/* 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 "seguvs.h" #include "wall.h" #include "textures.h" #include "fix.h" #include "error.h" #include "kdefs.h" #include "gameseg.h" #include "texmap.h" // ----------------------------------------------------------------------------- // Return light intensity at an instance of a vertex on a side in a segment. fix get_light_intensity(segment *segp, int sidenum, int vert) { Assert(sidenum <= MAX_SIDES_PER_SEGMENT); Assert(vert <= 3); return segp->sides[sidenum].uvls[vert].l; } // ----------------------------------------------------------------------------- // Set light intensity at a vertex, saturating in .5 to 15.5 void set_light_intensity(segment *segp, int sidenum, int vert, 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; Update_flags |= UF_WORLD_CHANGED; } // ----------------------------------------------------------------------------- // Add light intensity to a vertex, saturating in .5 to 15.5 void add_light_intensity(segment *segp, int sidenum, int vert, fix intensity) { // fix new_intensity; set_light_intensity(segp, sidenum, vert, segp->sides[sidenum].uvls[vert].l + intensity); } // ----------------------------------------------------------------------------- // 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. void apply_light_intensity(segment *segp, int sidenum, fix intensity, int depth) { int wid_result; if (intensity == 0) return; wid_result = WALL_IS_DOORWAY(segp, sidenum); if ((wid_result != WID_FLY_FLAG) && (wid_result != WID_NO_WALL)) { int v; for (v=0; v<4; v++) // add light to this wall add_light_intensity(segp, sidenum, v, 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) { int s; for (s=0; schildren[sidenum]], s, intensity/3, depth+1); } } // ----------------------------------------------------------------------------- // Top level recursive function for applying light. // Calls apply_light_intensity. // Uses light value on segp:sidenum (tmap_num2 defines light value) and applies // the associated intensity to segp. It calls apply_light_intensity to apply intensity/3 // to all neighbors. apply_light_intensity recursively calls itself to apply light to // subsequent neighbors (and forming loops, see above). void propagate_light_intensity(segment *segp, int sidenum) { int v,s; fix intensity; short texmap; intensity = 0; texmap = segp->sides[sidenum].tmap_num; intensity += TmapInfo[texmap].lighting; texmap = (segp->sides[sidenum].tmap_num2) & 0x3fff; intensity += TmapInfo[texmap].lighting; if (intensity > 0) { for (v=0; v<4; v++) add_light_intensity(segp, sidenum, v, 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 (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 v,intensity; intensity = get_light_intensity(Cursegp, Curside, Curvert); for (v=0; v<4; v++) if (v != Curvert) set_light_intensity(Cursegp, Curside, v, intensity); return 1; } // ----------------------------------------------------------------------------- // Copy intensity from current vertex to all other vertices on side. int LightCopyIntensitySegment(void) { int s,v,intensity; intensity = get_light_intensity(Cursegp, Curside, Curvert); for (s=0; s