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| 1 | pmbaty | 1 | /* |
| 2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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| 3 | * described in COPYING.txt. |
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| 4 | * Portions of this file are copyright Parallax Software and licensed |
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| 5 | * according to the Parallax license below. |
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| 6 | * See COPYING.txt for license details. |
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| 7 | |||
| 8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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| 9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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| 10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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| 11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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| 12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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| 13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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| 14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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| 15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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| 16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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| 17 | COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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| 18 | */ |
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| 19 | |||
| 20 | /* |
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| 21 | * |
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| 22 | * Editor lighting functions. |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #include <stdio.h> |
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| 27 | #include "inferno.h" |
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| 28 | #include "segment.h" |
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| 29 | #include "editor.h" |
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| 30 | #include "editor/esegment.h" |
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| 31 | #include "seguvs.h" |
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| 32 | #include "wall.h" |
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| 33 | #include "textures.h" |
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| 34 | #include "maths.h" |
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| 35 | #include "dxxerror.h" |
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| 36 | #include "kdefs.h" |
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| 37 | #include "gameseg.h" |
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| 38 | #include "texmap.h" |
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| 39 | |||
| 40 | #include "compiler-range_for.h" |
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| 41 | #include "d_range.h" |
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| 42 | |||
| 43 | // ----------------------------------------------------------------------------- |
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| 44 | // Return light intensity at an instance of a vertex on a side in a segment. |
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| 45 | static fix get_light_intensity(const unique_side &s, const uint_fast32_t vert) |
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| 46 | { |
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| 47 | Assert(vert <= 3); |
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| 48 | return s.uvls[vert].l; |
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| 49 | } |
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| 50 | |||
| 51 | static fix get_light_intensity(const unique_segment &segp, const uint_fast32_t sidenum, const uint_fast32_t vert) |
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| 52 | { |
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| 53 | Assert(sidenum <= MAX_SIDES_PER_SEGMENT); |
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| 54 | return get_light_intensity(segp.sides[sidenum], vert); |
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| 55 | } |
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| 56 | |||
| 57 | static fix clamp_light_intensity(const fix intensity) |
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| 58 | { |
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| 59 | if (intensity < MIN_LIGHTING_VALUE) |
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| 60 | return MIN_LIGHTING_VALUE; |
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| 61 | if (intensity > MAX_LIGHTING_VALUE) |
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| 62 | return MAX_LIGHTING_VALUE; |
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| 63 | return intensity; |
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| 64 | } |
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| 65 | |||
| 66 | // ----------------------------------------------------------------------------- |
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| 67 | // Set light intensity at a vertex, saturating in .5 to 15.5 |
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| 68 | static void set_light_intensity(unique_side &s, const uint_fast32_t vert, const fix intensity) |
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| 69 | { |
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| 70 | Assert(vert <= 3); |
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| 71 | s.uvls[vert].l = clamp_light_intensity(intensity); |
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| 72 | Update_flags |= UF_WORLD_CHANGED; |
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| 73 | } |
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| 74 | |||
| 75 | static void set_light_intensity(unique_segment &segp, const uint_fast32_t sidenum, const uint_fast32_t vert, const fix intensity) |
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| 76 | { |
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| 77 | Assert(sidenum <= MAX_SIDES_PER_SEGMENT); |
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| 78 | set_light_intensity(segp.sides[sidenum], vert, intensity); |
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| 79 | } |
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| 80 | |||
| 81 | // ----------------------------------------------------------------------------- |
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| 82 | // Add light intensity to a vertex, saturating in .5 to 15.5 |
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| 83 | static void add_light_intensity_all_verts(unique_side &s, const fix intensity) |
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| 84 | { |
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| 85 | range_for (auto &u, s.uvls) |
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| 86 | u.l = clamp_light_intensity(u.l + intensity); |
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| 87 | Update_flags |= UF_WORLD_CHANGED; |
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| 88 | } |
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| 89 | |||
| 90 | // ----------------------------------------------------------------------------- |
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| 91 | // Recursively apply light to segments. |
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| 92 | // If current side is a wall, apply light there. |
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| 93 | // If not a wall, apply light to child through that wall. |
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| 94 | // Notes: |
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| 95 | // It is possible to enter a segment twice by taking different paths. It is easy |
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| 96 | // to prevent this by maintaining a list of visited segments, but it is important |
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| 97 | // to reach segments with the greatest light intensity. This can be done by doing |
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| 98 | // a breadth-first-search, or by storing the applied intensity with a visited segment, |
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| 99 | // and if the current intensity is brighter, then apply the difference between it and |
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| 100 | // the previous intensity. |
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| 101 | // Note that it is also possible to visit the original light-casting segment, for example |
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| 102 | // going from segment 0 to 2, then from 2 to 0. This is peculiar and probably not |
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| 103 | // desired, but not entirely invalid. 2 reflects some light back to 0. |
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| 104 | static void apply_light_intensity(const vmsegptr_t segp, const unsigned sidenum, fix intensity, const unsigned depth) |
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| 105 | { |
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| 106 | if (intensity == 0) |
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| 107 | return; |
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| 108 | |||
| 109 | auto &Walls = LevelUniqueWallSubsystemState.Walls; |
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| 110 | auto &vcwallptr = Walls.vcptr; |
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| 111 | const auto wid_result = WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, sidenum); |
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| 112 | if (!(wid_result & WID_RENDPAST_FLAG)) { |
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| 113 | add_light_intensity_all_verts(segp->unique_segment::sides[sidenum], intensity); |
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| 114 | return; // we return because there is a wall here, and light does not shine through walls |
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| 115 | } |
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| 116 | |||
| 117 | // No wall here, so apply light recursively |
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| 118 | if (depth < 3) { |
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| 119 | intensity /= 3; |
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| 120 | if (!intensity) |
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| 121 | return; |
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| 122 | const auto &&csegp = vmsegptr(segp->children[sidenum]); |
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| 123 | for (int s=0; s<MAX_SIDES_PER_SEGMENT; s++) |
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| 124 | apply_light_intensity(csegp, s, intensity, depth+1); |
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| 125 | } |
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| 126 | |||
| 127 | } |
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| 128 | |||
| 129 | // ----------------------------------------------------------------------------- |
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| 130 | // Top level recursive function for applying light. |
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| 131 | // Calls apply_light_intensity. |
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| 132 | // Uses light value on segp:sidenum (tmap_num2 defines light value) and applies |
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| 133 | // the associated intensity to segp. It calls apply_light_intensity to apply intensity/3 |
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| 134 | // to all neighbors. apply_light_intensity recursively calls itself to apply light to |
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| 135 | // subsequent neighbors (and forming loops, see above). |
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| 136 | static void propagate_light_intensity(const vmsegptr_t segp, int sidenum) |
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| 137 | { |
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| 138 | fix intensity; |
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| 139 | short texmap; |
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| 140 | |||
| 141 | intensity = 0; |
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| 142 | auto &us = segp->unique_segment::sides[sidenum]; |
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| 143 | auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo; |
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| 144 | texmap = us.tmap_num; |
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| 145 | intensity += TmapInfo[texmap].lighting; |
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| 146 | texmap = us.tmap_num2 & 0x3fff; |
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| 147 | intensity += TmapInfo[texmap].lighting; |
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| 148 | |||
| 149 | if (intensity > 0) { |
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| 150 | add_light_intensity_all_verts(us, intensity); |
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| 151 | |||
| 152 | // Now, for all sides which are not the same as sidenum (the side casting the light), |
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| 153 | // add a light value to them (if they have no children, ie, they have a wall there). |
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| 154 | for (int s=0; s<MAX_SIDES_PER_SEGMENT; s++) |
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| 155 | if (s != sidenum) |
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| 156 | apply_light_intensity(segp, s, intensity/2, 1); |
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| 157 | } |
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| 158 | |||
| 159 | } |
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| 160 | |||
| 161 | |||
| 162 | // ----------------------------------------------------------------------------- |
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| 163 | // Highest level function, bound to a key. Apply ambient light to all segments based |
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| 164 | // on user-defined light sources. |
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| 165 | int LightAmbientLighting() |
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| 166 | { |
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| 167 | range_for (const auto &&segp, vmsegptr) |
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| 168 | { |
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| 169 | for (int side=0;side<MAX_SIDES_PER_SEGMENT;side++) |
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| 170 | propagate_light_intensity(segp, side); |
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| 171 | } |
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| 172 | return 0; |
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| 173 | } |
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| 174 | |||
| 175 | |||
| 176 | // ----------------------------------------------------------------------------- |
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| 177 | int LightSelectNextVertex(void) |
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| 178 | { |
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| 179 | Curvert++; |
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| 180 | if (Curvert >= 4) |
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| 181 | Curvert = 0; |
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| 182 | |||
| 183 | Update_flags |= UF_WORLD_CHANGED; |
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| 184 | |||
| 185 | return 1; |
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| 186 | } |
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| 187 | |||
| 188 | // ----------------------------------------------------------------------------- |
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| 189 | int LightSelectNextEdge(void) |
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| 190 | { |
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| 191 | Curedge++; |
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| 192 | if (Curedge >= 4) |
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| 193 | Curedge = 0; |
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| 194 | |||
| 195 | Update_flags |= UF_WORLD_CHANGED; |
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| 196 | |||
| 197 | return 1; |
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| 198 | } |
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| 199 | |||
| 200 | // ----------------------------------------------------------------------------- |
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| 201 | // Copy intensity from current vertex to all other vertices on side. |
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| 202 | int LightCopyIntensity(void) |
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| 203 | { |
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| 204 | int intensity; |
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| 205 | |||
| 206 | const vmsegptr_t segp = Cursegp; |
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| 207 | intensity = get_light_intensity(segp, Curside, Curvert); |
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| 208 | |||
| 209 | range_for (const int v, xrange(4u)) |
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| 210 | if (v != Curvert) |
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| 211 | set_light_intensity(segp, Curside, v, intensity); |
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| 212 | |||
| 213 | return 1; |
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| 214 | } |
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| 215 | |||
| 216 | // ----------------------------------------------------------------------------- |
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| 217 | // Copy intensity from current vertex to all other vertices on side. |
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| 218 | int LightCopyIntensitySegment(void) |
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| 219 | { |
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| 220 | int intensity; |
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| 221 | |||
| 222 | const vmsegptr_t segp = Cursegp; |
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| 223 | intensity = get_light_intensity(segp, Curside, Curvert); |
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| 224 | |||
| 225 | for (int s=0; s<MAX_SIDES_PER_SEGMENT; s++) |
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| 226 | range_for (const int v, xrange(4u)) |
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| 227 | if ((s != Curside) || (v != Curvert)) |
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| 228 | set_light_intensity(segp, s, v, intensity); |
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| 229 | |||
| 230 | return 1; |
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| 231 | } |
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| 232 | |||
| 233 | // ----------------------------------------------------------------------------- |
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| 234 | int LightDecreaseLightVertex(void) |
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| 235 | { |
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| 236 | const vmsegptr_t segp = Cursegp; |
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| 237 | set_light_intensity(segp, Curside, Curvert, get_light_intensity(segp, Curside, Curvert) - F1_0 / NUM_LIGHTING_LEVELS); |
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| 238 | |||
| 239 | return 1; |
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| 240 | } |
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| 241 | |||
| 242 | // ----------------------------------------------------------------------------- |
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| 243 | int LightIncreaseLightVertex(void) |
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| 244 | { |
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| 245 | const vmsegptr_t segp = Cursegp; |
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| 246 | set_light_intensity(segp, Curside, Curvert, get_light_intensity(segp, Curside, Curvert) + F1_0 / NUM_LIGHTING_LEVELS); |
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| 247 | |||
| 248 | return 1; |
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| 249 | } |
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| 250 | |||
| 251 | // ----------------------------------------------------------------------------- |
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| 252 | int LightDecreaseLightSide(void) |
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| 253 | { |
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| 254 | const vmsegptr_t segp = Cursegp; |
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| 255 | range_for (const int v, xrange(4u)) |
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| 256 | set_light_intensity(segp, Curside, v, get_light_intensity(segp, Curside, v) - F1_0 / NUM_LIGHTING_LEVELS); |
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| 257 | |||
| 258 | return 1; |
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| 259 | } |
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| 260 | |||
| 261 | // ----------------------------------------------------------------------------- |
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| 262 | int LightIncreaseLightSide(void) |
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| 263 | { |
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| 264 | const vmsegptr_t segp = Cursegp; |
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| 265 | range_for (const int v, xrange(4u)) |
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| 266 | set_light_intensity(segp, Curside, v, get_light_intensity(segp, Curside, v) + F1_0 / NUM_LIGHTING_LEVELS); |
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| 267 | |||
| 268 | return 1; |
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| 269 | } |
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| 270 | |||
| 271 | // ----------------------------------------------------------------------------- |
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| 272 | int LightDecreaseLightSegment(void) |
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| 273 | { |
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| 274 | const vmsegptr_t segp = Cursegp; |
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| 275 | for (int s=0; s<MAX_SIDES_PER_SEGMENT; s++) |
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| 276 | range_for (const int v, xrange(4u)) |
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| 277 | set_light_intensity(segp, s, v, get_light_intensity(segp, s, v) - F1_0 / NUM_LIGHTING_LEVELS); |
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| 278 | |||
| 279 | return 1; |
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| 280 | } |
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| 281 | |||
| 282 | // ----------------------------------------------------------------------------- |
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| 283 | int LightIncreaseLightSegment(void) |
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| 284 | { |
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| 285 | const vmsegptr_t segp = Cursegp; |
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| 286 | for (int s=0; s<MAX_SIDES_PER_SEGMENT; s++) |
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| 287 | range_for (const int v, xrange(4u)) |
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| 288 | set_light_intensity(segp, s, v, get_light_intensity(segp, s, v) + F1_0 / NUM_LIGHTING_LEVELS); |
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| 289 | |||
| 290 | return 1; |
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| 291 | } |
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| 292 | |||
| 293 | // ----------------------------------------------------------------------------- |
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| 294 | int LightSetDefault(void) |
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| 295 | { |
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| 296 | const vmsegptr_t segp = Cursegp; |
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| 297 | range_for (const int v, xrange(4u)) |
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| 298 | set_light_intensity(segp, Curside, v, DEFAULT_LIGHTING); |
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| 299 | |||
| 300 | return 1; |
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| 301 | } |
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| 302 | |||
| 303 | |||
| 304 | // ----------------------------------------------------------------------------- |
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| 305 | int LightSetMaximum(void) |
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| 306 | { |
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| 307 | const vmsegptr_t segp = Cursegp; |
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| 308 | range_for (const int v, xrange(4u)) |
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| 309 | set_light_intensity(segp, Curside, v, (NUM_LIGHTING_LEVELS - 1) * F1_0 / NUM_LIGHTING_LEVELS); |
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| 310 | |||
| 311 | return 1; |
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| 312 | } |
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| 313 | |||
| 314 | |||
| 315 | // ----------------------------------------------------------------------------- |
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| 316 | int LightSetDefaultAll(void) |
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| 317 | { |
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| 318 | |||
| 319 | assign_default_lighting_all(); |
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| 320 | |||
| 321 | Update_flags |= UF_WORLD_CHANGED; |
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| 322 | |||
| 323 | return 1; |
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| 324 | } |
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| 325 | |||
| 326 | |||
| 327 |