// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #pragma once #include #include "r_defs.h" #include "v_palette.h" #include "r_data/colormaps.h" #include "r_utility.h" #include "r_viewport.h" // Lighting. // // [RH] This has changed significantly from Doom, which used lookup // tables based on 1/z for walls and z for flats and only recognized // 16 discrete light levels. The terminology I use is borrowed from Build. // The size of a single colormap, in bits #define COLORMAPSHIFT 8 // Convert a light level into an unbounded colormap index (shade). Result is // fixed point. Why the +12? I wish I knew, but experimentation indicates it // is necessary in order to best reproduce Doom's original lighting. #define LIGHT2SHADE(l) ((NUMCOLORMAPS*2*FRACUNIT)-(((l)+12)*(FRACUNIT*NUMCOLORMAPS/128))) // MAXLIGHTSCALE from original DOOM, divided by 2. #define MAXLIGHTVIS (24.0) // Convert a shade and visibility to a clamped colormap index. // Result is not fixed point. // Change R_CalcTiltedLighting() when this changes. #define GETPALOOKUP(vis,shade) (clamp (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1)) // Calculate the light multiplier for dc_light/ds_light // This is used instead of GETPALOOKUP when ds_colormap/dc_colormap is set to the base colormap // Returns a value between 0 and 1 in fixed point #define LIGHTSCALE(vis,shade) FLOAT2FIXED(clamp((FIXED2DBL(shade) - (MIN(MAXLIGHTVIS,double(vis)))) / NUMCOLORMAPS, 0.0, (NUMCOLORMAPS-1)/(double)NUMCOLORMAPS)) // Converts fixedlightlev into a shade value #define FIXEDLIGHT2SHADE(lightlev) (((lightlev) >> COLORMAPSHIFT) << FRACBITS) struct FSWColormap; namespace swrenderer { class CameraLight { public: static CameraLight *Instance(); int fixedlightlev = 0; FSWColormap *fixedcolormap = nullptr; FSpecialColormap *realfixedcolormap = nullptr; void SetCamera(AActor *actor); }; class LightVisibility { public: static LightVisibility *Instance(); void SetVisibility(double visibility); double GetVisibility() const { return CurrentVisibility; } double WallGlobVis() const { return WallVisibility; } double SpriteGlobVis() const { return WallVisibility; } double ParticleGlobVis() const { return WallVisibility * 0.5; } double FlatPlaneGlobVis() const { return FloorVisibility; } double SlopePlaneGlobVis() const { return TiltVisibility; } // The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros double WallVis(double screenZ) const { return WallGlobVis() / screenZ; } double SpriteVis(double screenZ) const { return WallGlobVis() / screenZ; } double ParticleVis(double screenZ) const { return WallGlobVis() / screenZ; } double FlatPlaneVis(int screenY, double planeZ) const { return FlatPlaneGlobVis() / fabs(planeZ - ViewPos.Z) * fabs(CenterY - screenY); } private: double BaseVisibility = 0.0; double WallVisibility = 0.0; double FloorVisibility = 0.0; float TiltVisibility = 0.0f; double CurrentVisibility = 8.f; double MaxVisForWall = 0.0; double MaxVisForFloor = 0.0; }; class ColormapLight { public: int ColormapNum = 0; FSWColormap *BaseColormap = nullptr; void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack); }; inline int R_ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; } }