- fully implemented "nolightfade" to turn off diminishing lights in the software renderer.
- unfortunately, LIGHT2SHADE had to be transformed into a namespaced function.
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24 changed files with 84 additions and 52 deletions
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@ -32,12 +32,20 @@
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#include "d_player.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "gl/data/gl_data.h"
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CVAR(Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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fixed_t LIGHT2SHADE(int l, bool foggy)
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{
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return (!foggy && (glset.nolightfade) ?
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((MAX(255 - l, 0) * NUMCOLORMAPS) << (FRACBITS - 8)) :
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((NUMCOLORMAPS*2*FRACUNIT)-(((l)+12)*(FRACUNIT*NUMCOLORMAPS/128))));
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}
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CameraLight *CameraLight::Instance()
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{
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static CameraLight instance;
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@ -146,10 +154,12 @@ namespace swrenderer
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TiltVisibility = float(vis * FocalTangent * (16.f * 320.f) / viewwidth);
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// Disable diminishing light (To do: make a cvar control this)
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WallVisibility = 0.0;
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FloorVisibility = 0.0;
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TiltVisibility = 0.0f;
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NoLightFade = glset.nolightfade;
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// Disable diminishing light
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// WallVisibility = 0.0;
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// FloorVisibility = 0.0;
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// TiltVisibility = 0.0f;
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}
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// Controls how quickly light ramps across a 1/z range. Set this, and it
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