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- use different fade ramps for 64 and 32 shades.
Also some optimization to eliminate redundant calculations of the fade strength.
This commit is contained in:
parent
07eeb147ab
commit
aa0e558af2
3 changed files with 10 additions and 5 deletions
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@ -145,6 +145,7 @@ void highTileSetup();
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void FontCharCreated(FGameTexture* base, FGameTexture* untranslated);
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void FontCharCreated(FGameTexture* base, FGameTexture* untranslated);
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void LoadVoxelModels();
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void LoadVoxelModels();
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void MarkMap();
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void MarkMap();
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void BuildFogTable();
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DStatusBarCore* StatusBar;
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DStatusBarCore* StatusBar;
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@ -1032,6 +1033,7 @@ int RunGame()
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for (int i = 1; i <= 255; i++) palindexmap[i] = i;
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for (int i = 1; i <= 255; i++) palindexmap[i] = i;
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GPalette.Init(MAXPALOOKUPS + 2, palindexmap); // one slot for each translation, plus a separate one for the base palettes and the internal one
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GPalette.Init(MAXPALOOKUPS + 2, palindexmap); // one slot for each translation, plus a separate one for the base palettes and the internal one
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gi->loadPalette();
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gi->loadPalette();
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BuildFogTable();
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StartScreen->Progress();
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StartScreen->Progress();
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InitTextures();
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InitTextures();
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@ -600,6 +600,8 @@ void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
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auto gp = static_cast<HWPortal *>(p);
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auto gp = static_cast<HWPortal *>(p);
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gp->SetupStencil(this, state, usestencil);
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gp->SetupStencil(this, state, usestencil);
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auto new_di = StartDrawInfo(this, Viewpoint, &VPUniforms);
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auto new_di = StartDrawInfo(this, Viewpoint, &VPUniforms);
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new_di->visibility = visibility;
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new_di->rellight = rellight;
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new_di->mCurrentPortal = gp;
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new_di->mCurrentPortal = gp;
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state.SetLightIndex(-1);
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state.SetLightIndex(-1);
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gp->DrawContents(new_di, state);
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gp->DrawContents(new_di, state);
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@ -29,7 +29,7 @@
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#include "hw_drawinfo.h"
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#include "hw_drawinfo.h"
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// externally settable lighting properties
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// externally settable lighting properties
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static float distfogtable[2][256]; // light to fog conversion table for black fog
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static float distfogtable[256]; // light to fog conversion table for black fog
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CVAR(Int, hw_weaponlight, 8, CVAR_ARCHIVE);
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CVAR(Int, hw_weaponlight, 8, CVAR_ARCHIVE);
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@ -39,15 +39,16 @@ CVAR(Int, hw_weaponlight, 8, CVAR_ARCHIVE);
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//
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//
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//==========================================================================
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//==========================================================================
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CUSTOM_CVAR(Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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void BuildFogTable()
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{
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{
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const int gl_distfog = 70;
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for (int i = 0; i < 256; i++)
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for (int i = 0; i < 256; i++)
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{
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{
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int l = i >> 1;
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int l = i >> 1;
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if (i < 64) l = -32 + i;
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if (i < 64) l = -32 + i;
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distfogtable[0][i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - l) / 164);
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if (numshades == 64) distfogtable[i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - l) / 164);
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distfogtable[1][i] = 5.f + (float)((gl_distfog >> 1) + (float)((gl_distfog)*(128 - (i >> 1)) / 70));
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else distfogtable[i] = 5.f + (float)((gl_distfog >> 1) + (float)((gl_distfog)*(128 - (i >> 1)) / 70));
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}
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}
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}
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}
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@ -139,7 +140,7 @@ float HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfog
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else if ((fogcolor.d & 0xffffff) == 0)
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else if ((fogcolor.d & 0xffffff) == 0)
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{
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{
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// case 2: black fog
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// case 2: black fog
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density = distfogtable[hw_lightmode != 1][hw_ClampLight(lightlevel)];
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density = distfogtable[hw_ClampLight(lightlevel)];
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}
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}
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#if 0
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#if 0
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else if (Level->outsidefogdensity != 0 && APART(Level->info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (Level->info->outsidefog & 0xffffff))
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else if (Level->outsidefogdensity != 0 && APART(Level->info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (Level->info->outsidefog & 0xffffff))
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