Merge colormap selection into one function

This commit is contained in:
Magnus Norddahl 2017-01-17 01:30:12 +01:00
parent 2848ca53dc
commit 906c944895
7 changed files with 74 additions and 204 deletions

View file

@ -67,7 +67,6 @@ namespace swrenderer
double xscale, yscale;
int x1, x2, y1, y2;
sector_t* heightsec = NULL;
FSWColormap* map;
RenderPortal *renderportal = RenderPortal::Instance();
@ -135,6 +134,7 @@ namespace swrenderer
const secplane_t *botplane;
FTextureID toppic;
FTextureID botpic;
FDynamicColormap *map;
if (heightsec) // only clip things which are in special sectors
{
@ -200,27 +200,8 @@ namespace swrenderer
vis->ColormapNum = 0;
vis->foggy = foggy;
if (fixedlightlev >= 0)
{
vis->BaseColormap = map;
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (fixedcolormap)
{
vis->BaseColormap = fixedcolormap;
vis->ColormapNum = 0;
}
else if (particle->bright)
{
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
vis->ColormapNum = 0;
}
else
{
// Particles are slightly more visible than regular sprites.
vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
vis->BaseColormap = map;
}
// Particles are slightly more visible than regular sprites.
vis->SetColormap(tiz * r_SpriteVisibility * 0.5, shade, map, particle->bright != 0, false, false);
VisibleSpriteList::Instance()->Push(vis);
}

View file

@ -440,55 +440,20 @@ namespace swrenderer
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
bool fullbright = !vis->foggy && pspr->GetState()->GetFullbright();
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
}
}
vis->SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
colormap_to_use = (FDynamicColormap*)vis->BaseColormap;
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
{ // fixed color
vis->BaseColormap = realfixedcolormap;
vis->ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!vis->foggy && pspr->GetState()->GetFullbright())
{ // full bright
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
vis->ColormapNum = 0;
}
else
{ // local light
vis->BaseColormap = mybasecolormap;
vis->ColormapNum = GETPALOOKUP(0, spriteshade);
}
}
if (camera->Inventory != nullptr)
{
visstyle_t visstyle;
@ -509,10 +474,7 @@ namespace swrenderer
{
vis->BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
vis->ColormapNum = 0;
if (vis->BaseColormap->Maps < mybasecolormap->Maps || vis->BaseColormap->Maps >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
{
noaccel = true;
}
noaccel = true;
}
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
@ -523,24 +485,18 @@ namespace swrenderer
noaccel = true;
}
// If drawing with a BOOM colormap, disable acceleration.
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
if (vis->BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
{
noaccel = true;
}
// If the main colormap has fixed lights, and this sprite is being drawn with that
// colormap, disable acceleration so that the lights can remain fixed.
if (!noaccel && realfixedcolormap == nullptr &&
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
NormalLightHasFixedLights && vis->BaseColormap == &NormalLight &&
vis->pic->UseBasePalette())
{
noaccel = true;
}
// [SP] If emulating GZDoom fullbright, disable acceleration
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
mybasecolormap = &FullNormalLight;
if (r_fullbrightignoresectorcolor && !vis->foggy && pspr->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}
else
{

View file

@ -212,12 +212,9 @@ namespace swrenderer
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
@ -225,53 +222,15 @@ namespace swrenderer
// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
}
// Sprites that are added to the scene must fade to black.
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
}
}
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
// get light level
if (fixedcolormap != nullptr)
{ // fixed map
vis->BaseColormap = fixedcolormap;
vis->ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
vis->BaseColormap = mybasecolormap;
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->ColormapNum = 0;
}
else
{ // diminished light
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->BaseColormap = mybasecolormap;
}
}
vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, mybasecolormap, fullbright, invertcolormap, fadeToBlack);
VisibleSpriteList::Instance()->Push(vis);
}

View file

@ -55,7 +55,6 @@ namespace swrenderer
FSWColormap *colormap = spr->BaseColormap;
int colormapnum = spr->ColormapNum;
F3DFloor *rover;
FDynamicColormap *mybasecolormap;
Clip3DFloors *clip3d = Clip3DFloors::Instance();
@ -93,6 +92,7 @@ namespace swrenderer
clip3d->sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
}
sector_t *sec = nullptr;
FDynamicColormap *mybasecolormap = nullptr;
for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (clip3d->sclipTop <= spr->sector->e->XFloor.lightlist[i].plane.Zat0())
@ -120,53 +120,21 @@ namespace swrenderer
// found new values, recalculate
if (sec)
{
INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay);
bool invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (spr->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
// Sprites that are added to the scene must fade to black.
if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
if (RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (spr->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
}
}
bool isFullBright = !foggy && (renderflags & RF_FULLBRIGHT);
bool fadeToBlack = spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0;
// get light level
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
spr->BaseColormap = mybasecolormap;
spr->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
spr->ColormapNum = 0;
}
else
{ // diminished light
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
spr->BaseColormap = mybasecolormap;
spr->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
}
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
SetColormap(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
}
}
@ -440,4 +408,46 @@ namespace swrenderer
spr->BaseColormap = colormap;
spr->ColormapNum = colormapnum;
}
void VisibleSprite::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
{
if (fadeToBlack)
{
if (invertColormap) // Fade to white
{
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
invertColormap = false;
}
else // Fade to black
{
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
}
}
if (invertColormap)
{
basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
}
if (fixedcolormap)
{
BaseColormap = fixedcolormap;
ColormapNum = 0;
}
else if (fixedlightlev >= 0)
{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (fullbright)
{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = 0;
}
else
{
BaseColormap = basecolormap;
ColormapNum = GETPALOOKUP(visibility, shade);
}
}
}

View file

@ -37,6 +37,8 @@ namespace swrenderer
float SortDist() const { return idepth; }
protected:
void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack);
virtual bool IsParticle() const { return false; }
virtual bool IsVoxel() const { return false; }
virtual bool IsWallSprite() const { return false; }

View file

@ -159,7 +159,7 @@ namespace swrenderer
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
{
@ -178,48 +178,10 @@ namespace swrenderer
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
}
}
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
// get light level
if (fixedcolormap != nullptr)
{ // fixed map
vis->BaseColormap = fixedcolormap;
vis->ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
vis->BaseColormap = mybasecolormap;
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->ColormapNum = 0;
}
else
{ // diminished light
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->BaseColormap = mybasecolormap;
}
}
vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, mybasecolormap, fullbright, invertcolormap, fadeToBlack);
VisibleSpriteList::Instance()->Push(vis);
RenderTranslucentPass::DrewAVoxel = true;

View file

@ -129,11 +129,11 @@ namespace swrenderer
vis->fakeceiling = NULL;
//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
vis->pic = pic;
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->BaseColormap = basecolormap;
vis->wallc = wallc;
vis->foggy = foggy;
vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
VisibleSpriteList::Instance()->Push(vis);
}