Simplify editor lighting

This commit is contained in:
Kp 2015-06-13 22:42:19 +00:00
parent fe3dae1508
commit 420c2adee1

View file

@ -42,43 +42,51 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
// -----------------------------------------------------------------------------
// Return light intensity at an instance of a vertex on a side in a segment.
static fix get_light_intensity(const vcsegptr_t segp, int sidenum, int vert)
static fix get_light_intensity(const side &s, const uint_fast32_t vert)
{
Assert(vert <= 3);
return s.uvls[vert].l;
}
static fix get_light_intensity(const vcsegptr_t segp, const uint_fast32_t sidenum, const uint_fast32_t vert)
{
Assert(sidenum <= MAX_SIDES_PER_SEGMENT);
Assert(vert <= 3);
return get_light_intensity(segp->sides[sidenum], vert);
}
return segp->sides[sidenum].uvls[vert].l;
static fix clamp_light_intensity(const fix intensity)
{
if (intensity < MIN_LIGHTING_VALUE)
return MIN_LIGHTING_VALUE;
if (intensity > MAX_LIGHTING_VALUE)
return MAX_LIGHTING_VALUE;
return intensity;
}
// -----------------------------------------------------------------------------
// Set light intensity at a vertex, saturating in .5 to 15.5
static void set_light_intensity(const vsegptr_t segp, int sidenum, int vert, fix intensity)
static void set_light_intensity(side &s, const uint_fast32_t vert, const fix intensity)
{
Assert(sidenum <= MAX_SIDES_PER_SEGMENT);
Assert(vert <= 3);
if (intensity < MIN_LIGHTING_VALUE)
intensity = MIN_LIGHTING_VALUE;
if (intensity > MAX_LIGHTING_VALUE)
intensity = MAX_LIGHTING_VALUE;
segp->sides[sidenum].uvls[vert].l = intensity;
s.uvls[vert].l = clamp_light_intensity(intensity);
Update_flags |= UF_WORLD_CHANGED;
}
static void set_light_intensity(const vsegptr_t segp, const uint_fast32_t sidenum, const uint_fast32_t vert, const fix intensity)
{
Assert(sidenum <= MAX_SIDES_PER_SEGMENT);
set_light_intensity(segp->sides[sidenum], vert, intensity);
}
// -----------------------------------------------------------------------------
// Add light intensity to a vertex, saturating in .5 to 15.5
static void add_light_intensity(const vsegptr_t segp, int sidenum, int vert, fix intensity)
static void add_light_intensity_all_verts(side &s, const fix intensity)
{
// fix new_intensity;
set_light_intensity(segp, sidenum, vert, segp->sides[sidenum].uvls[vert].l + intensity);
range_for (auto &u, s.uvls)
u.l = clamp_light_intensity(u.l + intensity);
Update_flags |= UF_WORLD_CHANGED;
}
// -----------------------------------------------------------------------------
// Recursively apply light to segments.
// If current side is a wall, apply light there.
@ -100,15 +108,18 @@ static void apply_light_intensity(const vsegptr_t segp, int sidenum, fix intensi
auto wid_result = WALL_IS_DOORWAY(segp, sidenum);
if (!(wid_result & WID_RENDPAST_FLAG)) {
for (int v=0; v<4; v++) // add light to this wall
add_light_intensity(segp, sidenum, v, intensity);
add_light_intensity_all_verts(segp->sides[sidenum], intensity);
return; // we return because there is a wall here, and light does not shine through walls
}
// No wall here, so apply light recursively
if (depth < 3) {
intensity /= 3;
if (!intensity)
return;
const auto &&csegp = vsegptr(segp->children[sidenum]);
for (int s=0; s<MAX_SIDES_PER_SEGMENT; s++)
apply_light_intensity(&Segments[segp->children[sidenum]], s, intensity/3, depth+1);
apply_light_intensity(csegp, s, intensity, depth+1);
}
}
@ -132,8 +143,7 @@ static void propagate_light_intensity(const vsegptr_t segp, int sidenum)
intensity += TmapInfo[texmap].lighting;
if (intensity > 0) {
for (int v=0; v<4; v++)
add_light_intensity(segp, sidenum, v, intensity);
add_light_intensity_all_verts(segp->sides[sidenum], intensity);
// Now, for all sides which are not the same as sidenum (the side casting the light),
// add a light value to them (if they have no children, ie, they have a wall there).