Add some light and transparency

This commit is contained in:
Magnus Norddahl 2016-11-08 02:48:14 +01:00
commit b9d6fc6856
3 changed files with 60 additions and 31 deletions

View file

@ -62,7 +62,7 @@ void RenderPolyBsp::Render()
TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
worldToClip = TriMatrix::perspective(fovy, ratio, 5.0, 65535.0f) * worldToView;
worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
// Y shearing like the Doom renderer:
//worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView();
@ -87,6 +87,36 @@ void RenderPolyBsp::RenderScreenSprites()
sprite.Render();
}
TriVertex RenderPolyBsp::PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane)
{
TriVertex v;
v.x = (float)v1->fPos().X;
v.y = (float)v1->fPos().Y;
v.z = (float)plane.ZatPoint(v1);
v.w = 1.0f;
v.varying[0] = v.x / 64.0f;
v.varying[1] = v.y / 64.0f;
if (fixedlightlev >= 0)
v.varying[2] = fixedlightlev / 255.0f;
else if (fixedcolormap)
v.varying[2] = 1.0f;
else
v.varying[2] = sector->lightlevel / 255.0f;
/*
double vis = r_FloorVisibility / (plane.Zat0() - ViewPos.Z);
if (fixedlightlev >= 0)
R_SetDSColorMapLight(sector->ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap)
R_SetDSColorMapLight(fixedcolormap, 0, 0);
else
R_SetDSColorMapLight(sector->ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(sector->lightlevel));
*/
return v;
}
void RenderPolyBsp::RenderSubsector(subsector_t *sub)
{
sector_t *frontsector = sub->sector;
@ -107,22 +137,8 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
int j = sub->numlines - 1 - i;
ceilVertices[j].x = (float)line->v1->fPos().X;
ceilVertices[j].y = (float)line->v1->fPos().Y;
ceilVertices[j].z = (float)frontsector->ceilingplane.ZatPoint(line->v1);
ceilVertices[j].w = 1.0f;
ceilVertices[j].varying[0] = ceilVertices[j].x / 64.0f;
ceilVertices[j].varying[1] = ceilVertices[j].y / 64.0f;
ceilVertices[j].varying[2] = 1.0f;
floorVertices[i].x = (float)line->v1->fPos().X;
floorVertices[i].y = (float)line->v1->fPos().Y;
floorVertices[i].z = (float)frontsector->floorplane.ZatPoint(line->v1);
floorVertices[i].w = 1.0f;
floorVertices[i].varying[0] = floorVertices[i].x / 64.0f;
floorVertices[i].varying[1] = floorVertices[i].y / 64.0f;
floorVertices[i].varying[2] = 1.0f;
ceilVertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane);
floorVertices[i] = PlaneVertex(line->v1, frontsector, frontsector->floorplane);
}
FTexture *floortex = TexMan(frontsector->GetTexture(sector_t::floor));
@ -592,7 +608,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[0].w = 1.0f;
vertices[0].varying[0] = (float)texcoords.u1;
vertices[0].varying[1] = (float)texcoords.v1;
vertices[0].varying[2] = 1.0f;
vertices[0].varying[2] = GetLightLevel() / 255.0f;
vertices[1].x = (float)v2.X;
vertices[1].y = (float)v2.Y;
@ -600,7 +616,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[1].w = 1.0f;
vertices[1].varying[0] = (float)texcoords.u2;
vertices[1].varying[1] = (float)texcoords.v1;
vertices[1].varying[2] = 1.0f;
vertices[1].varying[2] = GetLightLevel() / 255.0f;
vertices[2].x = (float)v2.X;
vertices[2].y = (float)v2.Y;
@ -608,7 +624,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[2].w = 1.0f;
vertices[2].varying[0] = (float)texcoords.u2;
vertices[2].varying[1] = (float)texcoords.v2;
vertices[2].varying[2] = 1.0f;
vertices[2].varying[2] = GetLightLevel() / 255.0f;
vertices[3].x = (float)v1.X;
vertices[3].y = (float)v1.Y;
@ -616,7 +632,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[3].w = 1.0f;
vertices[3].varying[0] = (float)texcoords.u1;
vertices[3].varying[1] = (float)texcoords.v2;
vertices[3].varying[2] = 1.0f;
vertices[3].varying[2] = GetLightLevel() / 255.0f;
TriangleDrawer::draw(worldToClip, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, tex);
}
@ -630,18 +646,17 @@ FTexture *RenderPolyWall::GetTexture()
return tex;
}
int RenderPolyWall::GetShade()
int RenderPolyWall::GetLightLevel()
{
if (fixedlightlev >= 0 || fixedcolormap)
{
return 0;
return 255;
}
else
{
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int shade = LIGHT2SHADE(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight);
return shade;
return Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight;
}
}