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@@ -325,3 +325,5 @@ class ScaleOverrider | |
CleanHeight = savedheight; | ||
} | ||
}; | ||
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void Draw2D(F2DDrawer* drawer, FRenderState& state); |
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// | ||
//--------------------------------------------------------------------------- | ||
// | ||
// 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 2 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 | ||
** | ||
**/ | ||
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#include "c_cvars.h" | ||
#include "hw_drawinfo.h" | ||
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// externally settable lighting properties | ||
static float distfogtable[2][256]; // light to fog conversion table for black fog | ||
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CVAR(Int, hw_weaponlight, 8, CVAR_ARCHIVE); | ||
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//========================================================================== | ||
// | ||
// Sets up the fog tables | ||
// | ||
//========================================================================== | ||
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CUSTOM_CVAR(Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) | ||
{ | ||
for (int i = 0; i < 256; i++) | ||
{ | ||
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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; | ||
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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; | ||
} | ||
} | ||
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//========================================================================== | ||
// | ||
// Get current light level | ||
// | ||
//========================================================================== | ||
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int HWDrawInfo::CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor) | ||
{ | ||
int light; | ||
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if (lightlevel <= 0) return 0; | ||
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bool darklightmode = isDarkLightMode(); | ||
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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; | ||
} | ||
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} | ||
else | ||
{ | ||
light=lightlevel+rellight; | ||
} | ||
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// Fake contrast should never turn a positive value into 0. | ||
return clamp(light, 1, 255); | ||
} | ||
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//========================================================================== | ||
// | ||
// Get current light color | ||
// | ||
//========================================================================== | ||
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PalEntry HWDrawInfo::CalcLightColor(int light, PalEntry pe, int blendfactor) | ||
{ | ||
int r,g,b; | ||
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if (blendfactor == 0) | ||
{ | ||
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); | ||
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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)); | ||
} | ||
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//========================================================================== | ||
// | ||
// calculates the current fog density | ||
// | ||
//========================================================================== | ||
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float HWDrawInfo::GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor) | ||
{ | ||
float density; | ||
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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 | ||
density = distfogtable[0][hw_ClampLight(lightlevel)]; | ||
//density = distfogtable[lightmode != ELightMode::LinearStandard][hw_ClampLight(lightlevel)]; | ||
} | ||
#if 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; | ||
} | ||
#endif | ||
else if (lightlevel < 248) | ||
{ | ||
// case 5: use light level | ||
density = (float)clamp<int>(255 - lightlevel, 30, 255); | ||
} | ||
else | ||
{ | ||
density = 0.f; | ||
} | ||
return density; | ||
} | ||
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