diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 032be3c43..40fb7c01a 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -1,5 +1,9 @@ D1X-Rebirth Changelog +20110604 +-------- +main/lighting.c: Since set_dynamic_light() is not necessarily processed each frame, added own counter for delayed precession of vertex-clight calculation; Added possibility to page in a bitmap in case an object which has never been rendered before is supposed to cast light visible by the player + 20110601 -------- 2d/font.c, 2d/palette.c, 2d/pcx.c, arch/linux/hmiplay.c, arch/ogl/gr.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, editor/group.c, editor/kmine.c, editor/med.c, editor/mine.c, iff/iff.c, include/physfsx.h, main/ai.c, main/bm.c, main/bmread.c, main/cntrlcen.c, main/cntrlcen.h, main/credits.c, main/custom.c, main/digiobj.c, main/dumpmine.c, main/effects.c, main/effects.h, main/endlevel.c, main/fuelcen.c, main/fuelcen.h, main/game.c, main/game.h, main/gamefont.c, main/gamemine.c, main/gamemine.h, main/gamesave.c, main/gameseq.c, main/inferno.c, main/menu.c, main/menu.h, main/mission.c, main/newdemo.c, main/newmenu.c, main/object.c, main/piggy.c, main/piggy.h, main/player.c, main/playsave.c, main/polyobj.c, main/polyobj.h, main/powerup.c, main/powerup.h, main/robot.c, main/robot.h, main/segment.h, main/songs.c, main/state.c, main/switch.c, main/switch.h, main/text.c, main/titles.c, main/vclip.c, main/vclip.h, main/wall.c, main/wall.h, main/weapon.c, main/weapon.h, misc/hmp.c, misc/ignorecase.c, misc/physfsx.c, misc/strio.c, ui/keypad.c, ui/menubar.c: Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content diff --git a/main/lighting.c b/main/lighting.c index 1efbb86d9..7ee585640 100644 --- a/main/lighting.c +++ b/main/lighting.c @@ -46,6 +46,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. int Do_dynamic_light=1; //int Use_fvi_lighting = 0; +static int light_frame_count = 0; g3s_lrgb Dynamic_light[MAX_VERTICES]; #define LIGHTING_CACHE_SIZE 4096 // Must be power of 2! @@ -70,7 +71,7 @@ int lighting_cache_visible(int vertnum, int segnum, int objnum, vms_vector *obj_ cache_vis = cache_val & 1; Cache_lookups++; - if ((cache_frame == 0) || (cache_frame + Lighting_frame_delta <= FrameCount)) { + if ((cache_frame == 0) || (cache_frame + Lighting_frame_delta <= light_frame_count)) { int apply_light=0; fvi_query fq; fvi_info hit_data; @@ -112,7 +113,7 @@ Cache_lookups++; // -- Int3(); // Curious, did fvi detect intersection with wall containing vertex? } } - Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)] = apply_light + (FrameCount << 1); + Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)] = apply_light + (light_frame_count << 1); return apply_light; } else { Cache_hits++; @@ -143,7 +144,7 @@ void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos, fix dist; vertnum = vp[vv]; - if ((vertnum ^ FrameCount) & 1) { + if ((vertnum ^ light_frame_count) & 1) { vertpos = &Vertices[vertnum]; dist = vm_vec_dist_quick(obj_pos, vertpos); dist = fixmul(dist/4, dist/4); @@ -161,7 +162,7 @@ void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos, int headlight_shift = 0; fix max_headlight_dist = F1_0*200; - // -- for (vv=FrameCount&1; vvavg_color_rgb[0]; obj_color.g += bm->avg_color_rgb[1]; obj_color.b += bm->avg_color_rgb[2]; @@ -466,6 +470,10 @@ void set_dynamic_light(void) if (!Do_dynamic_light) return; + light_frame_count++; + if (light_frame_count > F1_0) + light_frame_count = 0; + memset(render_vertex_flags, 0, Highest_vertex_index+1); // Create list of vertices that need to be looked at for setting of ambient light. @@ -493,7 +501,7 @@ void set_dynamic_light(void) vertnum = render_vertices[vv]; Assert(vertnum >= 0 && vertnum <= Highest_vertex_index); - if ((vertnum ^ FrameCount) & 1) + if ((vertnum ^ light_frame_count) & 1) Dynamic_light[vertnum].r = Dynamic_light[vertnum].g = Dynamic_light[vertnum].b = 0; }