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:
parent
72073d7ed6
commit
e8a1f903f9
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@ -4,6 +4,7 @@ D1X-Rebirth Changelog
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--------
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main/net_udp.c: Slight improvement for Packet Loss Prevention: Be able to send to 35 packets per call of net_udp_noloss_process_queue() and also let counter only increase if a packet was actually sent, making sure the queue is not stuck on the first 5 packets in the list
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arch/sdl/digi.c: Make sure hmp_reset() is only executed if a song was playing
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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
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20110704
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--------
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180
main/lighting.c
180
main/lighting.c
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@ -43,89 +43,18 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "palette.h"
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#include "bm.h"
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#include "rle.h"
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#include "wall.h"
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int Do_dynamic_light=1;
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//int Use_fvi_lighting = 0;
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int use_fcd_lighting = 0;
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static int light_frame_count = 0;
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g3s_lrgb Dynamic_light[MAX_VERTICES];
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#define LIGHTING_CACHE_SIZE 4096 // Must be power of 2!
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#define LIGHTING_FRAME_DELTA 256 // Recompute cache value every 8 frames.
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#define LIGHTING_CACHE_SHIFT 8
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int Lighting_frame_delta = 1;
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int Lighting_cache[LIGHTING_CACHE_SIZE];
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int Cache_hits=0, Cache_lookups=1;
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// Return true if we think vertex vertnum is visible from segment segnum.
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// If some amount of time has gone by, then recompute, else use cached value.
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int lighting_cache_visible(int vertnum, int segnum, int objnum, vms_vector *obj_pos, int obj_seg, vms_vector *vertpos)
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{
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int cache_val, cache_frame, cache_vis;
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cache_val = Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)];
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cache_frame = cache_val >> 1;
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cache_vis = cache_val & 1;
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Cache_lookups++;
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if ((cache_frame == 0) || (cache_frame + Lighting_frame_delta <= light_frame_count)) {
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int apply_light=0;
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fvi_query fq;
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fvi_info hit_data;
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int segnum, hit_type;
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segnum = -1;
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#ifndef NDEBUG
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segnum = find_point_seg(obj_pos, obj_seg);
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if (segnum == -1) {
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Int3(); // Obj_pos is not in obj_seg!
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return 0; // Done processing this object.
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}
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#endif
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fq.p0 = obj_pos;
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fq.startseg = obj_seg;
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fq.p1 = vertpos;
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fq.rad = 0;
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fq.thisobjnum = objnum;
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fq.ignore_obj_list = NULL;
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fq.flags = FQ_TRANSWALL;
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hit_type = find_vector_intersection(&fq, &hit_data);
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// Hit_pos = Hit_data.hit_pnt;
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// Hit_seg = Hit_data.hit_seg;
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if (hit_type == HIT_OBJECT)
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Int3(); // Hey, we're not supposed to be checking objects!
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if (hit_type == HIT_NONE)
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apply_light = 1;
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else if (hit_type == HIT_WALL) {
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fix dist_dist;
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dist_dist = vm_vec_dist_quick(&hit_data.hit_pnt, obj_pos);
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if (dist_dist < F1_0/4) {
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apply_light = 1;
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// -- Int3(); // Curious, did fvi detect intersection with wall containing vertex?
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}
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}
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Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)] = apply_light + (light_frame_count << 1);
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return apply_light;
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} else {
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Cache_hits++;
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return cache_vis;
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}
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}
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#define HEADLIGHT_CONE_DOT (F1_0*9/10)
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#define HEADLIGHT_SCALE (F1_0*10)
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// ----------------------------------------------------------------------------------------------
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void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos, int n_render_vertices, int *render_vertices, int objnum)
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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)
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{
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int vv;
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@ -164,71 +93,72 @@ void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos,
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// -- for (vv=light_frame_count&1; vv<n_render_vertices; vv+=2) {
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for (vv=0; vv<n_render_vertices; vv++) {
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int vertnum;
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int vertnum, vsegnum;
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vms_vector *vertpos;
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fix dist;
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int apply_light;
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int apply_light = 0;
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vertnum = render_vertices[vv];
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vsegnum = vert_segnum_list[vv];
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if ((vertnum ^ light_frame_count) & 1) {
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vertpos = &Vertices[vertnum];
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dist = vm_vec_dist_quick(obj_pos, vertpos);
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apply_light = 0;
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if ((dist >> headlight_shift) < abs(obji_64)) {
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if (use_fcd_lighting && abs(obji_64) > F1_0*32)
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{
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dist = find_connected_distance(obj_pos, obj_seg, vertpos, vsegnum, n_render_vertices, WID_RENDPAST_FLAG+WID_FLY_FLAG);
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if (dist >= 0)
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apply_light = 1;
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}
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else
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{
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dist = vm_vec_dist_quick(obj_pos, vertpos);
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apply_light = 1;
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}
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if (apply_light && ((dist >> headlight_shift) < abs(obji_64))) {
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if (dist < MIN_LIGHT_DIST)
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dist = MIN_LIGHT_DIST;
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//if (Use_fvi_lighting) {
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// if (lighting_cache_visible(vertnum, obj_seg, objnum, obj_pos, obj_seg, vertpos)) {
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// apply_light = 1;
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// }
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//} else
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apply_light = 1;
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if (apply_light)
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if (headlight_shift)
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{
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if (headlight_shift)
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{
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fix dot;
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vms_vector vec_to_point;
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fix dot;
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vms_vector vec_to_point;
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vm_vec_sub(&vec_to_point, vertpos, obj_pos);
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vm_vec_normalize_quick(&vec_to_point); // MK, Optimization note: You compute distance about 15 lines up, this is partially redundant
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dot = vm_vec_dot(&vec_to_point, &Objects[objnum].orient.fvec);
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if (dot < F1_0/2)
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vm_vec_sub(&vec_to_point, vertpos, obj_pos);
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vm_vec_normalize_quick(&vec_to_point); // MK, Optimization note: You compute distance about 15 lines up, this is partially redundant
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dot = vm_vec_dot(&vec_to_point, &Objects[objnum].orient.fvec);
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if (dot < F1_0/2)
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{
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// Do the normal thing, but darken around headlight.
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Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, fixmul(HEADLIGHT_SCALE, dist));
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Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, fixmul(HEADLIGHT_SCALE, dist));
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Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, fixmul(HEADLIGHT_SCALE, dist));
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}
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else
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{
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if (Game_mode & GM_MULTI)
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{
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// Do the normal thing, but darken around headlight.
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Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, fixmul(HEADLIGHT_SCALE, dist));
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Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, fixmul(HEADLIGHT_SCALE, dist));
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Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, fixmul(HEADLIGHT_SCALE, dist));
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}
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else
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{
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if (Game_mode & GM_MULTI)
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{
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if (dist < max_headlight_dist)
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{
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Dynamic_light[vertnum].r += fixmul(fixmul(dot, dot), obj_light_emission.r)/8;
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Dynamic_light[vertnum].g += fixmul(fixmul(dot, dot), obj_light_emission.g)/8;
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Dynamic_light[vertnum].b += fixmul(fixmul(dot, dot), obj_light_emission.b)/8;
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}
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}
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else
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if (dist < max_headlight_dist)
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{
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Dynamic_light[vertnum].r += fixmul(fixmul(dot, dot), obj_light_emission.r)/8;
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Dynamic_light[vertnum].g += fixmul(fixmul(dot, dot), obj_light_emission.g)/8;
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Dynamic_light[vertnum].b += fixmul(fixmul(dot, dot), obj_light_emission.b)/8;
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}
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}
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else
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{
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Dynamic_light[vertnum].r += fixmul(fixmul(dot, dot), obj_light_emission.r)/8;
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Dynamic_light[vertnum].g += fixmul(fixmul(dot, dot), obj_light_emission.g)/8;
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Dynamic_light[vertnum].b += fixmul(fixmul(dot, dot), obj_light_emission.b)/8;
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}
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}
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else
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{
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Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, dist);
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Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, dist);
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Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, dist);
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}
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}
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else
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{
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Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, dist);
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Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, dist);
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Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, dist);
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}
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}
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}
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#define FLASH_SCALE (3*F1_0/FLASH_LEN_FIXED_SECONDS)
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// ----------------------------------------------------------------------------------------------
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void cast_muzzle_flash_light(int n_render_vertices, int *render_vertices)
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void cast_muzzle_flash_light(int n_render_vertices, int *render_vertices, int *vert_segnum_list)
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{
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fix64 current_time;
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int i;
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{
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g3s_lrgb ml;
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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, -1);
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apply_light(ml, Muzzle_data[i].segnum, &Muzzle_data[i].pos, n_render_vertices, render_vertices, vert_segnum_list, -1);
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}
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else
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{
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@ -464,6 +394,7 @@ void set_dynamic_light(void)
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int objnum;
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int n_render_vertices;
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int render_vertices[MAX_VERTICES];
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int vert_segnum_list[MAX_VERTICES];
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sbyte render_vertex_flags[MAX_VERTICES];
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int render_seg,segnum, v;
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}
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if (!render_vertex_flags[vnum]) {
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render_vertex_flags[vnum] = 1;
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render_vertices[n_render_vertices++] = vnum;
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render_vertices[n_render_vertices] = vnum;
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vert_segnum_list[n_render_vertices] = segnum;
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n_render_vertices++;
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}
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}
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}
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@ -507,7 +440,7 @@ void set_dynamic_light(void)
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Dynamic_light[vertnum].r = Dynamic_light[vertnum].g = Dynamic_light[vertnum].b = 0;
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}
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cast_muzzle_flash_light(n_render_vertices, render_vertices);
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cast_muzzle_flash_light(n_render_vertices, render_vertices, vert_segnum_list);
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for (objnum=0; objnum<=Highest_object_index; objnum++)
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{
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@ -518,7 +451,7 @@ void set_dynamic_light(void)
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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)
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apply_light(obj_light_emission, obj->segnum, objpos, n_render_vertices, render_vertices, objnum);
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apply_light(obj_light_emission, obj->segnum, objpos, n_render_vertices, render_vertices, vert_segnum_list, objnum);
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}
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}
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@ -612,7 +545,6 @@ g3s_lrgb object_light[MAX_OBJECTS];
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int object_sig[MAX_OBJECTS];
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object *old_viewer;
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int reset_lighting_hack;
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#define LIGHT_RATE i2f(4) //how fast the light ramps up
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void start_lighting_frame(object *viewer)
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