diff --git a/src/swrenderer/line/r_line.cpp b/src/swrenderer/line/r_line.cpp index 0cfee0dc6..fe8fa5ea4 100644 --- a/src/swrenderer/line/r_line.cpp +++ b/src/swrenderer/line/r_line.cpp @@ -503,7 +503,7 @@ namespace swrenderer } else { - draw_segment->shade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy); + draw_segment->shade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel), foggy, Thread->Viewport.get()); } if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr) @@ -789,7 +789,7 @@ namespace swrenderer CameraLight *cameraLight = CameraLight::Instance(); if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0) { - wallshade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy); + wallshade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel), foggy, Thread->Viewport.get()); rw_lightleft = float(Thread->Light->WallVis(WallC.sz1, foggy)); rw_lightstep = float((Thread->Light->WallVis(WallC.sz2, foggy) - rw_lightleft) / (WallC.sx2 - WallC.sx1)); } diff --git a/src/swrenderer/line/r_renderdrawsegment.cpp b/src/swrenderer/line/r_renderdrawsegment.cpp index eb23daad0..f4350b136 100644 --- a/src/swrenderer/line/r_renderdrawsegment.cpp +++ b/src/swrenderer/line/r_renderdrawsegment.cpp @@ -114,7 +114,7 @@ namespace swrenderer lightlist_t *lit = &frontsector->e->XFloor.lightlist[i]; basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]); bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag - wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, viewport), foggy); + wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), ds->foggy, viewport); break; } } @@ -732,7 +732,7 @@ namespace swrenderer lightlist_t *lit = &backsector->e->XFloor.lightlist[j]; basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]); bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag - wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy); + wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get()); break; } } @@ -746,7 +746,7 @@ namespace swrenderer lightlist_t *lit = &frontsector->e->XFloor.lightlist[j]; basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]); bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag - wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy); + wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get()); break; } } @@ -918,7 +918,7 @@ namespace swrenderer lightlist_t *lit = &backsector->e->XFloor.lightlist[j]; basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]); bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag - wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy); + wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get()); break; } } @@ -932,7 +932,7 @@ namespace swrenderer lightlist_t *lit = &frontsector->e->XFloor.lightlist[j]; basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]); bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag - wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy); + wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get()); break; } } diff --git a/src/swrenderer/line/r_walldraw.cpp b/src/swrenderer/line/r_walldraw.cpp index 4b97bd869..9c4e41932 100644 --- a/src/swrenderer/line/r_walldraw.cpp +++ b/src/swrenderer/line/r_walldraw.cpp @@ -349,7 +349,9 @@ namespace swrenderer CameraLight *cameraLight = CameraLight::Instance(); bool fixed = (cameraLight->FixedColormap() != NULL || cameraLight->FixedLightLevel() >= 0); - if (cameraLight->FixedColormap()) + if (cameraLight->FixedLightLevel() >= 0) + drawerargs.SetLight(cameraLight->FixedColormap(), 0, cameraLight->FixedLightLevelShade()); + else if (cameraLight->FixedColormap()) drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0); else drawerargs.SetLight(basecolormap, 0, 0); @@ -420,7 +422,7 @@ namespace swrenderer lightlist_t *lit = &frontsector->e->XFloor.lightlist[i]; basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]); - wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy); + wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL), foggy, Thread->Viewport.get()); } ProcessNormalWall(up, dwal, texturemid, swal, lwal); diff --git a/src/swrenderer/plane/r_flatplane.cpp b/src/swrenderer/plane/r_flatplane.cpp index a9d147089..3f86f921f 100644 --- a/src/swrenderer/plane/r_flatplane.cpp +++ b/src/swrenderer/plane/r_flatplane.cpp @@ -153,7 +153,7 @@ namespace swrenderer else { plane_shade = true; - planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy); + planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy, viewport); } drawerargs.SetStyle(masked, additive, alpha); diff --git a/src/swrenderer/plane/r_slopeplane.cpp b/src/swrenderer/plane/r_slopeplane.cpp index 41a30db83..61e085489 100644 --- a/src/swrenderer/plane/r_slopeplane.cpp +++ b/src/swrenderer/plane/r_slopeplane.cpp @@ -197,7 +197,7 @@ namespace swrenderer { drawerargs.SetLight(basecolormap, 0, 0); plane_shade = true; - planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy); + planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy, viewport); } // Hack in support for 1 x Z and Z x 1 texture sizes diff --git a/src/swrenderer/plane/r_visibleplanelist.cpp b/src/swrenderer/plane/r_visibleplanelist.cpp index 561930cc2..3c65e6386 100644 --- a/src/swrenderer/plane/r_visibleplanelist.cpp +++ b/src/swrenderer/plane/r_visibleplanelist.cpp @@ -99,7 +99,7 @@ namespace swrenderer } } - VisiblePlane *VisiblePlaneList::FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap, Fake3DOpaque::Type fakeFloorType, fixed_t fakeAlpha) + VisiblePlane *VisiblePlaneList::FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, bool foggy, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap, Fake3DOpaque::Type fakeFloorType, fixed_t fakeAlpha) { secplane_t plane; VisiblePlane *check; @@ -113,6 +113,8 @@ namespace swrenderer RenderPortal *renderportal = Thread->Portal.get(); + lightlevel += LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()); + if (picnum == skyflatnum) // killough 10/98 { // most skies map together lightlevel = 0; diff --git a/src/swrenderer/plane/r_visibleplanelist.h b/src/swrenderer/plane/r_visibleplanelist.h index a49479e6c..7c601238c 100644 --- a/src/swrenderer/plane/r_visibleplanelist.h +++ b/src/swrenderer/plane/r_visibleplanelist.h @@ -40,7 +40,7 @@ namespace swrenderer void Clear(); void ClearKeepFakePlanes(); - VisiblePlane *FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap, Fake3DOpaque::Type fakeFloorType, fixed_t fakeAlpha); + VisiblePlane *FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, bool foggy, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap, Fake3DOpaque::Type fakeFloorType, fixed_t fakeAlpha); VisiblePlane *GetRange(VisiblePlane *pl, int start, int stop); bool HasPortalPlanes() const; diff --git a/src/swrenderer/scene/r_light.cpp b/src/swrenderer/scene/r_light.cpp index c120c22eb..42468374a 100644 --- a/src/swrenderer/scene/r_light.cpp +++ b/src/swrenderer/scene/r_light.cpp @@ -142,7 +142,7 @@ namespace swrenderer NoLightFade = !!(level.flags3 & LEVEL3_NOLIGHTFADE); } - fixed_t LightVisibility::LightLevelToShade(int lightlevel, bool foggy) + fixed_t LightVisibility::LightLevelToShadeImpl(int lightlevel, bool foggy) { bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE)); if (nolightfade) diff --git a/src/swrenderer/scene/r_light.h b/src/swrenderer/scene/r_light.h index b10de26f3..8d6791e5d 100644 --- a/src/swrenderer/scene/r_light.h +++ b/src/swrenderer/scene/r_light.h @@ -80,22 +80,26 @@ namespace swrenderer void SetVisibility(RenderViewport *viewport, double visibility); double GetVisibility() const { return CurrentVisibility; } - double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; } - double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; } - double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); } - double FlatPlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : FloorVisibility; } - double SlopePlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : TiltVisibility; } - // The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; } double SpriteVis(double screenZ, bool foggy) const { return SpriteGlobVis(foggy) / MAX(screenZ, MINZ); } double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; } double FlatPlaneVis(int screenY, double planeheight, bool foggy, RenderViewport *viewport) const { return FlatPlaneGlobVis(foggy) / planeheight * fabs(viewport->CenterY - screenY); } - static fixed_t LightLevelToShade(int lightlevel, bool foggy); + double SlopePlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : TiltVisibility; } + + static fixed_t LightLevelToShade(int lightlevel, bool foggy, RenderViewport *viewport) { return LightLevelToShadeImpl(lightlevel + ActualExtraLight(foggy, viewport), foggy); } + static int ActualExtraLight(bool fog, RenderViewport *viewport) { return fog ? 0 : viewport->viewpoint.extralight << 4; } private: + double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; } + double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; } + double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); } + double FlatPlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : FloorVisibility; } + + static fixed_t LightLevelToShadeImpl(int lightlevel, bool foggy); + double BaseVisibility = 0.0; double WallVisibility = 0.0; double FloorVisibility = 0.0; diff --git a/src/swrenderer/scene/r_opaque_pass.cpp b/src/swrenderer/scene/r_opaque_pass.cpp index cff29cbb4..a940745bd 100644 --- a/src/swrenderer/scene/r_opaque_pass.cpp +++ b/src/swrenderer/scene/r_opaque_pass.cpp @@ -548,7 +548,7 @@ namespace swrenderer ceilingplane = Thread->PlaneList->FindPlane( frontsector->ceilingplane, frontsector->GetTexture(sector_t::ceiling), - adjusted_ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), + adjusted_ceilinglightlevel, foggy, frontsector->GetAlpha(sector_t::ceiling), !!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE), frontsector->planes[sector_t::ceiling].xform, @@ -588,7 +588,7 @@ namespace swrenderer { floorplane = Thread->PlaneList->FindPlane(frontsector->floorplane, frontsector->GetTexture(sector_t::floor), - adjusted_floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), + adjusted_floorlightlevel, foggy, frontsector->GetAlpha(sector_t::floor), !!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE), frontsector->planes[sector_t::floor].xform, @@ -613,7 +613,7 @@ namespace swrenderer // [RH] Add particles if ((unsigned int)(sub->Index()) < level.subsectors.Size()) { // Only do it for the main BSP. - int shade = LightVisibility::LightLevelToShade((floorlightlevel + ceilinglightlevel) / 2 + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy); + int shade = LightVisibility::LightLevelToShade((floorlightlevel + ceilinglightlevel) / 2, foggy, Thread->Viewport.get()); for (int i = ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext) { RenderParticle::Project(Thread, &Particles[i], sub->sector, shade, FakeSide, foggy); @@ -732,7 +732,7 @@ namespace swrenderer VisiblePlane *floorplane3d = Thread->PlaneList->FindPlane( tempsec.floorplane, tempsec.GetTexture(sector_t::floor), - floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), + floorlightlevel, foggy, tempsec.GetAlpha(sector_t::floor), !!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS), tempsec.planes[position].xform, @@ -800,7 +800,7 @@ namespace swrenderer VisiblePlane *ceilingplane3d = Thread->PlaneList->FindPlane( tempsec.ceilingplane, tempsec.GetTexture(sector_t::ceiling), - ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), + ceilinglightlevel, foggy, tempsec.GetAlpha(sector_t::ceiling), !!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS), tempsec.planes[position].xform, @@ -891,7 +891,7 @@ namespace swrenderer //sec->validcount = validcount; SeenSpriteSectors.insert(sec); - int spriteshade = LightVisibility::LightLevelToShade(lightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy); + int spriteshade = LightVisibility::LightLevelToShade(lightlevel, foggy, Thread->Viewport.get()); // Handle all things in sector. for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext) @@ -951,7 +951,7 @@ 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 = LightVisibility::LightLevelToShade(lightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy); + thingShade = LightVisibility::LightLevelToShade(lightlevel, foggy, Thread->Viewport.get()); thingColormap = GetColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites], true); } diff --git a/src/swrenderer/things/r_playersprite.cpp b/src/swrenderer/things/r_playersprite.cpp index ac99bee93..853e99e61 100644 --- a/src/swrenderer/things/r_playersprite.cpp +++ b/src/swrenderer/things/r_playersprite.cpp @@ -80,7 +80,6 @@ namespace swrenderer void RenderPlayerSprites::Render() { int i; - int lightnum; DPSprite* psp; DPSprite* weapon; sector_t* sec = NULL; @@ -138,8 +137,7 @@ namespace swrenderer bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // get light level - lightnum = ((floorlight + ceilinglight) >> 1) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()); - int spriteshade = LightVisibility::LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT; + int spriteshade = LightVisibility::LightLevelToShade((floorlight + ceilinglight) >> 1, foggy, Thread->Viewport.get()) - 24 * FRACUNIT; if (Thread->Viewport->viewpoint.camera->player != NULL) { diff --git a/src/swrenderer/things/r_visiblesprite.cpp b/src/swrenderer/things/r_visiblesprite.cpp index d5313495d..f596ba76d 100644 --- a/src/swrenderer/things/r_visiblesprite.cpp +++ b/src/swrenderer/things/r_visiblesprite.cpp @@ -163,7 +163,7 @@ namespace swrenderer bool isFullBright = !foggy && (renderflags & RF_FULLBRIGHT); bool fadeToBlack = spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0; - int spriteshade = LightVisibility::LightLevelToShade(sec->lightlevel + LightVisibility::ActualExtraLight(spr->foggy, thread->Viewport.get()), foggy); + int spriteshade = LightVisibility::LightLevelToShade(sec->lightlevel, foggy, thread->Viewport.get()); Light.SetColormap(thread->Light->SpriteVis(spr->depth, foggy), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack); } diff --git a/src/swrenderer/things/r_wallsprite.cpp b/src/swrenderer/things/r_wallsprite.cpp index 56cf603df..296872485 100644 --- a/src/swrenderer/things/r_wallsprite.cpp +++ b/src/swrenderer/things/r_wallsprite.cpp @@ -190,10 +190,9 @@ namespace swrenderer SpriteDrawerArgs drawerargs; - int shade = LightVisibility::LightLevelToShade(spr->sector->lightlevel + LightVisibility::ActualExtraLight(spr->foggy, thread->Viewport.get()), spr->foggy); - double GlobVis = thread->Light->WallGlobVis(foggy); - float lightleft = float(GlobVis / spr->wallc.sz1); - float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1)); + int shade = LightVisibility::LightLevelToShade(spr->sector->lightlevel, spr->foggy, thread->Viewport.get()); + float lightleft = float(thread->Light->WallVis(spr->wallc.sz1, foggy)); + float lightstep = float((thread->Light->WallVis(spr->wallc.sz2, foggy) - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1)); float light = lightleft + (x1 - spr->wallc.sx1) * lightstep; CameraLight *cameraLight = CameraLight::Instance(); if (cameraLight->FixedLightLevel() >= 0)