- tweaked light mode for weapon lighting and avoiding getting too dark.

This commit is contained in:
Christoph Oelckers 2022-01-10 21:19:06 +01:00
parent aa7af0711a
commit 07eeb147ab
5 changed files with 28 additions and 20 deletions

View file

@ -135,6 +135,7 @@ void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float
}
auto di = HWDrawInfo::StartDrawInfo(nullptr, mainvp, nullptr);
di->SetVisibility();
auto& vp = di->Viewpoint;
vp = mainvp;

View file

@ -120,6 +120,9 @@ struct HWDrawInfo
bool ingeo;
FVector2 geoofs;
int rellight;
float visibility;
private:
bool inview;
sectortype *currentsector;
@ -178,6 +181,7 @@ public:
void EndDrawScene(FRenderState &state);
void Set3DViewport(FRenderState &state);
void ProcessScene(bool toscreen);
void SetVisibility();
//void GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out);
//void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
@ -198,7 +202,7 @@ public:
bool isBuildSoftwareLighting() const
{
return hw_lightmode == 0;
return hw_lightmode == 0 || hw_int_useindexedcolortextures;
}
bool isDarkLightMode() const

View file

@ -47,7 +47,6 @@ CUSTOM_CVAR(Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
if (i < 64) l = -32 + i;
distfogtable[0][i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - l) / 164);
distfogtable[1][i] = 5.f + (float)((gl_distfog >> 1) + (float)((gl_distfog)*(128 - (i >> 1)) / 70));
}
}
@ -62,27 +61,25 @@ int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int bl
{
int light;
if (numshades == 64)
{
//lightlevel = clamp(lightlevel * 55 / 50, 0, 255);
}
if (lightlevel <= 0) return 0;
rellight = Scale(rellight, lightlevel, 255);
bool darklightmode = isDarkLightMode();
if (darklightmode && lightlevel < 192 && !weapon)
{
if (lightlevel > 100)
if (lightlevel > 90)
{
light = xs_CRoundToInt(192.f - (192 - lightlevel)* 1.87f);
if (light + rellight < 20)
{
light = 20 + (light + rellight - 20) / 5;
light = int(192.f - (192 - lightlevel)* 1.5f) + rellight;
}
else
{
light += rellight;
}
}
else
{
light = (lightlevel + rellight) / 5;
light = int((lightlevel + rellight) * 0.444);
}
}
@ -168,3 +165,13 @@ float HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfog
return density;
}
void HWDrawInfo::SetVisibility()
{
rellight = 0;
if (g_relvisibility)
{
rellight = (sizeToBits(g_visibility) - sizeToBits(g_visibility + g_relvisibility)) * (32 * 32) / numshades;
}
// g_visibility == 512 is the baseline for 32 shades - this value is size dependent, so with twice the shades the visibility must be twice as high to get the same effect.
visibility = g_visibility * (32.f / 512.f) / numshades;
}

View file

@ -562,6 +562,7 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
di->SetClipLine(line);
di->SetupView(rstate, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(state->MirrorFlag & 1), !!(state->PlaneMirrorFlag & 1));
ClearClipper(di, clipper);
auto startan = bvectangbam(line->pos.X - newx, line->pos.Y - newy);

View file

@ -166,14 +166,9 @@ void SetLightAndFog(HWDrawInfo* di, FRenderState& state, PalEntry fade, int pale
if (!fullbright) inverselight /= ShadeDiv;
int lightlevel = !fullbright ? clamp(int(255 - inverselight), 0, 255) : 255;
int rellight = 0;
if (g_relvisibility)
{
rellight = sizeToBits(g_visibility) - sizeToBits(g_visibility + g_relvisibility);
}
FColormap cm = { 0xffffffff };
di->SetColor(state, lightlevel, 32*rellight, fullbright, cm, alpha);
di->SetFog(state, lightlevel, visibility * g_visibility * (1.f/512.f), fullbright, &cm, false);
di->SetColor(state, lightlevel, di->rellight, fullbright, cm, alpha);
di->SetFog(state, lightlevel, visibility * di->visibility, fullbright, &cm, false);
return;
}
// Fog must be done before the texture so that the texture selector can override it.