mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
Minor code clean up
This commit is contained in:
parent
cb8b2de287
commit
65f8d65858
17 changed files with 56 additions and 67 deletions
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@ -2951,7 +2951,7 @@ void OpenGLSWFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, in
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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// Use an equation similar to player sprites to determine shade
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double fadelevel = clamp((swrenderer::LIGHT2SHADE(lightlevel, true) / 65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
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double fadelevel = clamp((swrenderer::LightVisibility::LightLevelToShade(lightlevel, true) / 65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
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BufferedTris *quad;
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FBVERTEX *verts;
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@ -223,7 +223,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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bool foggy = false;
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int actualextralight = foggy ? 0 : extralight << 4;
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int spriteshade = swrenderer::LIGHT2SHADE(owner->Sector->lightlevel + actualextralight, foggy);
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int spriteshade = swrenderer::LightVisibility::LightLevelToShade(owner->Sector->lightlevel + actualextralight, foggy);
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double minz = double((2048 * 4) / double(1 << 20));
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ColormapNum = GETPALOOKUP(swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy) / minz, spriteshade);
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@ -496,7 +496,7 @@ namespace swrenderer
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}
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else
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{
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draw_segment->shade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel) + R_ActualExtraLight(foggy), foggy);
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draw_segment->shade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel) + LightVisibility::ActualExtraLight(foggy), foggy);
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}
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if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr)
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@ -781,7 +781,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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{
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wallshade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + R_ActualExtraLight(foggy), foggy);
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wallshade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + LightVisibility::ActualExtraLight(foggy), foggy);
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double GlobVis = LightVisibility::Instance()->WallGlobVis(foggy);
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rw_lightleft = float(GlobVis / WallC.sz1);
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rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
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@ -1156,7 +1156,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
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else if (cameraLight->FixedColormap() != nullptr)
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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@ -1203,7 +1203,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
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else if (cameraLight->FixedColormap() != nullptr)
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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@ -1251,7 +1251,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
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else if (cameraLight->FixedColormap() != nullptr)
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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@ -127,7 +127,7 @@ namespace swrenderer
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -159,8 +159,8 @@ namespace swrenderer
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if (cameraLight->FixedLightLevel() >= 0)
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{
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walldrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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columndrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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walldrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
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columndrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
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}
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else if (cameraLight->FixedColormap() != nullptr)
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{
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@ -468,7 +468,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
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else if (cameraLight->FixedColormap() != nullptr)
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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@ -704,7 +704,7 @@ namespace swrenderer
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -718,7 +718,7 @@ namespace swrenderer
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -881,7 +881,7 @@ namespace swrenderer
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -895,7 +895,7 @@ namespace swrenderer
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -401,7 +401,7 @@ namespace swrenderer
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + R_ActualExtraLight(foggy), foggy);
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + LightVisibility::ActualExtraLight(foggy), foggy);
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}
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ProcessNormalWall(up, dwal, texturemid, swal, lwal);
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@ -125,7 +125,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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{
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drawerargs.SetLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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drawerargs.SetLight(basecolormap, 0, cameraLight->FixedLightLevelShade());
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plane_shade = false;
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}
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else if (cameraLight->FixedColormap())
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@ -136,7 +136,7 @@ namespace swrenderer
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else
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{
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plane_shade = true;
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planeshade = LIGHT2SHADE(pl->lightlevel, foggy);
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planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy);
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}
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drawerargs.SetStyle(masked, additive, alpha);
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@ -166,7 +166,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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{
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drawerargs.SetLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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drawerargs.SetLight(basecolormap, 0, cameraLight->FixedLightLevelShade());
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plane_shade = false;
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}
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else if (cameraLight->FixedColormap())
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@ -178,7 +178,7 @@ namespace swrenderer
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{
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drawerargs.SetLight(basecolormap, 0, 0);
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plane_shade = true;
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planeshade = LIGHT2SHADE(pl->lightlevel, foggy);
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planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy);
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}
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// Hack in support for 1 x Z and Z x 1 texture sizes
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@ -198,7 +198,7 @@ void SWCanvas::FillSimplePoly(DCanvas *canvas, FTexture *tex, FVector2 *points,
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FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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// Use an equation similar to player sprites to determine shade
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fixed_t shade = LIGHT2SHADE(lightlevel, true) - 12 * FRACUNIT;
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fixed_t shade = LightVisibility::LightLevelToShade(lightlevel, true) - 12 * FRACUNIT;
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float topy, boty, leftx, rightx;
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int toppt, botpt, pt1, pt2;
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int i;
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@ -39,13 +39,6 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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fixed_t LIGHT2SHADE(int l, bool foggy)
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{
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return (!foggy && (glset.nolightfade) ?
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((MAX(255 - l, 0) * NUMCOLORMAPS) << (FRACBITS - 8)) :
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((NUMCOLORMAPS*2*FRACUNIT)-(((l)+12)*(FRACUNIT*NUMCOLORMAPS/128))));
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}
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CameraLight *CameraLight::Instance()
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{
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static CameraLight instance;
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@ -155,11 +148,22 @@ namespace swrenderer
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TiltVisibility = float(vis * FocalTangent * (16.f * 320.f) / viewwidth);
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NoLightFade = glset.nolightfade;
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}
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// Disable diminishing light
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// WallVisibility = 0.0;
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// FloorVisibility = 0.0;
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// TiltVisibility = 0.0f;
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fixed_t LightVisibility::LightLevelToShade(int lightlevel, bool foggy)
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{
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bool nolightfade = !foggy && (glset.nolightfade);
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if (nolightfade)
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{
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return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);
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}
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else
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{
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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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return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
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}
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}
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// Controls how quickly light ramps across a 1/z range. Set this, and it
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@ -29,19 +29,6 @@
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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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// Disable diminishing light (To do: merge with LIGHT2SHADE and let a cvar control it, maybe by converting this to a function, like R_ActualExtraLight)
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//#define LIGHT2SHADE(lightlev) ((MAX(255 - lightlev, 0) * NUMCOLORMAPS) << (FRACBITS - 8))
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// combined!
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//#define LIGHT2SHADE(l) ((glset.nolightfade)? \
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// ((MAX(255 - l, 0) * NUMCOLORMAPS) << (FRACBITS - 8)) : \
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// ((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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// 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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struct FSWColormap;
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namespace swrenderer
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{
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fixed_t LIGHT2SHADE(int lightlevel, bool foggy);
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class CameraLight
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{
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public:
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@ -73,6 +55,8 @@ namespace swrenderer
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FSWColormap *FixedColormap() const { return fixedcolormap; }
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FSpecialColormap *ShaderColormap() const { return realfixedcolormap; }
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fixed_t FixedLightLevelShade() const { return (FixedLightLevel() >> COLORMAPSHIFT) << FRACBITS; }
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void SetCamera(AActor *actor);
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void ClearShaderColormap() { realfixedcolormap = nullptr; }
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@ -102,6 +86,9 @@ namespace swrenderer
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double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; }
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double FlatPlaneVis(int screenY, double planeZ, bool foggy) const { return FlatPlaneGlobVis(foggy) / fabs(planeZ - ViewPos.Z) * fabs(RenderViewport::Instance()->CenterY - screenY); }
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static fixed_t LightLevelToShade(int lightlevel, bool foggy);
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static int ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; }
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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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@ -123,6 +110,4 @@ namespace swrenderer
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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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inline int R_ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; }
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}
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@ -509,7 +509,7 @@ namespace swrenderer
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frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ?
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Thread->PlaneList->FindPlane(frontsector->ceilingplane, // killough 3/8/98
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frontsector->GetTexture(sector_t::ceiling),
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ceilinglightlevel + R_ActualExtraLight(foggy), // killough 4/11/98
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ceilinglightlevel + LightVisibility::ActualExtraLight(foggy), // killough 4/11/98
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frontsector->GetAlpha(sector_t::ceiling),
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!!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE),
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frontsector->planes[sector_t::ceiling].xform,
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@ -550,7 +550,7 @@ namespace swrenderer
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frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ?
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Thread->PlaneList->FindPlane(frontsector->floorplane,
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frontsector->GetTexture(sector_t::floor),
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floorlightlevel + R_ActualExtraLight(foggy), // killough 3/16/98
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floorlightlevel + LightVisibility::ActualExtraLight(foggy), // killough 3/16/98
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frontsector->GetAlpha(sector_t::floor),
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!!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE),
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frontsector->planes[sector_t::floor].xform,
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@ -616,7 +616,7 @@ namespace swrenderer
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ceilingplane = nullptr;
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floorplane = Thread->PlaneList->FindPlane(frontsector->floorplane,
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frontsector->GetTexture(sector_t::floor),
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floorlightlevel + R_ActualExtraLight(foggy), // killough 3/16/98
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floorlightlevel + LightVisibility::ActualExtraLight(foggy), // killough 3/16/98
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frontsector->GetAlpha(sector_t::floor),
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!!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS),
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frontsector->planes[position].xform,
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@ -682,7 +682,7 @@ namespace swrenderer
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floorplane = nullptr;
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ceilingplane = Thread->PlaneList->FindPlane(frontsector->ceilingplane, // killough 3/8/98
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frontsector->GetTexture(sector_t::ceiling),
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ceilinglightlevel + R_ActualExtraLight(foggy), // killough 4/11/98
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ceilinglightlevel + LightVisibility::ActualExtraLight(foggy), // killough 4/11/98
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frontsector->GetAlpha(sector_t::ceiling),
|
||||
!!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS),
|
||||
frontsector->planes[position].xform,
|
||||
|
@ -717,7 +717,7 @@ namespace swrenderer
|
|||
// [RH] Add particles
|
||||
if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
|
||||
{ // Only do it for the main BSP.
|
||||
int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel) / 2 + R_ActualExtraLight(foggy), foggy);
|
||||
int shade = LightVisibility::LightLevelToShade((floorlightlevel + ceilinglightlevel) / 2 + LightVisibility::ActualExtraLight(foggy), foggy);
|
||||
for (WORD i = ParticlesInSubsec[(unsigned int)(sub - subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
|
||||
{
|
||||
RenderParticle::Project(Thread, Particles + i, subsectors[sub - subsectors].sector, shade, FakeSide, foggy);
|
||||
|
@ -834,7 +834,7 @@ namespace swrenderer
|
|||
//sec->validcount = validcount;
|
||||
SeenSpriteSectors.insert(sec);
|
||||
|
||||
int spriteshade = LIGHT2SHADE(lightlevel + R_ActualExtraLight(foggy), foggy);
|
||||
int spriteshade = LightVisibility::LightLevelToShade(lightlevel + LightVisibility::ActualExtraLight(foggy), foggy);
|
||||
|
||||
// Handle all things in sector.
|
||||
for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
|
||||
|
@ -886,7 +886,7 @@ namespace swrenderer
|
|||
if (sec->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
|
||||
{
|
||||
int lightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
|
||||
thingShade = LIGHT2SHADE(lightlevel + R_ActualExtraLight(foggy), foggy);
|
||||
thingShade = LightVisibility::LightLevelToShade(lightlevel + LightVisibility::ActualExtraLight(foggy), foggy);
|
||||
thingColormap = thing->Sector->ColorMap;
|
||||
}
|
||||
|
||||
|
|
|
@ -279,7 +279,7 @@ namespace swrenderer
|
|||
SpriteDrawerArgs drawerargs;
|
||||
|
||||
if (cameraLight->FixedLightLevel() >= 0)
|
||||
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
|
||||
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, cameraLight->FixedLightLevelShade());
|
||||
else if (cameraLight->FixedColormap() != NULL)
|
||||
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
|
||||
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
|
||||
|
|
|
@ -130,8 +130,8 @@ namespace swrenderer
|
|||
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
|
||||
|
||||
// get light level
|
||||
lightnum = ((floorlight + ceilinglight) >> 1) + R_ActualExtraLight(foggy);
|
||||
int spriteshade = LIGHT2SHADE(lightnum, foggy) - 24 * FRACUNIT;
|
||||
lightnum = ((floorlight + ceilinglight) >> 1) + LightVisibility::ActualExtraLight(foggy);
|
||||
int spriteshade = LightVisibility::LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT;
|
||||
|
||||
if (camera->player != NULL)
|
||||
{
|
||||
|
|
|
@ -138,7 +138,7 @@ namespace swrenderer
|
|||
bool isFullBright = !foggy && (renderflags & RF_FULLBRIGHT);
|
||||
bool fadeToBlack = spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0;
|
||||
|
||||
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy), foggy);
|
||||
int spriteshade = LightVisibility::LightLevelToShade(sec->lightlevel + LightVisibility::ActualExtraLight(spr->foggy), foggy);
|
||||
|
||||
Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
|
||||
}
|
||||
|
|
|
@ -182,14 +182,14 @@ namespace swrenderer
|
|||
|
||||
SpriteDrawerArgs drawerargs;
|
||||
|
||||
int shade = LIGHT2SHADE(spr->sector->lightlevel + R_ActualExtraLight(spr->foggy), spr->foggy);
|
||||
int shade = LightVisibility::LightLevelToShade(spr->sector->lightlevel + LightVisibility::ActualExtraLight(spr->foggy), spr->foggy);
|
||||
double GlobVis = LightVisibility::Instance()->WallGlobVis(foggy);
|
||||
float lightleft = float(GlobVis / spr->wallc.sz1);
|
||||
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
|
||||
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (cameraLight->FixedLightLevel() >= 0)
|
||||
drawerargs.SetLight(usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
|
||||
drawerargs.SetLight(usecolormap, 0, cameraLight->FixedLightLevelShade());
|
||||
else if (cameraLight->FixedColormap() != NULL)
|
||||
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
|
||||
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
|
||||
|
|
|
@ -445,7 +445,7 @@ namespace swrenderer
|
|||
if (cameraLight->FixedLightLevel() >= 0 && !cameraLight->FixedColormap())
|
||||
{
|
||||
fixed_t shade = shadedlightshade;
|
||||
if (shade == 0) FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel());
|
||||
if (shade == 0) shade = cameraLight->FixedLightLevelShade();
|
||||
SetLight(basecolormap, 0, shade);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -3130,7 +3130,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
|
|||
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
|
||||
{
|
||||
// Use an equation similar to player sprites to determine shade
|
||||
double fadelevel = clamp((swrenderer::LIGHT2SHADE(lightlevel, true)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
|
||||
double fadelevel = clamp((swrenderer::LightVisibility::LightLevelToShade(lightlevel, true)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
|
||||
|
||||
BufferedTris *quad;
|
||||
FBVERTEX *verts;
|
||||
|
|
Loading…
Reference in a new issue