Some basic fixed light support

This commit is contained in:
Magnus Norddahl 2016-11-15 23:30:42 +01:00
parent 1b3d50951a
commit a092a03c6d
6 changed files with 21 additions and 10 deletions

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@ -254,7 +254,8 @@ void DrawTriangleCodegen::LoopBlockX(TriDrawVariant variant, bool truecolor)
SSAFloat vis = globVis / rcpWTL; SSAFloat vis = globVis / rcpWTL;
SSAFloat shade = 64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f; SSAFloat shade = 64.0f - (SSAFloat(light * 255 / 256) + 12.0f) * 32.0f / 128.0f;
SSAFloat lightscale = SSAFloat::clamp((shade - SSAFloat::MIN(SSAFloat(24.0f), vis)) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f)); SSAFloat lightscale = SSAFloat::clamp((shade - SSAFloat::MIN(SSAFloat(24.0f), vis)) / 32.0f, SSAFloat(0.0f), SSAFloat(31.0f / 32.0f));
diminishedlight = SSAInt(SSAFloat::clamp((1.0f - lightscale) * 256.0f + 0.5f, SSAFloat(0.0f), SSAFloat(256.0f)), false); SSAInt diminishedlight = SSAInt(SSAFloat::clamp((1.0f - lightscale) * 256.0f + 0.5f, SSAFloat(0.0f), SSAFloat(256.0f)), false);
currentlight = is_fixed_light.select(light, diminishedlight);
SetStencilBlock(x / 8 + y / 8 * stencilPitch); SetStencilBlock(x / 8 + y / 8 * stencilPitch);
@ -473,7 +474,7 @@ void DrawTriangleCodegen::ProcessPixel(SSAUBytePtr buffer, SSAIntPtr subsectorbu
{ {
SSAVec4i fg = texturePixels[uvoffset * 4].load_vec4ub(true); SSAVec4i fg = texturePixels[uvoffset * 4].load_vec4ub(true);
SSAInt fg_alpha = fg[3]; SSAInt fg_alpha = fg[3];
fg = (fg * diminishedlight) >> 8; fg = (fg * currentlight) >> 8;
fg.insert(3, fg_alpha); fg.insert(3, fg_alpha);
if (variant == TriDrawVariant::DrawMasked || variant == TriDrawVariant::DrawSubsector) if (variant == TriDrawVariant::DrawMasked || variant == TriDrawVariant::DrawSubsector)
@ -625,4 +626,5 @@ void DrawTriangleCodegen::LoadUniforms(SSAValue uniforms)
is_simple_shade = (flags & TriUniforms::simple_shade) == SSAInt(TriUniforms::simple_shade); is_simple_shade = (flags & TriUniforms::simple_shade) == SSAInt(TriUniforms::simple_shade);
is_nearest_filter = (flags & TriUniforms::nearest_filter) == SSAInt(TriUniforms::nearest_filter); is_nearest_filter = (flags & TriUniforms::nearest_filter) == SSAInt(TriUniforms::nearest_filter);
is_fixed_light = (flags & TriUniforms::fixed_light) == SSAInt(TriUniforms::fixed_light);
} }

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@ -89,6 +89,7 @@ private:
SSAShadeConstants shade_constants; SSAShadeConstants shade_constants;
SSABool is_simple_shade; SSABool is_simple_shade;
SSABool is_nearest_filter; SSABool is_nearest_filter;
SSABool is_fixed_light;
SSAUBytePtr stencilValues; SSAUBytePtr stencilValues;
SSAIntPtr stencilMasks; SSAIntPtr stencilMasks;
@ -115,7 +116,7 @@ private:
SSAInt x, y; SSAInt x, y;
SSAInt x0, x1, y0, y1; SSAInt x0, x1, y0, y1;
SSAInt diminishedlight; SSAInt currentlight;
SSAInt varyingPos[TriVertex::NumVarying]; SSAInt varyingPos[TriVertex::NumVarying];
SSAInt varyingStepPos[TriVertex::NumVarying]; SSAInt varyingStepPos[TriVertex::NumVarying];
SSAInt varyingStartStepX[TriVertex::NumVarying]; SSAInt varyingStartStepX[TriVertex::NumVarying];

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@ -230,7 +230,7 @@ struct TriUniforms
{ {
simple_shade = 1, simple_shade = 1,
nearest_filter = 2, nearest_filter = 2,
diminishing_lighting = 4 fixed_light = 4
}; };
TriMatrix objectToClip; TriMatrix objectToClip;

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@ -82,9 +82,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
TriUniforms uniforms; TriUniforms uniforms;
uniforms.objectToClip = worldToClip; uniforms.objectToClip = worldToClip;
uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f); uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (fixedlightlev >= 0) if (fixedlightlev >= 0 || fixedcolormap)
uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
else if (fixedcolormap)
uniforms.light = 256; uniforms.light = 256;
uniforms.flags = 0; uniforms.flags = 0;
uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth; uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;

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@ -111,10 +111,20 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, AActor *thing, subse
vertices[i].varying[0] = 1.0f - vertices[i].varying[0]; vertices[i].varying[0] = 1.0f - vertices[i].varying[0];
} }
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
TriUniforms uniforms; TriUniforms uniforms;
uniforms.objectToClip = worldToClip; uniforms.objectToClip = worldToClip;
if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
{
uniforms.light = 256;
uniforms.flags = TriUniforms::fixed_light;
}
else
{
uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f); uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
uniforms.flags = 0; uniforms.flags = 0;
}
uniforms.subsectorDepth = subsectorDepth; uniforms.subsectorDepth = subsectorDepth;
PolyDrawArgs args; PolyDrawArgs args;

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@ -244,7 +244,7 @@ int RenderPolyWall::GetLightLevel()
{ {
bool foggy = false; bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4; int actualextralight = foggy ? 0 : extralight << 4;
return Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight; return clamp(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight, 0, 255);
} }
} }