- moved the code in gl_data.cpp to better fitting places
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals. * RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp. * the dumpgeometry CCMD has been moved to p_setup.cpp
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0127a71974
commit
65e7b6dfaa
22 changed files with 249 additions and 390 deletions
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@ -53,8 +53,6 @@ CUSTOM_CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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GLRenderer->mShaderManager->ResetFixedColormap();
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}
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}
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CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE);
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CVAR(Bool, gl_lightadditivesurfaces, false, CVAR_ARCHIVE);
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@ -97,14 +95,6 @@ CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
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if (self<0) self=0;
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}
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CUSTOM_CVAR(Int, gl_lightmode, 3 ,CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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int newself = self;
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if (newself > 4) newself=8; // use 8 for software lighting to avoid conflicts with the bit mask
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if (newself < 0) newself=0;
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if (self != newself) self = newself;
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glset.lightmode = newself;
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}
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@ -172,7 +162,7 @@ int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon)
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if (lightlevel == 0) return 0;
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if ((glset.lightmode & 2) && lightlevel < 192 && !weapon)
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if ((level.lightmode & 2) && lightlevel < 192 && !weapon)
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{
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if (lightlevel > 100)
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{
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@ -210,7 +200,7 @@ static PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor)
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{
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int r,g,b;
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if (glset.lightmode == 8)
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if (level.lightmode == 8)
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{
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return pe;
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}
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@ -276,7 +266,7 @@ float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
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{
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float density;
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if (glset.lightmode & 4)
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if (level.lightmode & 4)
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{
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// uses approximations of Legacy's default settings.
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density = level.fogdensity ? level.fogdensity : 18;
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@ -289,9 +279,9 @@ float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
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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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if (glset.lightmode != 8 && !(level.flags3 & LEVEL3_NOLIGHTFADE))
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if (level.lightmode != 8 && !(level.flags3 & LEVEL3_NOLIGHTFADE))
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{
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density = distfogtable[glset.lightmode != 0][gl_ClampLight(lightlevel)];
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density = distfogtable[level.lightmode != 0][gl_ClampLight(lightlevel)];
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}
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else
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{
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@ -350,7 +340,7 @@ bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
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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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}
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else if (level.fogdensity!=0 || (glset.lightmode & 4))
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else if (level.fogdensity!=0 || (level.lightmode & 4))
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{
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// case 3: level has fog density set
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}
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@ -369,7 +359,7 @@ bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
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{
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return false;
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}
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else if (level.fogdensity!=0 || (glset.lightmode & 4))
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else if (level.fogdensity!=0 || (level.lightmode & 4))
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{
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// case 3: level has fog density set
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return false;
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@ -459,7 +449,7 @@ void gl_SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *c
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}
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else
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{
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if (glset.lightmode == 2 && fogcolor == 0)
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if (level.lightmode == 2 && fogcolor == 0)
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{
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float light = gl_CalcLightLevel(lightlevel, rellight, false);
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gl_SetShaderLight(light, lightlevel);
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@ -480,7 +470,7 @@ void gl_SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *c
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gl_RenderState.SetFog(fogcolor, fogdensity);
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// Korshun: fullbright fog like in software renderer.
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if (glset.lightmode == 8 && glset.brightfog && fogdensity != 0 && fogcolor != 0)
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if (level.lightmode == 8 && level.brightfog && fogdensity != 0 && fogcolor != 0)
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{
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gl_RenderState.SetSoftLightLevel(255);
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}
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