- create a ProjectedWallLight class for the variables used to calculate light for columns

This commit is contained in:
Magnus Norddahl 2018-12-27 22:03:02 +01:00
commit ed094d0b2f
9 changed files with 99 additions and 105 deletions

View file

@ -80,12 +80,11 @@ namespace swrenderer
sector_t tempsec;
const sector_t *sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
FDynamicColormap *basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::walltop]); // [RH] Set basecolormap
bool foggy = ds->foggy;
int lightlevel = ds->lightlevel;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
mLight.basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::walltop]); // [RH] Set basecolormap
mLight.foggy = ds->foggy;
mLight.lightlevel = ds->lightlevel;
mLight.lightstep = ds->lightstep;
mLight.light = ds->light + (x1 - ds->x1) * mLight.lightstep;
Clip3DFloors *clip3d = Thread->Clip3D.get();
@ -95,9 +94,9 @@ namespace swrenderer
if (clipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
mLight.basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
mLight.foggy = (level.fadeto || mLight.basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
mLight.lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
@ -107,7 +106,7 @@ namespace swrenderer
SpriteDrawerArgs columndrawerargs;
ColormapLight cmlight;
cmlight.SetColormap(Thread, MINZ, lightlevel, foggy, basecolormap, false, false, false, false, false);
cmlight.SetColormap(Thread, MINZ, mLight.lightlevel, mLight.foggy, mLight.basecolormap, false, false, false, false, false);
bool visible = columndrawerargs.SetStyle(viewport, LegacyRenderStyles[additive ? STYLE_Add : STYLE_Translucent], alpha, 0, 0, cmlight);
if (!visible && !ds->bFogBoundary && !ds->Has3DFloorWalls())
{
@ -123,7 +122,7 @@ namespace swrenderer
const short *mceilingclip = ds->sprtopclip - ds->x1;
RenderFogBoundary renderfog;
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, lightlevel, ds->foggy, rw_light, rw_lightstep, basecolormap);
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, mLight.lightlevel, ds->foggy, mLight.light, mLight.lightstep, mLight.basecolormap);
if (ds->maskedtexturecol == nullptr)
renderwall = false;
@ -134,7 +133,7 @@ namespace swrenderer
}
if (renderwall)
notrelevant = RenderWall(ds, x1, x2, basecolormap, columndrawerargs, visible, lightlevel, foggy);
notrelevant = RenderWall(ds, x1, x2, columndrawerargs, visible);
if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
{
@ -147,7 +146,7 @@ namespace swrenderer
}
}
bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, FDynamicColormap *basecolormap, SpriteDrawerArgs &columndrawerargs, bool visible, int lightlevel, bool foggy)
bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, SpriteDrawerArgs &columndrawerargs, bool visible)
{
auto renderstyle = DefaultRenderStyle();
auto viewport = Thread->Viewport.get();
@ -320,7 +319,7 @@ namespace swrenderer
for (int x = x1; x < x2; ++x)
{
if (needslight)
columndrawerargs.SetLight(rw_light, lightlevel, foggy, Thread->Viewport.get());
columndrawerargs.SetLight(mLight.light, mLight.lightlevel, mLight.foggy, Thread->Viewport.get());
fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
double sprtopscreen;
@ -331,7 +330,7 @@ namespace swrenderer
columndrawerargs.DrawMaskedColumn(Thread, x, iscale, tex, maskedtexturecol[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, renderstyle);
rw_light += rw_lightstep;
mLight.light += mLight.lightstep;
spryscale += rw_scalestep;
}
}
@ -399,14 +398,14 @@ namespace swrenderer
bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, additive, alpha, lightlevel, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, additive, alpha, rw_offset, mLight, nullptr);
}
return false;
}
// kg3D - render one fake wall
void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int lightlevel, FDynamicColormap *basecolormap, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
{
int i;
double xscale;
@ -416,8 +415,8 @@ namespace swrenderer
if (Alpha <= 0)
return;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
mLight.lightstep = ds->lightstep;
mLight.light = ds->light + (x1 - ds->x1) * mLight.lightstep;
const short *mfloorclip = ds->sprbottomclip - ds->x1;
const short *mceilingclip = ds->sprtopclip - ds->x1;
@ -501,9 +500,9 @@ namespace swrenderer
GetMaskedWallTopBottom(ds, top, bot);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha, lightlevel, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha, rw_offset, mLight, nullptr);
RenderDecal::RenderDecals(Thread, curline->sidedef, ds, lightlevel, rw_light, rw_lightstep, curline, WallC, ds->foggy, basecolormap, wallupper.ScreenY, walllower.ScreenY, true);
RenderDecal::RenderDecals(Thread, curline->sidedef, ds, curline, WallC, mLight, wallupper.ScreenY, walllower.ScreenY, true);
}
// kg3D - walls of fake floors
@ -696,8 +695,8 @@ namespace swrenderer
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
}
// correct colors now
FDynamicColormap *basecolormap = nullptr;
int lightlevel = ds->lightlevel;
mLight.basecolormap = nullptr;
mLight.lightlevel = ds->lightlevel;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
@ -708,9 +707,9 @@ namespace swrenderer
if (clipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
//bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
mLight.basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
mLight.foggy = (level.fadeto || mLight.basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
mLight.lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
@ -722,19 +721,19 @@ namespace swrenderer
if (clipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
//bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
mLight.basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
mLight.foggy = (level.fadeto || mLight.basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
mLight.lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
}
}
if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
if (mLight.basecolormap == nullptr) mLight.basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
if (rw_pic && !swimmable_found)
{
RenderFakeWall(ds, x1, x2, fover ? fover : rover, lightlevel, basecolormap, clipTop, clipBottom, rw_pic);
RenderFakeWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
}
break;
}
@ -883,8 +882,8 @@ namespace swrenderer
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
}
// correct colors now
FDynamicColormap *basecolormap = nullptr;
int lightlevel = ds->lightlevel;
mLight.basecolormap = nullptr;
mLight.lightlevel = ds->lightlevel;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
@ -895,9 +894,9 @@ namespace swrenderer
if (clipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
mLight.basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
mLight.foggy = (level.fadeto || mLight.basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
mLight.lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
@ -909,19 +908,19 @@ namespace swrenderer
if (clipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
mLight.basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
mLight.foggy = (level.fadeto || mLight.basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
mLight.lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
}
}
if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
if (mLight.basecolormap == nullptr) mLight.basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
if (rw_pic && !swimmable_found)
{
RenderFakeWall(ds, x1, x2, fover ? fover : rover, lightlevel, basecolormap, clipTop, clipBottom, rw_pic);
RenderFakeWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
}
break;
}