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https://github.com/KartKrewDev/RingRacers.git
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Add cv_debugrender_contrast, adjusts contrast of level geometry
debugrender_contrast -1.0 to 1.0, default 0.0 (no change). Higher values add more contrast (darkens the level), lower values add less (brighten). Does not affect thing drawing. Software mode only. Adds r_debug.cpp
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ff838a08a5
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6 changed files with 66 additions and 4 deletions
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@ -64,6 +64,7 @@ add_executable(SRB2SDL2 MACOSX_BUNDLE WIN32
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tables.c
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r_bsp.c
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r_data.c
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r_debug.cpp
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r_draw.c
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r_fps.c
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r_main.c
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38
src/r_debug.cpp
Normal file
38
src/r_debug.cpp
Normal file
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@ -0,0 +1,38 @@
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// RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2023 by James Robert Roman.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_debug.cpp
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/// \brief Software renderer debugging
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#include <algorithm> // std::clamp
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#include "cxxutil.hpp"
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#include "command.h"
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#include "m_fixed.h"
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#include "r_main.h"
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namespace
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{
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CV_PossibleValue_t contrast_cons_t[] = {{-FRACUNIT, "MIN"}, {FRACUNIT, "MAX"}, {}};
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}; // namespace
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consvar_t cv_debugrender_contrast =
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CVAR_INIT("debugrender_contrast", "0.0", CV_CHEAT | CV_FLOAT, contrast_cons_t, nullptr);
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INT32 R_AdjustLightLevel(INT32 light)
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{
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constexpr fixed_t kRange = (LIGHTLEVELS - 1) * FRACUNIT;
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const fixed_t adjust = FixedMul(cv_debugrender_contrast.value, kRange);
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light = std::clamp((light * FRACUNIT) - adjust, 0, kRange);
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return light / FRACUNIT;
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}
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@ -1656,4 +1656,8 @@ void R_RegisterEngineStuff(void)
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CV_RegisterVar(&cv_fpscap);
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CV_RegisterVar(&cv_drawpickups);
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// debugging
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CV_RegisterVar(&cv_debugrender_contrast);
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}
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@ -123,6 +123,13 @@ extern consvar_t cv_skybox;
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extern consvar_t cv_tailspickup;
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extern consvar_t cv_drawpickups;
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// debugging
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INT32 R_AdjustLightLevel(INT32 light);
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extern consvar_t
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cv_debugrender_contrast;
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// Called by startup code.
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void R_Init(void);
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@ -1030,6 +1030,8 @@ void R_DrawSinglePlane(visplane_t *pl)
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if (light < 0)
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light = 0;
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light = R_AdjustLightLevel(light);
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if (pl->slope)
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{
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mapfunc = R_MapTiltedPlane;
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18
src/r_segs.c
18
src/r_segs.c
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@ -298,6 +298,8 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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else if (P_ApplyLightOffset(lightnum))
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lightnum += curline->lightOffset;
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lightnum = R_AdjustLightLevel(lightnum);
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if (lightnum < 0)
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walllights = scalelight[0];
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else if (lightnum >= LIGHTLEVELS)
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@ -413,12 +415,14 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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if ((rlight->flags & FOF_NOSHADE))
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continue;
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if (rlight->lightnum < 0)
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lightnum = R_AdjustLightLevel(rlight->lightnum);
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if (lightnum < 0)
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xwalllights = scalelight[0];
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else if (rlight->lightnum >= LIGHTLEVELS)
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else if (lightnum >= LIGHTLEVELS)
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xwalllights = scalelight[LIGHTLEVELS-1];
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else
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xwalllights = scalelight[rlight->lightnum];
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xwalllights = scalelight[lightnum];
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pindex = FixedMul(spryscale, LIGHTRESOLUTIONFIX)>>LIGHTSCALESHIFT;
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@ -789,6 +793,8 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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else if (P_ApplyLightOffset(lightnum))
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lightnum += curline->lightOffset;
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lightnum = R_AdjustLightLevel(lightnum);
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if (lightnum < 0)
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walllights = scalelight[0];
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else if (lightnum >= LIGHTLEVELS)
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@ -963,7 +969,7 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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lighteffect = !(dc_lightlist[i].flags & FOF_NOSHADE);
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if (lighteffect)
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{
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lightnum = rlight->lightnum;
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lightnum = R_AdjustLightLevel(rlight->lightnum);
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if (lightnum < 0)
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xwalllights = scalelight[0];
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@ -1379,6 +1385,8 @@ static void R_RenderSegLoop (void)
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else if (P_ApplyLightOffset(lightnum))
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lightnum += curline->lightOffset;
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lightnum = R_AdjustLightLevel(lightnum);
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if (lightnum < 0)
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xwalllights = scalelight[0];
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else if (lightnum >= LIGHTLEVELS)
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@ -2425,6 +2433,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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if (P_ApplyLightOffset(lightnum))
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lightnum += curline->lightOffset;
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lightnum = R_AdjustLightLevel(lightnum);
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if (lightnum < 0)
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walllights = scalelight[0];
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else if (lightnum >= LIGHTLEVELS)
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