There are several places where a temporary change of light mode is needed, all these made this change in the global level struct. Now the change is only local to the active draw info.
288 lines
8 KiB
C++
288 lines
8 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_light.cpp
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** Light level / fog management / dynamic lights
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**
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**/
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#include "c_cvars.h"
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#include "r_sky.h"
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#include "g_levellocals.h"
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#include "hw_lighting.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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// externally settable lighting properties
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static float distfogtable[2][256]; // light to fog conversion table for black fog
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CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
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CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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//==========================================================================
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//
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// Sets up the fog tables
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//
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//==========================================================================
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CUSTOM_CVAR(Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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for (int i = 0; i < 256; i++)
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{
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if (i < 164)
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{
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distfogtable[0][i] = (float)((gl_distfog >> 1) + (gl_distfog)*(164 - i) / 164);
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}
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else if (i < 230)
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{
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distfogtable[0][i] = (float)((gl_distfog >> 1) - (gl_distfog >> 1)*(i - 164) / (230 - 164));
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}
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else distfogtable[0][i] = 0;
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if (i < 128)
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{
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distfogtable[1][i] = 6.f + (float)((gl_distfog >> 1) + (gl_distfog)*(128 - i) / 48);
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}
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else if (i < 216)
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{
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distfogtable[1][i] = (216.f - i) / ((216.f - 128.f)) * gl_distfog / 10;
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}
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else distfogtable[1][i] = 0;
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}
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}
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CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (self>2) self=2;
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if (self<0) self=0;
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}
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//==========================================================================
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//
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// Get current light level
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//
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//==========================================================================
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int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor)
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{
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int light;
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if (lightlevel == 0) return 0;
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bool darklightmode = (isDarkLightMode()) || (isSoftwareLighting() && blendfactor > 0);
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if (darklightmode && lightlevel < 192 && !weapon)
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{
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if (lightlevel > 100)
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{
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light = xs_CRoundToInt(192.f - (192 - lightlevel)* 1.87f);
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if (light + rellight < 20)
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{
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light = 20 + (light + rellight - 20) / 5;
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}
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else
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{
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light += rellight;
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}
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}
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else
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{
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light = (lightlevel + rellight) / 5;
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}
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}
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else
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{
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light=lightlevel+rellight;
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}
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return clamp(light, 0, 255);
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}
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//==========================================================================
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//
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// Get current light color
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//
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//==========================================================================
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PalEntry HWDrawInfo::CalcLightColor(int light, PalEntry pe, int blendfactor)
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{
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int r,g,b;
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if (blendfactor == 0)
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{
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if (isSoftwareLighting())
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{
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return pe;
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}
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r = pe.r * light / 255;
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g = pe.g * light / 255;
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b = pe.b * light / 255;
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}
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else
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{
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// This is what Legacy does with colored light in 3D volumes. No, it doesn't really make sense...
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// It also doesn't translate well to software style lighting.
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int mixlight = light * (255 - blendfactor);
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r = (mixlight + pe.r * blendfactor) / 255;
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g = (mixlight + pe.g * blendfactor) / 255;
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b = (mixlight + pe.b * blendfactor) / 255;
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}
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return PalEntry(255, uint8_t(r), uint8_t(g), uint8_t(b));
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}
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//==========================================================================
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//
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// calculates the current fog density
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//
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// Rules for fog:
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//
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// 1. If bit 4 of gl_lightmode is set always use the level's fog density.
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// This is what Legacy's GL render does.
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// 2. black fog means no fog and always uses the distfogtable based on the level's fog density setting
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// 3. If outside fog is defined and the current fog color is the same as the outside fog
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// the engine always uses the outside fog density to make the fog uniform across the level.
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// If the outside fog's density is undefined it uses the level's fog density and if that is
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// not defined it uses a default of 70.
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// 4. If a global fog density is specified it is being used for all fog on the level
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// 5. If none of the above apply fog density is based on the light level as for the software renderer.
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//
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//==========================================================================
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float HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor)
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{
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float density;
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auto oldlightmode = lightmode;
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if (isSoftwareLighting() && blendfactor > 0) lightmode = ELightMode::Doom; // The blendfactor feature does not work with software-style lighting.
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if (lightmode == ELightMode::DoomLegacy)
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{
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// uses approximations of Legacy's default settings.
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density = level.fogdensity ? (float)level.fogdensity : 18;
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}
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else if (sectorfogdensity != 0)
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{
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// case 1: Sector has an explicit fog density set.
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density = (float)sectorfogdensity;
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}
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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 ((!isSoftwareLighting() || blendfactor > 0) && !(level.flags3 & LEVEL3_NOLIGHTFADE))
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{
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density = distfogtable[lightmode != ELightMode::LinearStandard][hw_ClampLight(lightlevel)];
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}
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else
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{
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density = 0;
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}
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}
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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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// case 3. outsidefogdensity has already been set as needed
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density = (float)level.outsidefogdensity;
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}
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else if (level.fogdensity != 0)
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{
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// case 4: level has fog density set
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density = (float)level.fogdensity;
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}
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else if (lightlevel < 248)
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{
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// case 5: use light level
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density = (float)clamp<int>(255 - lightlevel, 30, 255);
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}
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else
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{
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density = 0.f;
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}
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return density;
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}
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//==========================================================================
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//
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// Check if the current linedef is a candidate for a fog boundary
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//
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// Requirements for a fog boundary:
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// - front sector has no fog
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// - back sector has fog
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// - at least one of both does not have a sky ceiling.
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//
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//==========================================================================
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bool HWDrawInfo::CheckFog(sector_t *frontsector, sector_t *backsector)
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{
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if (frontsector == backsector) return false; // there can't be a boundary if both sides are in the same sector.
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// Check for fog boundaries. This needs a few more checks for the sectors
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PalEntry fogcolor = frontsector->Colormap.FadeColor;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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return false;
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}
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else if (fogcolor.a != 0)
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{
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}
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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 || lightmode == ELightMode::DoomLegacy)
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{
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// case 3: level has fog density set
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}
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else
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{
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// case 4: use light level
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if (frontsector->lightlevel >= 248) return false;
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}
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fogcolor = backsector->Colormap.FadeColor;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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}
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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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return false;
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}
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else if (level.fogdensity!=0 || lightmode == ELightMode::DoomLegacy)
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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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}
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else
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{
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// case 4: use light level
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if (backsector->lightlevel < 248) return false;
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}
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// in all other cases this might create more problems than it solves.
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return ((frontsector->GetTexture(sector_t::ceiling)!=skyflatnum ||
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backsector->GetTexture(sector_t::ceiling)!=skyflatnum));
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}
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