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49 lines
1.7 KiB
C++
49 lines
1.7 KiB
C++
/*
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** Light calculations
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "poly_light.h"
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#include "polyrenderer/poly_renderer.h"
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fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
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{
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bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE));
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if (nolightfade)
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{
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return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);
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}
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else
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{
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// Convert a light level into an unbounded colormap index (shade). Result is
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// fixed point. Why the +12? I wish I knew, but experimentation indicates it
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// is necessary in order to best reproduce Doom's original lighting.
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return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
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}
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}
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double PolyLightVisibility::FocalTangent()
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{
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return PolyRenderer::Instance()->Viewwindow.FocalTangent;
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}
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