"
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}
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OptionValue "Precision"
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@ -119,17 +119,84 @@ vec4 getTexel(vec2 st)
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//===========================================================================
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//
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// Doom lighting equation exactly as calculated by zdoom.
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// Vanilla Doom wall colormap equation
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//
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//===========================================================================
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float R_WallColormap(float lightnum, float z)
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{
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// R_ScaleFromGlobalAngle calculation
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float projection = 160.0; // projection depends on SCREENBLOCKS!! 160 is the fullscreen value
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vec3 line_v1 = pixelpos.xyz; // in vanilla this is the first curline vertex
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vec3 line_normal = vWorldNormal.xyz;
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float texscale = projection * clamp(dot(normalize(uCameraPos.xyz - line_v1), line_normal), 0.0, 1.0) / z;
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float lightz = clamp(16.0 * texscale, 0.0, 47.0);
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// scalelight[lightnum][lightz] lookup
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float startmap = (15.0 - lightnum) * 4.0;
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return startmap - lightz * 0.5;
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}
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//===========================================================================
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//
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// Vanilla Doom plane colormap equation
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//
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//===========================================================================
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float R_PlaneColormap(float lightnum, float z)
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{
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float lightz = clamp(z / 16.0f, 0.0, 127.0);
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// zlight[lightnum][lightz] lookup
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float startmap = (15.0 - lightnum) * 4.0;
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float scale = 160.0 / (lightz + 1.0);
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return startmap - scale * 0.5;
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}
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//===========================================================================
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//
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// zdoom colormap equation
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//
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//===========================================================================
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float R_ZDoomColormap(float light, float z)
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{
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float L = light * 255.0;
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float vis = min(uGlobVis / z, 24.0 / 32.0);
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float shade = 2.0 - (L + 12.0) / 128.0;
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float lightscale = shade - vis;
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return lightscale * 31.0;
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}
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float R_DoomColormap(float light, float z)
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{
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if ((uPalLightLevels >> 16) == 16) // gl_lightmode 16
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{
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float lightnum = clamp(light * 15.0, 0.0, 15.0);
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if (dot(vWorldNormal.xyz, vWorldNormal.xyz) > 0.5)
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{
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return mix(R_WallColormap(lightnum, z), R_PlaneColormap(lightnum, z), abs(vWorldNormal.y));
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}
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else // vWorldNormal is not set on sprites
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{
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return R_PlaneColormap(lightnum, z);
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}
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}
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else
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{
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return R_ZDoomColormap(light, z);
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}
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}
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//===========================================================================
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//
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// Doom software lighting equation
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//
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//===========================================================================
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float R_DoomLightingEquation(float light)
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{
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// L is the integer light level used in the game
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float L = light * 255.0;
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// z is the depth in view/eye space, positive going into the screen
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// z is the depth in view space, positive going into the screen
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float z;
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if ((uPalLightLevels >> 8) == 2)
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if (((uPalLightLevels >> 8) & 0xff) == 2)
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{
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z = distance(pixelpos.xyz, uCameraPos.xyz);
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}
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@ -138,17 +205,13 @@ float R_DoomLightingEquation(float light)
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z = pixelpos.w;
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}
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// The zdoom light equation
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float vis = min(uGlobVis / z, 24.0 / 32.0);
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float shade = 2.0 - (L + 12.0) / 128.0;
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float lightscale;
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float colormap = R_DoomColormap(light, z);
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if ((uPalLightLevels & 0xff) != 0)
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lightscale = float(-floor(-(shade - vis) * 31.0) - 0.5) / 31.0;
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else
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lightscale = shade - vis;
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colormap = floor(colormap) + 0.5;
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// Result is the normalized colormap index (0 bright .. 1 dark)
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return clamp(lightscale, 1.0 - light, 31.0 / 32.0);
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return clamp(colormap, 0.0, 31.0) / 32.0;
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}
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//===========================================================================
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