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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 |