/* ** Light calculations ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #pragma once #include "swrenderer/scene/r_light.h" // Keep using the software renderer's camera light class, for now. // The DFrameBuffer abstraction relies on this being globally shared typedef swrenderer::CameraLight PolyCameraLight; class PolyLightVisibility { public: 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); } // 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) / screenZ; } double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; } static fixed_t LightLevelToShade(int lightlevel, bool foggy); private: // 1706 is the value for walls on 1080p 16:9 displays. double WallVisibility = 1706.0; bool NoLightFade = false; };