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https://github.com/ZDoom/Raze.git
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aa0e558af2
Also some optimization to eliminate redundant calculations of the fade strength.
178 lines
No EOL
4.8 KiB
C++
178 lines
No EOL
4.8 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_light.cpp
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** Light level / fog management / dynamic lights
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**
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**/
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#include "c_cvars.h"
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#include "hw_drawinfo.h"
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// externally settable lighting properties
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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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//==========================================================================
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//
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// Sets up the fog tables
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//
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//==========================================================================
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void BuildFogTable()
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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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{
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int l = i >> 1;
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if (i < 64) l = -32 + i;
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if (numshades == 64) distfogtable[i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - l) / 164);
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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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// Get current light level
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//
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//==========================================================================
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int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor)
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{
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int light;
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if (numshades == 64)
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{
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//lightlevel = clamp(lightlevel * 55 / 50, 0, 255);
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}
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if (lightlevel <= 0) return 0;
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rellight = Scale(rellight, lightlevel, 255);
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bool darklightmode = isDarkLightMode();
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if (darklightmode && lightlevel < 192 && !weapon)
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{
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if (lightlevel > 90)
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{
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light = int(192.f - (192 - lightlevel)* 1.5f) + rellight;
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}
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else
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{
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light = int((lightlevel + rellight) * 0.444);
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}
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}
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else
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{
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light=lightlevel+rellight;
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}
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// Fake contrast should never turn a positive value into 0.
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return clamp(light, 1, 255);
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}
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//==========================================================================
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//
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// Get current light color
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//
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//==========================================================================
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PalEntry HWDrawInfo::CalcLightColor(int light, PalEntry pe, int blendfactor)
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{
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int r,g,b;
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if (blendfactor == 0)
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{
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r = pe.r * light / 255;
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g = pe.g * light / 255;
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b = pe.b * light / 255;
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}
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else
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{
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// This is what Legacy does with colored light in 3D volumes. No, it doesn't really make sense...
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// It also doesn't translate well to software style lighting.
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int mixlight = light * (255 - blendfactor);
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r = (mixlight + pe.r * blendfactor) / 255;
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g = (mixlight + pe.g * blendfactor) / 255;
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b = (mixlight + pe.b * blendfactor) / 255;
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}
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return PalEntry(255, uint8_t(r), uint8_t(g), uint8_t(b));
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}
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//==========================================================================
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//
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// calculates the current fog density
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//
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//==========================================================================
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float HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor)
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{
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float density;
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if (sectorfogdensity != 0)
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{
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// case 1: Sector has an explicit fog density set.
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density = (float)sectorfogdensity;
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}
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else if ((fogcolor.d & 0xffffff) == 0)
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{
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// case 2: black fog
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density = distfogtable[hw_ClampLight(lightlevel)];
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}
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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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{
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// case 3. outsidefogdensity has already been set as needed
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density = (float)Level->outsidefogdensity;
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}
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else if (Level->fogdensity != 0)
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{
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// case 4: level has fog density set
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density = (float)Level->fogdensity;
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}
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#endif
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else if (lightlevel < 248)
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{
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// case 5: use light level
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density = (float)clamp<int>(255 - lightlevel, 30, 255);
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}
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else
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{
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density = 0.f;
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}
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return density;
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}
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void HWDrawInfo::SetVisibility()
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{
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rellight = 0;
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if (g_relvisibility)
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{
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rellight = (sizeToBits(g_visibility) - sizeToBits(g_visibility + g_relvisibility)) * (32 * 32) / numshades;
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}
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// 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.
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visibility = g_visibility * (32.f / 512.f) / numshades;
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} |