dxx-rebirth/similar/editor/elight.cpp

314 lines
10 KiB
C++

/*
* 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 <stdio.h>
#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"
#include "d_range.h"
// -----------------------------------------------------------------------------
// Return light intensity at an instance of a vertex on a side in a segment.
static fix get_light_intensity(const unique_side &s, const side_relative_vertnum vert)
{
return s.uvls[vert].l;
}
static fix get_light_intensity(const unique_segment &segp, const sidenum_t sidenum, const side_relative_vertnum vert)
{
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(unique_side &s, const side_relative_vertnum vert, const fix intensity)
{
s.uvls[vert].l = clamp_light_intensity(intensity);
Update_flags |= UF_WORLD_CHANGED;
}
static void set_light_intensity(unique_segment &segp, const sidenum_t sidenum, const side_relative_vertnum vert, const fix intensity)
{
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(unique_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 csmusegment segp, const sidenum_t sidenum, fix intensity, const unsigned depth)
{
if (intensity == 0)
return;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
const auto wid_result = WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, sidenum);
if (!(wid_result & WALL_IS_DOORWAY_FLAG::rendpast)) {
add_light_intensity_all_verts(segp.u.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 csmusegment &&csegp = vmsegptr(segp.s.children[sidenum]);
for (const auto s : MAX_SIDES_PER_SEGMENT)
apply_light_intensity(csegp, s, intensity, 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).
static void propagate_light_intensity(const csmusegment segp, const sidenum_t sidenum)
{
fix intensity;
intensity = 0;
auto &us = segp.u.sides[sidenum];
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
const auto texmap = get_texture_index(us.tmap_num);
intensity += TmapInfo[texmap].lighting;
intensity += TmapInfo[get_texture_index(us.tmap_num2)].lighting;
if (intensity > 0) {
add_light_intensity_all_verts(us, 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 (const auto s : MAX_SIDES_PER_SEGMENT)
if (s != sidenum)
apply_light_intensity(segp, s, intensity/2, 1);
}
}
// -----------------------------------------------------------------------------
// Highest level function, bound to a key. Apply ambient light to all segments based
// on user-defined light sources.
int LightAmbientLighting()
{
range_for (const auto &&segp, vmsegptr)
{
for (const auto side : MAX_SIDES_PER_SEGMENT)
propagate_light_intensity(segp, side);
}
return 0;
}
// -----------------------------------------------------------------------------
int LightSelectNextVertex(void)
{
Curvert = next_side_vertex(Curvert);
Update_flags |= UF_WORLD_CHANGED;
return 1;
}
// -----------------------------------------------------------------------------
int LightSelectNextEdge(void)
{
Curedge = next_side_vertex(Curedge);
Update_flags |= UF_WORLD_CHANGED;
return 1;
}
// -----------------------------------------------------------------------------
// Copy intensity from current vertex to all other vertices on side.
int LightCopyIntensity(void)
{
int intensity;
unique_segment &segp = Cursegp;
intensity = get_light_intensity(segp, Curside, Curvert);
for (const auto v : MAX_VERTICES_PER_SIDE)
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;
unique_segment &segp = Cursegp;
intensity = get_light_intensity(segp, Curside, Curvert);
for (const auto s : MAX_SIDES_PER_SEGMENT)
for (const auto v : MAX_VERTICES_PER_SIDE)
if ((s != Curside) || (v != Curvert))
set_light_intensity(segp, s, v, intensity);
return 1;
}
// -----------------------------------------------------------------------------
int LightDecreaseLightVertex(void)
{
unique_segment &segp = Cursegp;
set_light_intensity(segp, Curside, Curvert, get_light_intensity(segp, Curside, Curvert) - F1_0 / NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightIncreaseLightVertex(void)
{
unique_segment &segp = Cursegp;
set_light_intensity(segp, Curside, Curvert, get_light_intensity(segp, Curside, Curvert) + F1_0 / NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightDecreaseLightSide(void)
{
unique_segment &segp = Cursegp;
for (const auto v : MAX_VERTICES_PER_SIDE)
set_light_intensity(segp, Curside, v, get_light_intensity(segp, Curside, v) - F1_0 / NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightIncreaseLightSide(void)
{
unique_segment &segp = Cursegp;
for (const auto v : MAX_VERTICES_PER_SIDE)
set_light_intensity(segp, Curside, v, get_light_intensity(segp, Curside, v) + F1_0 / NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightDecreaseLightSegment(void)
{
unique_segment &segp = Cursegp;
for (const auto s : MAX_SIDES_PER_SEGMENT)
for (const auto v : MAX_VERTICES_PER_SIDE)
set_light_intensity(segp, s, v, get_light_intensity(segp, s, v) - F1_0 / NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightIncreaseLightSegment(void)
{
unique_segment &segp = Cursegp;
for (const auto s : MAX_SIDES_PER_SEGMENT)
for (const auto v : MAX_VERTICES_PER_SIDE)
set_light_intensity(segp, s, v, get_light_intensity(segp, s, v) + F1_0 / NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightSetDefault(void)
{
unique_segment &segp = Cursegp;
for (const auto v : MAX_VERTICES_PER_SIDE)
set_light_intensity(segp, Curside, v, DEFAULT_LIGHTING);
return 1;
}
// -----------------------------------------------------------------------------
int LightSetMaximum(void)
{
unique_segment &segp = Cursegp;
for (const auto v : MAX_VERTICES_PER_SIDE)
set_light_intensity(segp, Curside, v, (NUM_LIGHTING_LEVELS - 1) * F1_0 / NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightSetDefaultAll(void)
{
assign_default_lighting_all();
Update_flags |= UF_WORLD_CHANGED;
return 1;
}