/* * 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. 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Editor lighting functions. * */ #include #include "inferno.h" #include "segment.h" #include "editor.h" #include "editor/esegment.h" #include "seguvs.h" #include "wall.h" #include "textures.h" #include "maths.h" #include "dxxerror.h" #include "kdefs.h" #include "gameseg.h" #include "texmap.h" #include "compiler-range_for.h" // ----------------------------------------------------------------------------- // Return light intensity at an instance of a vertex on a side in a segment. 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); return get_light_intensity(segp->sides[sidenum], vert); } 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(side &s, const uint_fast32_t vert, const fix intensity) { Assert(vert <= 3); 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_all_verts(side &s, const fix 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. // If not a wall, apply light to child through that wall. // Notes: // It is possible to enter a segment twice by taking different paths. It is easy // to prevent this by maintaining a list of visited segments, but it is important // to reach segments with the greatest light intensity. This can be done by doing // a breadth-first-search, or by storing the applied intensity with a visited segment, // and if the current intensity is brighter, then apply the difference between it and // the previous intensity. // Note that it is also possible to visit the original light-casting segment, for example // going from segment 0 to 2, then from 2 to 0. This is peculiar and probably not // desired, but not entirely invalid. 2 reflects some light back to 0. static void apply_light_intensity(const vsegptr_t segp, int sidenum, fix intensity, int depth) { if (intensity == 0) return; auto wid_result = WALL_IS_DOORWAY(segp, sidenum); if (!(wid_result & WID_RENDPAST_FLAG)) { 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; ssides[sidenum].tmap_num; intensity += TmapInfo[texmap].lighting; texmap = (segp->sides[sidenum].tmap_num2) & 0x3fff; intensity += TmapInfo[texmap].lighting; if (intensity > 0) { 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). for (int s=0; s= 4) Curvert = 0; Update_flags |= UF_WORLD_CHANGED; return 1; } // ----------------------------------------------------------------------------- int LightSelectNextEdge(void) { Curedge++; if (Curedge >= 4) Curedge = 0; Update_flags |= UF_WORLD_CHANGED; return 1; } // ----------------------------------------------------------------------------- // Copy intensity from current vertex to all other vertices on side. int LightCopyIntensity(void) { int intensity; const vsegptr_t segp = Cursegp; intensity = get_light_intensity(segp, Curside, Curvert); for (int v=0; v<4; v++) if (v != Curvert) set_light_intensity(segp, Curside, v, intensity); return 1; } // ----------------------------------------------------------------------------- // Copy intensity from current vertex to all other vertices on side. int LightCopyIntensitySegment(void) { int intensity; const vsegptr_t segp = Cursegp; intensity = get_light_intensity(segp, Curside, Curvert); for (int s=0; s