vkdoom_m/src/hwrenderer/utility/hw_lighting.cpp
Christoph Oelckers dca4a42dd6 - changed light mode handling of the hardware renderer so that it only operates on local copies but doesn't alter the level's setting.
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.
2019-01-06 09:00:52 +01:00

288 lines
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"
#include "hwrenderer/scene/hw_drawinfo.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 HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor)
{
int light;
if (lightlevel == 0) return 0;
bool darklightmode = (isDarkLightMode()) || (isSoftwareLighting() && 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 HWDrawInfo::CalcLightColor(int light, PalEntry pe, int blendfactor)
{
int r,g,b;
if (blendfactor == 0)
{
if (isSoftwareLighting())
{
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 HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor)
{
float density;
auto oldlightmode = lightmode;
if (isSoftwareLighting() && blendfactor > 0) lightmode = ELightMode::Doom; // The blendfactor feature does not work with software-style lighting.
if (lightmode == ELightMode::DoomLegacy)
{
// 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 ((!isSoftwareLighting() || blendfactor > 0) && !(level.flags3 & LEVEL3_NOLIGHTFADE))
{
density = distfogtable[lightmode != ELightMode::LinearStandard][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 HWDrawInfo::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 || lightmode == ELightMode::DoomLegacy)
{
// 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 || lightmode == ELightMode::DoomLegacy)
{
// 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));
}