qzdoom/src/swrenderer/scene/r_light.h
2017-03-06 23:27:02 +01:00

113 lines
4.1 KiB
C++

//
// 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 <stddef.h>
#include "r_defs.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_utility.h"
#include "swrenderer/viewport/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
// 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<int> (((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))
struct FSWColormap;
namespace swrenderer
{
class CameraLight
{
public:
static CameraLight *Instance();
int FixedLightLevel() const { return fixedlightlev; }
FSWColormap *FixedColormap() const { return fixedcolormap; }
FSpecialColormap *ShaderColormap() const { return realfixedcolormap; }
fixed_t FixedLightLevelShade() const { return (FixedLightLevel() >> COLORMAPSHIFT) << FRACBITS; }
void SetCamera(AActor *actor);
void ClearShaderColormap() { realfixedcolormap = nullptr; }
private:
int fixedlightlev = 0;
FSWColormap *fixedcolormap = nullptr;
FSpecialColormap *realfixedcolormap = nullptr;
};
class LightVisibility
{
public:
static LightVisibility *Instance();
void SetVisibility(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) / screenZ; }
double ParticleVis(double screenZ, bool foggy) const { return ParticleGlobVis(foggy) / screenZ; }
double FlatPlaneVis(int screenY, double planeZ, bool foggy) const { return FlatPlaneGlobVis(foggy) / fabs(planeZ - ViewPos.Z) * fabs(RenderViewport::Instance()->CenterY - screenY); }
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
static int ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; }
private:
double BaseVisibility = 0.0;
double WallVisibility = 0.0;
double FloorVisibility = 0.0;
float TiltVisibility = 0.0f;
bool NoLightFade = false;
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);
};
}