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https://github.com/KartKrewDev/RingRacers.git
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Merge branch 'fake-contrast-2-electric-boogaloo' into 'master'
Fake contrast 2: Electric Boogaloo See merge request KartKrew/Kart!267
This commit is contained in:
commit
7132eeab48
7 changed files with 72 additions and 64 deletions
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@ -223,40 +223,27 @@ UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if
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return surfcolor.s.alpha;
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}
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static FUINT HWR_CalcWallLight(FUINT lightnum, fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y)
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// Lightnum = current light
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// line = the seg to get the light offset from
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static FUINT HWR_CalcWallLight(seg_t *line, FUINT lightnum)
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{
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INT16 finallight = lightnum;
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if (cv_grfakecontrast.value != 0)
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fixed_t extralight = 0;
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if (cv_grfakecontrast.value == 1) // Smooth setting
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extralight += line->hwLightOffset;
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else
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extralight += line->lightOffset * 8;
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if (extralight != 0)
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{
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const UINT8 contrast = 8;
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fixed_t extralight = 0;
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finallight += extralight;
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if (cv_grfakecontrast.value == 2) // Smooth setting
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{
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extralight = (-(contrast<<FRACBITS) +
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FixedDiv(AngleFixed(R_PointToAngle2(0, 0,
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abs(v1x - v2x),
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abs(v1y - v2y))), 90<<FRACBITS)
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* (contrast * 2)) >> FRACBITS;
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}
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else
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{
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if (v1y == v2y)
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extralight = -contrast;
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else if (v1x == v2x)
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extralight = contrast;
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}
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if (extralight != 0)
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{
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finallight += extralight;
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if (finallight < 0)
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finallight = 0;
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if (finallight > 255)
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finallight = 255;
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}
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if (finallight < 0)
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finallight = 0;
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if (finallight > 255)
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finallight = 255;
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}
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return (FUINT)finallight;
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@ -618,7 +605,7 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa
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INT32 solid, i;
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lightlist_t * list = sector->lightlist;
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const UINT8 alpha = Surf->PolyColor.s.alpha;
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FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, v1x, v1y, v2x, v2y);
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FUINT lightnum = HWR_CalcWallLight(gr_curline, sector->lightlevel);
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extracolormap_t *colormap = NULL;
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realtop = top = wallVerts[3].y;
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@ -647,12 +634,12 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa
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{
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if (pfloor && (pfloor->flags & FF_FOG))
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{
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lightnum = HWR_CalcWallLight(pfloor->master->frontsector->lightlevel, v1x, v1y, v2x, v2y);
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lightnum = HWR_CalcWallLight(gr_curline, pfloor->master->frontsector->lightlevel);
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colormap = pfloor->master->frontsector->extra_colormap;
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}
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else
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{
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lightnum = HWR_CalcWallLight(*list[i].lightlevel, v1x, v1y, v2x, v2y);
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lightnum = HWR_CalcWallLight(gr_curline, *list[i].lightlevel);
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colormap = list[i].extra_colormap;
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}
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}
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@ -933,7 +920,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT));
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}
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lightnum = HWR_CalcWallLight(gr_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
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lightnum = HWR_CalcWallLight(gr_curline, gr_frontsector->lightlevel);
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colormap = gr_frontsector->extra_colormap;
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if (gr_frontsector)
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@ -1759,7 +1746,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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blendmode = PF_Fog|PF_NoTexture;
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lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
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lightnum = HWR_CalcWallLight(gr_curline, rover->master->frontsector->lightlevel);
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colormap = rover->master->frontsector->extra_colormap;
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Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
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@ -1871,7 +1858,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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blendmode = PF_Fog|PF_NoTexture;
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lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
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lightnum = HWR_CalcWallLight(gr_curline, rover->master->frontsector->lightlevel);
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colormap = rover->master->frontsector->extra_colormap;
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Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
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@ -3596,10 +3583,10 @@ static int CompareVisSprites(const void *p1, const void *p2)
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gr_vissprite_t* spr2 = *(gr_vissprite_t*const*)p2;
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int idiff;
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float fdiff;
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// make transparent sprites last
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// "boolean to int"
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int transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
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int transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
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idiff = transparency1 - transparency2;
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@ -1407,7 +1407,10 @@ static boolean Polyobj_rotate(polyobj_t *po, angle_t delta, UINT8 turnthings)
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{
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// update seg angles (used only by renderer)
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for (i = 0; i < po->segCount; ++i)
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{
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po->segs[i]->angle += delta;
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P_UpdateSegLightOffset(po->segs[i]);
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}
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// update polyobject's angle
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po->angle += delta;
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@ -446,6 +446,27 @@ static inline float P_SegLengthFloat(seg_t *seg)
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}
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#endif
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/** Updates the light offset
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*
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* \param li Seg to update the light offsets of
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*/
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void P_UpdateSegLightOffset(seg_t *li)
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{
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const UINT8 contrast = 16;
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fixed_t extralight = 0;
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extralight = -((fixed_t)contrast*FRACUNIT) +
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FixedDiv(AngleFixed(R_PointToAngle2(0, 0,
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abs(li->v1->x - li->v2->x),
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abs(li->v1->y - li->v2->y))), 90*FRACUNIT) * ((fixed_t)contrast * 2);
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// Between -2 and 2 for software, -16 and 16 for hardware
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li->lightOffset = FixedFloor((extralight / 8) + (FRACUNIT / 2)) / FRACUNIT;
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#ifdef HWRENDER
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li->hwLightOffset = FixedFloor(extralight + (FRACUNIT / 2)) / FRACUNIT;
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#endif
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}
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/** Loads the SEGS resource from a level.
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*
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* \param lump Lump number of the SEGS resource.
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@ -492,6 +513,8 @@ static void P_LoadRawSegs(UINT8 *data, size_t i)
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li->numlights = 0;
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li->rlights = NULL;
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P_UpdateSegLightOffset(li);
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}
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}
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@ -1091,7 +1114,7 @@ static void P_LoadThings(void)
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|| mt->type == 1705 || mt->type == 1713 || mt->type == 1800)
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{
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sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
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mt->mobj = NULL;
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// Z for objects
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@ -66,6 +66,7 @@ boolean P_DelWadFile(void);
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#endif
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boolean P_RunSOC(const char *socfilename);
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void P_WriteThings(lumpnum_t lump);
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void P_UpdateSegLightOffset(seg_t *li);
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size_t P_PrecacheLevelFlats(void);
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void P_AllocMapHeader(INT16 i);
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@ -565,6 +565,12 @@ typedef struct seg_s
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polyobj_t *polyseg;
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boolean dontrenderme;
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#endif
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// Fake contrast calculated on level load
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SINT8 lightOffset;
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#ifdef HWRENDER
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INT16 hwLightOffset;
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#endif
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} seg_t;
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//
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38
src/r_segs.c
38
src/r_segs.c
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@ -412,10 +412,8 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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if (rlight->extra_colormap && rlight->extra_colormap->fog)
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;
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else if (curline->v1->y == curline->v2->y)
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lightnum--;
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else if (curline->v1->x == curline->v2->x)
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lightnum++;
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else
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lightnum += curline->lightOffset;
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rlight->lightnum = lightnum;
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}
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@ -435,10 +433,8 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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if (colfunc == R_DrawFogColumn_8
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|| (frontsector->extra_colormap && frontsector->extra_colormap->fog))
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;
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else if (curline->v1->y == curline->v2->y)
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lightnum--;
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else if (curline->v1->x == curline->v2->x)
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lightnum++;
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else
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lightnum += curline->lightOffset;
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if (lightnum < 0)
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walllights = scalelight[0];
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@ -932,10 +928,8 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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if (pfloor->flags & FF_FOG || rlight->flags & FF_FOG || (rlight->extra_colormap && rlight->extra_colormap->fog))
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;
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else if (curline->v1->y == curline->v2->y)
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rlight->lightnum--;
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else if (curline->v1->x == curline->v2->x)
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rlight->lightnum++;
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else
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rlight->lightnum += curline->lightOffset;
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p++;
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}
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@ -955,11 +949,10 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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lightnum = R_FakeFlat(frontsector, &tempsec, &templight, &templight, false)
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->lightlevel >> LIGHTSEGSHIFT;
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if (pfloor->flags & FF_FOG || (frontsector->extra_colormap && frontsector->extra_colormap->fog));
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else if (curline->v1->y == curline->v2->y)
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lightnum--;
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else if (curline->v1->x == curline->v2->x)
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lightnum++;
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if (pfloor->flags & FF_FOG || (frontsector->extra_colormap && frontsector->extra_colormap->fog))
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;
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else
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lightnum += curline->lightOffset;
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if (lightnum < 0)
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walllights = scalelight[0];
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@ -1492,10 +1485,8 @@ static void R_RenderSegLoop (void)
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if (dc_lightlist[i].extra_colormap)
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;
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else if (curline->v1->y == curline->v2->y)
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lightnum--;
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else if (curline->v1->x == curline->v2->x)
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lightnum++;
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else
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lightnum += curline->lightOffset;
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if (lightnum < 0)
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xwalllights = scalelight[0];
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@ -2639,10 +2630,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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// OPTIMIZE: get rid of LIGHTSEGSHIFT globally
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lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT);
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if (curline->v1->y == curline->v2->y)
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lightnum--;
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else if (curline->v1->x == curline->v2->x)
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lightnum++;
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lightnum += curline->lightOffset;
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if (lightnum < 0)
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walllights = scalelight[0];
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@ -84,7 +84,7 @@ static void CV_Gammaxxx_ONChange(void);
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// - You can change them in software,
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// but they won't do anything.
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static CV_PossibleValue_t grgamma_cons_t[] = {{1, "MIN"}, {255, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Off"}, {1, "Standard"}, {2, "Smooth"}, {0, NULL}};
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static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Standard"}, {1, "Smooth"}, {0, NULL}};
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consvar_t cv_grshaders = {"gr_shaders", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_grfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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