dxx-rebirth/similar/main/lighting.cpp

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Lighting functions.
*
*/
#include <algorithm>
#include <numeric>
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#include <stdio.h>
#include <string.h> // for memset()
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#include "maths.h"
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#include "vecmat.h"
#include "gr.h"
#include "inferno.h"
#include "segment.h"
#include "dxxerror.h"
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#include "render.h"
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#include "render_state.h"
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#include "game.h"
#include "vclip.h"
#include "lighting.h"
#include "3d.h"
#include "interp.h"
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#include "gameseg.h"
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#include "laser.h"
#include "timer.h"
#include "player.h"
#include "playsave.h"
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#include "weapon.h"
#include "powerup.h"
#include "fvi.h"
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#include "object.h"
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#include "robot.h"
#include "multi.h"
#include "palette.h"
#include "bm.h"
#include "rle.h"
#include "wall.h"
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#include "compiler-range_for.h"
#include "highest_valid.h"
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#include "partial_range.h"
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using std::min;
using std::max;
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static int Do_dynamic_light=1;
static int use_fcd_lighting;
g3s_lrgb Dynamic_light[MAX_VERTICES];
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#define HEADLIGHT_CONE_DOT (F1_0*9/10)
#define HEADLIGHT_SCALE (F1_0*10)
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static void add_light_div(g3s_lrgb &d, const g3s_lrgb &light, const fix &scale)
{
d.r += fixdiv(light.r, scale);
d.g += fixdiv(light.g, scale);
d.b += fixdiv(light.b, scale);
}
static void add_light_dot_square(g3s_lrgb &d, const g3s_lrgb &light, const fix &dot)
{
auto square = fixmul(dot, dot);
d.r += fixmul(square, light.r)/8;
d.g += fixmul(square, light.g)/8;
d.b += fixmul(square, light.b)/8;
}
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// ----------------------------------------------------------------------------------------------
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static void apply_light(g3s_lrgb obj_light_emission, segnum_t obj_seg, const vms_vector &obj_pos, int n_render_vertices, int *render_vertices, segnum_t *vert_segnum_list, objnum_t objnum)
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{
if (((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3) > 0)
{
fix obji_64 = ((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3)*64;
sbyte is_marker = 0;
#if defined(DXX_BUILD_DESCENT_II)
if (objnum != object_none)
if (Objects[objnum].type == OBJ_MARKER)
is_marker = 1;
#endif
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// for pretty dim sources, only process vertices in object's own segment.
// 12/04/95, MK, markers only cast light in own segment.
if ((abs(obji_64) <= F1_0*8) || is_marker) {
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auto &vp = Segments[obj_seg].verts;
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range_for (const auto vertnum, vp)
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{
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fix dist;
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const auto &vertpos = Vertices[vertnum];
dist = vm_vec_dist_quick(obj_pos, vertpos);
dist = fixmul(dist/4, dist/4);
if (dist < abs(obji_64)) {
if (dist < MIN_LIGHT_DIST)
dist = MIN_LIGHT_DIST;
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add_light_div(Dynamic_light[vertnum], obj_light_emission, dist);
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}
}
} else {
int headlight_shift = 0;
fix max_headlight_dist = F1_0*200;
#if defined(DXX_BUILD_DESCENT_II)
if (objnum != object_none)
if (Objects[objnum].type == OBJ_PLAYER)
if (Players[Objects[objnum].id].flags & PLAYER_FLAGS_HEADLIGHT_ON) {
headlight_shift = 3;
if (Objects[objnum].id != Player_num) {
fvi_query fq;
fvi_info hit_data;
int fate;
const auto tvec = vm_vec_scale_add(Objects[objnum].pos, Objects[objnum].orient.fvec, F1_0*200);
fq.startseg = Objects[objnum].segnum;
fq.p0 = &Objects[objnum].pos;
fq.p1 = &tvec;
fq.rad = 0;
fq.thisobjnum = objnum;
fq.ignore_obj_list = NULL;
fq.flags = FQ_TRANSWALL;
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fate = find_vector_intersection(fq, hit_data);
if (fate != HIT_NONE)
max_headlight_dist = vm_vec_mag_quick(vm_vec_sub(hit_data.hit_pnt, Objects[objnum].pos)) + F1_0*4;
}
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}
#endif
for (int vv=0; vv<n_render_vertices; vv++) {
int vertnum;
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fix dist;
int apply_light = 0;
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vertnum = render_vertices[vv];
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auto vsegnum = vert_segnum_list[vv];
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const auto &vertpos = Vertices[vertnum];
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if (use_fcd_lighting && abs(obji_64) > F1_0*32)
{
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dist = find_connected_distance(obj_pos, obj_seg, vertpos, vsegnum, n_render_vertices, WID_RENDPAST_FLAG|WID_FLY_FLAG);
if (dist >= 0)
apply_light = 1;
}
else
{
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dist = vm_vec_dist_quick(obj_pos, vertpos);
apply_light = 1;
}
if (apply_light && ((dist >> headlight_shift) < abs(obji_64))) {
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if (dist < MIN_LIGHT_DIST)
dist = MIN_LIGHT_DIST;
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if (headlight_shift && objnum != object_none)
{
fix dot;
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// MK, Optimization note: You compute distance about 15 lines up, this is partially redundant
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const auto vec_to_point = vm_vec_normalized_quick(vm_vec_sub(vertpos, obj_pos));
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dot = vm_vec_dot(vec_to_point, Objects[objnum].orient.fvec);
if (dot < F1_0/2)
{
// Do the normal thing, but darken around headlight.
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add_light_div(Dynamic_light[vertnum], obj_light_emission, fixmul(HEADLIGHT_SCALE, dist));
}
else
{
if (Game_mode & GM_MULTI)
{
if (dist < max_headlight_dist)
{
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add_light_dot_square(Dynamic_light[vertnum], obj_light_emission, dot);
}
}
else
{
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add_light_dot_square(Dynamic_light[vertnum], obj_light_emission, dot);
}
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}
}
else
{
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add_light_div(Dynamic_light[vertnum], obj_light_emission, dist);
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}
}
}
}
}
}
#define FLASH_LEN_FIXED_SECONDS (F1_0/3)
#define FLASH_SCALE (3*F1_0/FLASH_LEN_FIXED_SECONDS)
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// ----------------------------------------------------------------------------------------------
static void cast_muzzle_flash_light(int n_render_vertices, int *render_vertices, segnum_t *vert_segnum_list)
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{
fix64 current_time;
short time_since_flash;
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current_time = timer_query();
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for (int i=0; i<MUZZLE_QUEUE_MAX; i++)
{
if (Muzzle_data[i].create_time)
{
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time_since_flash = current_time - Muzzle_data[i].create_time;
if (time_since_flash < FLASH_LEN_FIXED_SECONDS)
{
g3s_lrgb ml;
ml.r = ml.g = ml.b = ((FLASH_LEN_FIXED_SECONDS - time_since_flash) * FLASH_SCALE);
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apply_light(ml, Muzzle_data[i].segnum, Muzzle_data[i].pos, n_render_vertices, render_vertices, vert_segnum_list, object_none);
}
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else
{
Muzzle_data[i].create_time = 0; // turn off this muzzle flash
}
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}
}
}
// Translation table to make flares flicker at different rates
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static const fix Obj_light_xlate[16] = { 0x1234, 0x3321, 0x2468, 0x1735,
0x0123, 0x19af, 0x3f03, 0x232a,
0x2123, 0x39af, 0x0f03, 0x132a,
0x3123, 0x29af, 0x1f03, 0x032a };
#define MAX_HEADLIGHTS 8
object *Headlights[MAX_HEADLIGHTS];
int Num_headlights;
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// ---------------------------------------------------------
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static g3s_lrgb compute_light_emission(int objnum)
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{
object *obj = &Objects[objnum];
int compute_color = 0;
float cscale = 255.0;
fix light_intensity = 0;
g3s_lrgb lemission, obj_color = { 255, 255, 255 };
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switch (obj->type)
{
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case OBJ_PLAYER:
#if defined(DXX_BUILD_DESCENT_II)
if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
{
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if (Num_headlights < MAX_HEADLIGHTS)
Headlights[Num_headlights++] = obj;
light_intensity = HEADLIGHT_SCALE;
}
else if (game_mode_hoard() && Players[obj->id].secondary_ammo[PROXIMITY_INDEX]) // If hoard game and player, add extra light based on how many orbs you have Pulse as well.
{
fix hoardlight;
hoardlight=i2f(Players[obj->id].secondary_ammo[PROXIMITY_INDEX])/2; //i2f(12));
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hoardlight++;
auto s = fix_sin(static_cast<fix>(GameTime64/2) & 0xFFFF); // probably a bad way to do it
s+=F1_0;
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s>>=1;
hoardlight=fixmul (s,hoardlight);
light_intensity = (hoardlight);
}
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else
#endif
{
fix k = fixmuldiv(obj->mtype.phys_info.mass,obj->mtype.phys_info.drag,(f1_0-obj->mtype.phys_info.drag));
// smooth thrust value like set_thrust_from_velocity()
auto sthrust = vm_vec_copy_scale(obj->mtype.phys_info.velocity,k);
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light_intensity = max(vm_vec_mag_quick(sthrust)/4, F1_0*2) + F1_0/2;
}
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break;
case OBJ_FIREBALL:
if (obj->id != 0xff)
{
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if (obj->lifeleft < F1_0*4)
light_intensity = fixmul(fixdiv(obj->lifeleft, Vclip[obj->id].play_time), Vclip[obj->id].light_value);
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else
light_intensity = Vclip[obj->id].light_value;
}
else
light_intensity = 0;
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break;
case OBJ_ROBOT:
#if defined(DXX_BUILD_DESCENT_I)
light_intensity = F1_0/2; // F1_0*Robot_info[obj->id].lightcast;
#elif defined(DXX_BUILD_DESCENT_II)
light_intensity = F1_0*Robot_info[get_robot_id(obj)].lightcast;
#endif
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break;
case OBJ_WEAPON:
{
fix tval = Weapon_info[get_weapon_id(obj)].light;
#if defined(DXX_BUILD_DESCENT_II)
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if (Game_mode & GM_MULTI)
if (obj->id == OMEGA_ID)
if (d_rand() > 8192)
light_intensity = 0; // 3/4 of time, omega blobs will cast 0 light!
#endif
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if (get_weapon_id(obj) == FLARE_ID )
light_intensity = 2*(min(tval, obj->lifeleft) + ((((fix)GameTime64) ^ Obj_light_xlate[objnum&0x0f]) & 0x3fff));
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else
light_intensity = tval;
break;
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}
#if defined(DXX_BUILD_DESCENT_II)
case OBJ_MARKER:
{
fix lightval = obj->lifeleft;
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lightval &= 0xffff;
lightval = 8 * abs(F1_0/2 - lightval);
if (obj->lifeleft < F1_0*1000)
obj->lifeleft += F1_0; // Make sure this object doesn't go out.
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light_intensity = lightval;
break;
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}
#endif
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case OBJ_POWERUP:
light_intensity = Powerup_info[get_powerup_id(obj)].light;
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break;
case OBJ_DEBRIS:
light_intensity = F1_0/4;
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break;
case OBJ_LIGHT:
light_intensity = obj->ctype.light_info.intensity;
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break;
default:
light_intensity = 0;
break;
}
lemission.r = lemission.g = lemission.b = light_intensity;
if (!PlayerCfg.DynLightColor) // colored lights not desired so use intensity only OR no intensity (== no light == no color) at all
return lemission;
switch (obj->type) // find out if given object should cast colored light and compute if so
{
case OBJ_FIREBALL:
case OBJ_WEAPON:
#if defined(DXX_BUILD_DESCENT_II)
case OBJ_MARKER:
#endif
compute_color = 1;
break;
case OBJ_POWERUP:
{
switch (get_powerup_id(obj))
{
case POW_EXTRA_LIFE:
case POW_ENERGY:
case POW_SHIELD_BOOST:
case POW_KEY_BLUE:
case POW_KEY_RED:
case POW_KEY_GOLD:
case POW_CLOAK:
case POW_INVULNERABILITY:
#if defined(DXX_BUILD_DESCENT_II)
case POW_HOARD_ORB:
#endif
compute_color = 1;
break;
default:
break;
}
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break;
}
}
if (compute_color)
{
int t_idx_s = -1, t_idx_e = -1;
if (light_intensity < F1_0) // for every effect we want color, increase light_intensity so the effect becomes barely visible
light_intensity = F1_0;
obj_color.r = obj_color.g = obj_color.b = 255;
switch (obj->render_type)
{
case RT_NONE:
break; // no object - no light
case RT_POLYOBJ:
{
polymodel *po = &Polygon_models[obj->rtype.pobj_info.model_num];
if (po->n_textures <= 0)
{
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int color = g3_poly_get_color(po->model_data.get());
if (color)
{
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obj_color.r = gr_current_pal[color].r;
obj_color.g = gr_current_pal[color].g;
obj_color.b = gr_current_pal[color].b;
}
}
else
{
t_idx_s = ObjBitmaps[ObjBitmapPtrs[po->first_texture]].index;
t_idx_e = t_idx_s + po->n_textures - 1;
}
break;
}
case RT_LASER:
{
t_idx_s = t_idx_e = Weapon_info[get_weapon_id(obj)].bitmap.index;
break;
}
case RT_POWERUP:
{
t_idx_s = Vclip[obj->rtype.vclip_info.vclip_num].frames[0].index;
t_idx_e = Vclip[obj->rtype.vclip_info.vclip_num].frames[Vclip[obj->rtype.vclip_info.vclip_num].num_frames-1].index;
break;
}
case RT_WEAPON_VCLIP:
{
t_idx_s = Vclip[Weapon_info[get_weapon_id(obj)].weapon_vclip].frames[0].index;
t_idx_e = Vclip[Weapon_info[get_weapon_id(obj)].weapon_vclip].frames[Vclip[Weapon_info[get_weapon_id(obj)].weapon_vclip].num_frames-1].index;
break;
}
default:
{
t_idx_s = Vclip[obj->id].frames[0].index;
t_idx_e = Vclip[obj->id].frames[Vclip[obj->id].num_frames-1].index;
break;
}
}
if (t_idx_s != -1 && t_idx_e != -1)
{
obj_color.r = obj_color.g = obj_color.b = 0;
for (int i = t_idx_s; i <= t_idx_e; i++)
{
grs_bitmap *bm = &GameBitmaps[i];
bitmap_index bi;
bi.index = i;
PIGGY_PAGE_IN(bi);
obj_color.r += bm->avg_color_rgb[0];
obj_color.g += bm->avg_color_rgb[1];
obj_color.b += bm->avg_color_rgb[2];
}
}
// obviously this object did not give us any usable color. so let's do our own but with blackjack and hookers!
if (obj_color.r <= 0 && obj_color.g <= 0 && obj_color.b <= 0)
obj_color.r = obj_color.g = obj_color.b = 255;
// scale color to light intensity
cscale = ((float)(light_intensity*3)/(obj_color.r+obj_color.g+obj_color.b));
lemission.r = obj_color.r * cscale;
lemission.g = obj_color.g * cscale;
lemission.b = obj_color.b * cscale;
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}
return lemission;
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}
// ----------------------------------------------------------------------------------------------
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void set_dynamic_light(render_state_t &rstate)
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{
int render_vertices[MAX_VERTICES];
segnum_t vert_segnum_list[MAX_VERTICES];
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sbyte render_vertex_flags[MAX_VERTICES];
static fix light_time;
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Num_headlights = 0;
if (!Do_dynamic_light)
return;
light_time += FrameTime;
if (light_time < (F1_0/60)) // it's enough to stress the CPU 60 times per second
return;
light_time = light_time - (F1_0/60);
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memset(render_vertex_flags, 0, Highest_vertex_index+1);
// Create list of vertices that need to be looked at for setting of ambient light.
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uint_fast32_t n_render_vertices = 0;
range_for (const auto segnum, partial_range(rstate.Render_list, rstate.N_render_segs))
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{
if (segnum != segment_none) {
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auto &vp = Segments[segnum].verts;
range_for (const auto vnum, vp)
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{
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if (vnum<0 || vnum>Highest_vertex_index) {
Int3(); //invalid vertex number
continue; //ignore it, and go on to next one
}
if (!render_vertex_flags[vnum]) {
render_vertex_flags[vnum] = 1;
render_vertices[n_render_vertices] = vnum;
vert_segnum_list[n_render_vertices] = segnum;
n_render_vertices++;
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}
}
}
}
range_for (const auto vertnum, partial_range(render_vertices, n_render_vertices))
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{
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Assert(vertnum >= 0 && vertnum <= Highest_vertex_index);
Dynamic_light[vertnum] = {};
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}
cast_muzzle_flash_light(n_render_vertices, render_vertices, vert_segnum_list);
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range_for (const auto objnum, highest_valid(Objects))
{
object *obj = &Objects[objnum];
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const auto &objpos = obj->pos;
g3s_lrgb obj_light_emission;
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obj_light_emission = compute_light_emission(objnum);
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if (((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3) > 0)
apply_light(obj_light_emission, obj->segnum, objpos, n_render_vertices, render_vertices, vert_segnum_list, objnum);
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}
}
// ---------------------------------------------------------
#if defined(DXX_BUILD_DESCENT_II)
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void toggle_headlight_active()
{
if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
Players[Player_num].flags ^= PLAYER_FLAGS_HEADLIGHT_ON;
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if (Game_mode & GM_MULTI)
multi_send_flags(Player_num);
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}
}
#endif
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#define HEADLIGHT_BOOST_SCALE 8 //how much to scale light when have headlight boost
#define MAX_DIST_LOG 6 //log(MAX_DIST-expressed-as-integer)
#define MAX_DIST (f1_0<<MAX_DIST_LOG) //no light beyond this dist
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static fix compute_headlight_light_on_object(const vobjptr_t objp)
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{
fix light;
// Let's just illuminate players and robots for speed reasons, ok?
if ((objp->type != OBJ_ROBOT) && (objp->type != OBJ_PLAYER))
return 0;
light = 0;
for (int i=0; i<Num_headlights; i++) {
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fix dot, dist;
object *light_objp;
light_objp = Headlights[i];
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auto vec_to_obj = vm_vec_sub(objp->pos, light_objp->pos);
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dist = vm_vec_normalize_quick(vec_to_obj);
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if (dist > 0) {
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dot = vm_vec_dot(light_objp->orient.fvec, vec_to_obj);
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if (dot < F1_0/2)
light += fixdiv(HEADLIGHT_SCALE, fixmul(HEADLIGHT_SCALE, dist)); // Do the normal thing, but darken around headlight.
else
light += fixmul(fixmul(dot, dot), HEADLIGHT_SCALE)/8;
}
}
return light;
}
//compute the average dynamic light in a segment. Takes the segment number
g3s_lrgb compute_seg_dynamic_light(segnum_t segnum)
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{
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auto seg = &Segments[segnum];
auto op = [](g3s_lrgb r, unsigned v) {
r.r += Dynamic_light[v].r;
r.g += Dynamic_light[v].g;
r.b += Dynamic_light[v].b;
return r;
};
g3s_lrgb sum = std::accumulate(begin(seg->verts), end(seg->verts), g3s_lrgb{0, 0, 0}, op);
g3s_lrgb seg_lrgb;
seg_lrgb.r = sum.r >> 3;
seg_lrgb.g = sum.g >> 3;
seg_lrgb.b = sum.b >> 3;
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return seg_lrgb;
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}
g3s_lrgb object_light[MAX_OBJECTS];
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int object_sig[MAX_OBJECTS];
object *old_viewer;
int reset_lighting_hack;
#define LIGHT_RATE i2f(4) //how fast the light ramps up
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void start_lighting_frame(const objptr_t viewer)
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{
reset_lighting_hack = (viewer != old_viewer);
old_viewer = viewer;
}
//compute the lighting for an object. Takes a pointer to the object,
//and possibly a rotated 3d point. If the point isn't specified, the
//object's center point is rotated.
g3s_lrgb compute_object_light(const vobjptridx_t obj,const vms_vector *rotated_pnt)
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{
g3s_lrgb light, seg_dl;
fix mlight;
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g3s_point objpnt;
int objnum = obj;
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if (!rotated_pnt)
{
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g3_rotate_point(objpnt,obj->pos);
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rotated_pnt = &objpnt.p3_vec;
}
//First, get static (mono) light for this segment
light.r = light.g = light.b = Segments[obj->segnum].static_light;
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//Now, maybe return different value to smooth transitions
if (!reset_lighting_hack && object_sig[objnum] == obj->signature)
{
fix frame_delta;
g3s_lrgb delta_light;
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delta_light.r = light.r - object_light[objnum].r;
delta_light.g = light.g - object_light[objnum].g;
delta_light.b = light.b - object_light[objnum].b;
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frame_delta = fixmul(LIGHT_RATE,FrameTime);
if (abs(((delta_light.r+delta_light.g+delta_light.b)/3)) <= frame_delta)
{
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object_light[objnum] = light; //we've hit the goal
}
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else
{
if (((delta_light.r+delta_light.g+delta_light.b)/3) < 0)
{
light.r = object_light[objnum].r -= frame_delta;
light.g = object_light[objnum].g -= frame_delta;
light.b = object_light[objnum].b -= frame_delta;
}
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else
{
light.r = object_light[objnum].r += frame_delta;
light.g = object_light[objnum].g += frame_delta;
light.b = object_light[objnum].b += frame_delta;
}
}
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}
else //new object, initialize
{
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object_sig[objnum] = obj->signature;
object_light[objnum].r = light.r;
object_light[objnum].g = light.g;
object_light[objnum].b = light.b;
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}
//Next, add in (NOTE: WHITE) headlight on this object
mlight = compute_headlight_light_on_object(obj);
light.r += mlight;
light.g += mlight;
light.b += mlight;
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//Finally, add in dynamic light for this segment
seg_dl = compute_seg_dynamic_light(obj->segnum);
light.r += seg_dl.r;
light.g += seg_dl.g;
light.b += seg_dl.b;
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return light;
}