vkdoom_m/src/hwrenderer/scene/hw_renderstate.cpp

156 lines
4.1 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** hw_renderstate.cpp
** hardware independent part of render state.
**
*/
#include "hw_renderstate.h"
#include "hw_drawstructs.h"
#include "hw_portal.h"
#include "hwrenderer/utility/hw_lighting.h"
#include "hwrenderer/utility/hw_cvars.h"
//==========================================================================
//
// set current light color
//
//==========================================================================
void FRenderState::SetColor(int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon)
{
if (fullbright)
{
SetColorAlpha(0xffffff, alpha, 0);
SetSoftLightLevel(255);
}
else
{
int hwlightlevel = hw_CalcLightLevel(sectorlightlevel, rellight, weapon, cm.BlendFactor);
PalEntry pe = hw_CalcLightColor(hwlightlevel, cm.LightColor, cm.BlendFactor);
SetColorAlpha(pe, alpha, cm.Desaturation);
SetSoftLightLevel(hw_ClampLight(sectorlightlevel + rellight), cm.BlendFactor);
}
}
//==========================================================================
//
// Lighting stuff
//
//==========================================================================
void FRenderState::SetShaderLight(float level, float olight)
{
const float MAXDIST = 256.f;
const float THRESHOLD = 96.f;
const float FACTOR = 0.75f;
if (level > 0)
{
float lightdist, lightfactor;
if (olight < THRESHOLD)
{
lightdist = (MAXDIST / 2) + (olight * MAXDIST / THRESHOLD / 2);
olight = THRESHOLD;
}
else lightdist = MAXDIST;
lightfactor = 1.f + ((olight / level) - 1.f) * FACTOR;
if (lightfactor == 1.f) lightdist = 0.f; // save some code in the shader
SetLightParms(lightfactor, lightdist);
}
else
{
SetLightParms(1.f, 0.f);
}
}
//==========================================================================
//
// Sets the fog for the current polygon
//
//==========================================================================
void FRenderState::SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive)
{
PalEntry fogcolor;
float fogdensity;
if (level.flags&LEVEL_HASFADETABLE)
{
fogdensity = 70;
fogcolor = 0x808080;
}
else if (cmap != NULL && !fullbright)
{
fogcolor = cmap->FadeColor;
fogdensity = hw_GetFogDensity(lightlevel, fogcolor, cmap->FogDensity, cmap->BlendFactor);
fogcolor.a = 0;
}
else
{
fogcolor = 0;
fogdensity = 0;
}
// Make fog a little denser when inside a skybox
if (screen->mPortalState->inskybox) fogdensity += fogdensity / 2;
// no fog in enhanced vision modes!
if (fogdensity == 0 || gl_fogmode == 0)
{
EnableFog(false);
SetFog(0, 0);
}
else
{
if ((level.lightmode == 2 || (level.lightmode == 8 && cmap->BlendFactor > 0)) && fogcolor == 0)
{
float light = (float)hw_CalcLightLevel(lightlevel, rellight, false, cmap->BlendFactor);
SetShaderLight(light, lightlevel);
}
else
{
SetLightParms(1.f, 0.f);
}
// For additive rendering using the regular fog color here would mean applying it twice
// so always use black
if (isadditive)
{
fogcolor = 0;
}
EnableFog(true);
SetFog(fogcolor, fogdensity);
// Korshun: fullbright fog like in software renderer.
if (level.lightmode == 8 && cmap->BlendFactor == 0 && level.brightfog && fogdensity != 0 && fogcolor != 0)
{
SetSoftLightLevel(255);
}
}
}