// //--------------------------------------------------------------------------- // // Copyright(C) 2002-2018 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_light.cpp ** Light level / fog management / dynamic lights ** **/ #include "c_cvars.h" #include "hw_drawinfo.h" // externally settable lighting properties static float distfogtable[2][256]; // light to fog conversion table for black fog CVAR(Int, hw_weaponlight, 8, CVAR_ARCHIVE); //========================================================================== // // Sets up the fog tables // //========================================================================== CUSTOM_CVAR(Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { for (int i = 0; i < 256; i++) { if (i < 164) { distfogtable[0][i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - i) / 164); } else if (i < 230) { distfogtable[0][i] = (float)((gl_distfog >> 1) - (gl_distfog >> 1)*(i - 164) / (230 - 164)); } else distfogtable[0][i] = 0; if (i < 128) { distfogtable[1][i] = 6.f + (float)((gl_distfog >> 1) + (gl_distfog)*(128 - i) / 48); } else if (i < 216) { distfogtable[1][i] = (216.f - i) / ((216.f - 128.f)) * gl_distfog / 10; } else distfogtable[1][i] = 0; } } //========================================================================== // // Get current light level // //========================================================================== int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor) { int light; if (lightlevel <= 0) return 0; bool darklightmode = isDarkLightMode(); if (darklightmode && lightlevel < 192 && !weapon) { if (lightlevel > 100) { light = xs_CRoundToInt(192.f - (192 - lightlevel)* 1.87f); if (light + rellight < 20) { light = 20 + (light + rellight - 20) / 5; } else { light += rellight; } } else { light = (lightlevel + rellight) / 5; } } else { light=lightlevel+rellight; } // Fake contrast should never turn a positive value into 0. return clamp(light, 1, 255); } //========================================================================== // // Get current light color // //========================================================================== PalEntry HWDrawInfo::CalcLightColor(int light, PalEntry pe, int blendfactor) { int r,g,b; if (blendfactor == 0) { r = pe.r * light / 255; g = pe.g * light / 255; b = pe.b * light / 255; } else { // This is what Legacy does with colored light in 3D volumes. No, it doesn't really make sense... // It also doesn't translate well to software style lighting. int mixlight = light * (255 - blendfactor); r = (mixlight + pe.r * blendfactor) / 255; g = (mixlight + pe.g * blendfactor) / 255; b = (mixlight + pe.b * blendfactor) / 255; } return PalEntry(255, uint8_t(r), uint8_t(g), uint8_t(b)); } //========================================================================== // // calculates the current fog density // //========================================================================== float HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor) { float density; if (sectorfogdensity != 0) { // case 1: Sector has an explicit fog density set. density = (float)sectorfogdensity; } else if ((fogcolor.d & 0xffffff) == 0) { // case 2: black fog density = distfogtable[hw_lightmode != 1][hw_ClampLight(lightlevel)]; } #if 0 else if (Level->outsidefogdensity != 0 && APART(Level->info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (Level->info->outsidefog & 0xffffff)) { // case 3. outsidefogdensity has already been set as needed density = (float)Level->outsidefogdensity; } else if (Level->fogdensity != 0) { // case 4: level has fog density set density = (float)Level->fogdensity; } #endif else if (lightlevel < 248) { // case 5: use light level density = (float)clamp(255 - lightlevel, 30, 255); } else { density = 0.f; } return density; }