vkdoom_m/src/hwrenderer/utility/hw_lighting.cpp
Christoph Oelckers 1c3d4b46c6 - fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.
2018-09-08 13:08:04 +02:00

287 lines
7.8 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2018 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_light.cpp
** Light level / fog management / dynamic lights
**
**/
#include "c_cvars.h"
#include "r_sky.h"
#include "g_levellocals.h"
#include "hw_lighting.h"
// externally settable lighting properties
static float distfogtable[2][256]; // light to fog conversion table for black fog
CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
//==========================================================================
//
// Sets up the fog tables
//
//==========================================================================
CUSTOM_CVAR(Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
for (int i = 0; i < 256; i++)
{
if (i < 164)
{
distfogtable[0][i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - i) / 164);
}
else if (i < 230)
{
distfogtable[0][i] = (float)((gl_distfog >> 1) - (gl_distfog >> 1)*(i - 164) / (230 - 164));
}
else distfogtable[0][i] = 0;
if (i < 128)
{
distfogtable[1][i] = 6.f + (float)((gl_distfog >> 1) + (gl_distfog)*(128 - i) / 48);
}
else if (i < 216)
{
distfogtable[1][i] = (216.f - i) / ((216.f - 128.f)) * gl_distfog / 10;
}
else distfogtable[1][i] = 0;
}
}
CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
{
if (self>2) self=2;
if (self<0) self=0;
}
//==========================================================================
//
// Get current light level
//
//==========================================================================
int hw_CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor)
{
int light;
if (lightlevel == 0) return 0;
bool darklightmode = (level.lightmode & 2) || (level.lightmode == 8 && blendfactor > 0);
if (darklightmode && lightlevel < 192 && !weapon)
{
if (lightlevel > 100)
{
light = xs_CRoundToInt(192.f - (192 - lightlevel)* 1.87f);
if (light + rellight < 20)
{
light = 20 + (light + rellight - 20) / 5;
}
else
{
light += rellight;
}
}
else
{
light = (lightlevel + rellight) / 5;
}
}
else
{
light=lightlevel+rellight;
}
return clamp(light, 0, 255);
}
//==========================================================================
//
// Get current light color
//
//==========================================================================
PalEntry hw_CalcLightColor(int light, PalEntry pe, int blendfactor)
{
int r,g,b;
if (blendfactor == 0)
{
if (level.lightmode == 8)
{
return pe;
}
r = pe.r * light / 255;
g = pe.g * light / 255;
b = pe.b * light / 255;
}
else
{
// This is what Legacy does with colored light in 3D volumes. No, it doesn't really make sense...
// It also doesn't translate well to software style lighting.
int mixlight = light * (255 - blendfactor);
r = (mixlight + pe.r * blendfactor) / 255;
g = (mixlight + pe.g * blendfactor) / 255;
b = (mixlight + pe.b * blendfactor) / 255;
}
return PalEntry(255, uint8_t(r), uint8_t(g), uint8_t(b));
}
//==========================================================================
//
// calculates the current fog density
//
// Rules for fog:
//
// 1. If bit 4 of gl_lightmode is set always use the level's fog density.
// This is what Legacy's GL render does.
// 2. black fog means no fog and always uses the distfogtable based on the level's fog density setting
// 3. If outside fog is defined and the current fog color is the same as the outside fog
// the engine always uses the outside fog density to make the fog uniform across the level.
// If the outside fog's density is undefined it uses the level's fog density and if that is
// not defined it uses a default of 70.
// 4. If a global fog density is specified it is being used for all fog on the level
// 5. If none of the above apply fog density is based on the light level as for the software renderer.
//
//==========================================================================
float hw_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor)
{
float density;
int lightmode = level.lightmode;
if (lightmode == 8 && blendfactor > 0) lightmode = 2; // The blendfactor feature does not work with software-style lighting.
if (lightmode & 4)
{
// uses approximations of Legacy's default settings.
density = level.fogdensity ? (float)level.fogdensity : 18;
}
else if (sectorfogdensity != 0)
{
// case 1: Sector has an explicit fog density set.
density = (float)sectorfogdensity;
}
else if ((fogcolor.d & 0xffffff) == 0)
{
// case 2: black fog
if ((lightmode != 8 || blendfactor > 0) && !(level.flags3 & LEVEL3_NOLIGHTFADE))
{
density = distfogtable[level.lightmode != 0][hw_ClampLight(lightlevel)];
}
else
{
density = 0;
}
}
else if (level.outsidefogdensity != 0 && APART(level.info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (level.info->outsidefog & 0xffffff))
{
// case 3. outsidefogdensity has already been set as needed
density = (float)level.outsidefogdensity;
}
else if (level.fogdensity != 0)
{
// case 4: level has fog density set
density = (float)level.fogdensity;
}
else if (lightlevel < 248)
{
// case 5: use light level
density = (float)clamp<int>(255 - lightlevel, 30, 255);
}
else
{
density = 0.f;
}
return density;
}
//==========================================================================
//
// Check if the current linedef is a candidate for a fog boundary
//
// Requirements for a fog boundary:
// - front sector has no fog
// - back sector has fog
// - at least one of both does not have a sky ceiling.
//
//==========================================================================
bool hw_CheckFog(sector_t *frontsector, sector_t *backsector)
{
if (frontsector == backsector) return false; // there can't be a boundary if both sides are in the same sector.
// Check for fog boundaries. This needs a few more checks for the sectors
PalEntry fogcolor = frontsector->Colormap.FadeColor;
if ((fogcolor.d & 0xffffff) == 0)
{
return false;
}
else if (fogcolor.a != 0)
{
}
else if (level.outsidefogdensity != 0 && APART(level.info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (level.info->outsidefog & 0xffffff))
{
}
else if (level.fogdensity!=0 || (level.lightmode & 4))
{
// case 3: level has fog density set
}
else
{
// case 4: use light level
if (frontsector->lightlevel >= 248) return false;
}
fogcolor = backsector->Colormap.FadeColor;
if ((fogcolor.d & 0xffffff) == 0)
{
}
else if (level.outsidefogdensity != 0 && APART(level.info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (level.info->outsidefog & 0xffffff))
{
return false;
}
else if (level.fogdensity!=0 || (level.lightmode & 4))
{
// case 3: level has fog density set
return false;
}
else
{
// case 4: use light level
if (backsector->lightlevel < 248) return false;
}
// in all other cases this might create more problems than it solves.
return ((frontsector->GetTexture(sector_t::ceiling)!=skyflatnum ||
backsector->GetTexture(sector_t::ceiling)!=skyflatnum));
}