Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one

This commit is contained in:
zicodxx 2011-07-09 21:39:22 +02:00
parent 7072a067a9
commit 6f0567041a
2 changed files with 57 additions and 124 deletions

View file

@ -4,6 +4,7 @@ D2X-Rebirth Changelog
--------
main/gamerend.c, main/gauges.h: In Multiplayer games show player names in big guided window as well
main/multibot.c: Just like for players do not protect robot firing or positional data (via PLP) to prevent jumpy movement with delayed packets
main/lighting.c: Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one
20110708
--------

View file

@ -44,89 +44,18 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#include "palette.h"
#include "bm.h"
#include "rle.h"
#include "wall.h"
int Do_dynamic_light=1;
//int Use_fvi_lighting = 0;
int use_fcd_lighting = 0;
static int light_frame_count = 0;
g3s_lrgb Dynamic_light[MAX_VERTICES];
#define LIGHTING_CACHE_SIZE 4096 // Must be power of 2!
#define LIGHTING_FRAME_DELTA 256 // Recompute cache value every 8 frames.
#define LIGHTING_CACHE_SHIFT 8
int Lighting_frame_delta = 1;
int Lighting_cache[LIGHTING_CACHE_SIZE];
int Cache_hits=0, Cache_lookups=1;
// Return true if we think vertex vertnum is visible from segment segnum.
// If some amount of time has gone by, then recompute, else use cached value.
int lighting_cache_visible(int vertnum, int segnum, int objnum, vms_vector *obj_pos, int obj_seg, vms_vector *vertpos)
{
int cache_val, cache_frame, cache_vis;
cache_val = Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)];
cache_frame = cache_val >> 1;
cache_vis = cache_val & 1;
Cache_lookups++;
if ((cache_frame == 0) || (cache_frame + Lighting_frame_delta <= light_frame_count)) {
int apply_light=0;
fvi_query fq;
fvi_info hit_data;
int segnum, hit_type;
segnum = -1;
#ifndef NDEBUG
segnum = find_point_seg(obj_pos, obj_seg);
if (segnum == -1) {
Int3(); // Obj_pos is not in obj_seg!
return 0; // Done processing this object.
}
#endif
fq.p0 = obj_pos;
fq.startseg = obj_seg;
fq.p1 = vertpos;
fq.rad = 0;
fq.thisobjnum = objnum;
fq.ignore_obj_list = NULL;
fq.flags = FQ_TRANSWALL;
hit_type = find_vector_intersection(&fq, &hit_data);
// Hit_pos = Hit_data.hit_pnt;
// Hit_seg = Hit_data.hit_seg;
if (hit_type == HIT_OBJECT)
Int3(); // Hey, we're not supposed to be checking objects!
if (hit_type == HIT_NONE)
apply_light = 1;
else if (hit_type == HIT_WALL) {
fix dist_dist;
dist_dist = vm_vec_dist_quick(&hit_data.hit_pnt, obj_pos);
if (dist_dist < F1_0/4) {
apply_light = 1;
// -- Int3(); // Curious, did fvi detect intersection with wall containing vertex?
}
}
Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)] = apply_light + (light_frame_count << 1);
return apply_light;
} else {
Cache_hits++;
return cache_vis;
}
}
#define HEADLIGHT_CONE_DOT (F1_0*9/10)
#define HEADLIGHT_SCALE (F1_0*10)
// ----------------------------------------------------------------------------------------------
void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos, int n_render_vertices, int *render_vertices, int objnum)
void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos, int n_render_vertices, int *render_vertices, int *vert_segnum_list, int objnum)
{
int vv;
@ -189,71 +118,72 @@ void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos,
}
// -- for (vv=light_frame_count&1; vv<n_render_vertices; vv+=2) {
for (vv=0; vv<n_render_vertices; vv++) {
int vertnum;
int vertnum, vsegnum;
vms_vector *vertpos;
fix dist;
int apply_light;
int apply_light = 0;
vertnum = render_vertices[vv];
vsegnum = vert_segnum_list[vv];
if ((vertnum ^ light_frame_count) & 1) {
vertpos = &Vertices[vertnum];
dist = vm_vec_dist_quick(obj_pos, vertpos);
apply_light = 0;
if ((dist >> headlight_shift) < abs(obji_64)) {
if (use_fcd_lighting && abs(obji_64) > F1_0*32)
{
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
{
dist = vm_vec_dist_quick(obj_pos, vertpos);
apply_light = 1;
}
if (apply_light && ((dist >> headlight_shift) < abs(obji_64))) {
if (dist < MIN_LIGHT_DIST)
dist = MIN_LIGHT_DIST;
//if (Use_fvi_lighting) {
// if (lighting_cache_visible(vertnum, obj_seg, objnum, obj_pos, obj_seg, vertpos)) {
// apply_light = 1;
// }
//} else
apply_light = 1;
if (apply_light)
if (headlight_shift)
{
if (headlight_shift)
{
fix dot;
vms_vector vec_to_point;
fix dot;
vms_vector vec_to_point;
vm_vec_sub(&vec_to_point, vertpos, obj_pos);
vm_vec_normalize_quick(&vec_to_point); // MK, Optimization note: You compute distance about 15 lines up, this is partially redundant
dot = vm_vec_dot(&vec_to_point, &Objects[objnum].orient.fvec);
if (dot < F1_0/2)
vm_vec_sub(&vec_to_point, vertpos, obj_pos);
vm_vec_normalize_quick(&vec_to_point); // MK, Optimization note: You compute distance about 15 lines up, this is partially redundant
dot = vm_vec_dot(&vec_to_point, &Objects[objnum].orient.fvec);
if (dot < F1_0/2)
{
// Do the normal thing, but darken around headlight.
Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, fixmul(HEADLIGHT_SCALE, dist));
Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, fixmul(HEADLIGHT_SCALE, dist));
Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, fixmul(HEADLIGHT_SCALE, dist));
}
else
{
if (Game_mode & GM_MULTI)
{
// Do the normal thing, but darken around headlight.
Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, fixmul(HEADLIGHT_SCALE, dist));
Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, fixmul(HEADLIGHT_SCALE, dist));
Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, fixmul(HEADLIGHT_SCALE, dist));
}
else
{
if (Game_mode & GM_MULTI)
{
if (dist < max_headlight_dist)
{
Dynamic_light[vertnum].r += fixmul(fixmul(dot, dot), obj_light_emission.r)/8;
Dynamic_light[vertnum].g += fixmul(fixmul(dot, dot), obj_light_emission.g)/8;
Dynamic_light[vertnum].b += fixmul(fixmul(dot, dot), obj_light_emission.b)/8;
}
}
else
if (dist < max_headlight_dist)
{
Dynamic_light[vertnum].r += fixmul(fixmul(dot, dot), obj_light_emission.r)/8;
Dynamic_light[vertnum].g += fixmul(fixmul(dot, dot), obj_light_emission.g)/8;
Dynamic_light[vertnum].b += fixmul(fixmul(dot, dot), obj_light_emission.b)/8;
}
}
else
{
Dynamic_light[vertnum].r += fixmul(fixmul(dot, dot), obj_light_emission.r)/8;
Dynamic_light[vertnum].g += fixmul(fixmul(dot, dot), obj_light_emission.g)/8;
Dynamic_light[vertnum].b += fixmul(fixmul(dot, dot), obj_light_emission.b)/8;
}
}
else
{
Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, dist);
Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, dist);
Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, dist);
}
}
else
{
Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, dist);
Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, dist);
Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, dist);
}
}
}
@ -266,7 +196,7 @@ void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos,
#define FLASH_SCALE (3*F1_0/FLASH_LEN_FIXED_SECONDS)
// ----------------------------------------------------------------------------------------------
void cast_muzzle_flash_light(int n_render_vertices, int *render_vertices)
void cast_muzzle_flash_light(int n_render_vertices, int *render_vertices, int *vert_segnum_list)
{
fix64 current_time;
int i;
@ -283,7 +213,7 @@ void cast_muzzle_flash_light(int n_render_vertices, int *render_vertices)
{
g3s_lrgb ml;
ml.r = ml.g = ml.b = ((FLASH_LEN_FIXED_SECONDS - time_since_flash) * FLASH_SCALE);
apply_light(ml, Muzzle_data[i].segnum, &Muzzle_data[i].pos, n_render_vertices, render_vertices, -1);
apply_light(ml, Muzzle_data[i].segnum, &Muzzle_data[i].pos, n_render_vertices, render_vertices, vert_segnum_list, -1);
}
else
{
@ -523,6 +453,7 @@ void set_dynamic_light(void)
int objnum;
int n_render_vertices;
int render_vertices[MAX_VERTICES];
int vert_segnum_list[MAX_VERTICES];
sbyte render_vertex_flags[MAX_VERTICES];
int render_seg,segnum, v;
@ -551,7 +482,9 @@ void set_dynamic_light(void)
}
if (!render_vertex_flags[vnum]) {
render_vertex_flags[vnum] = 1;
render_vertices[n_render_vertices++] = vnum;
render_vertices[n_render_vertices] = vnum;
vert_segnum_list[n_render_vertices] = segnum;
n_render_vertices++;
}
}
}
@ -566,7 +499,7 @@ void set_dynamic_light(void)
Dynamic_light[vertnum].r = Dynamic_light[vertnum].g = Dynamic_light[vertnum].b = 0;
}
cast_muzzle_flash_light(n_render_vertices, render_vertices);
cast_muzzle_flash_light(n_render_vertices, render_vertices, vert_segnum_list);
for (objnum=0; objnum<=Highest_object_index; objnum++)
{
@ -577,7 +510,7 @@ void set_dynamic_light(void)
obj_light_emission = compute_light_emission(objnum);
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, objnum);
apply_light(obj_light_emission, obj->segnum, objpos, n_render_vertices, render_vertices, vert_segnum_list, objnum);
}
}
@ -687,7 +620,6 @@ int reset_lighting_hack;
void start_lighting_frame(object *viewer)
{
reset_lighting_hack = (viewer != old_viewer);
old_viewer = viewer;
}