dxx-rebirth/similar/main/lighting.cpp

714 lines
20 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Lighting functions.
*
*/
#include <algorithm>
#include <bitset>
#include <numeric>
#include <stdio.h>
#include <string.h> // for memset()
#include "render_state.h"
#include "maths.h"
#include "vecmat.h"
#include "gr.h"
#include "inferno.h"
#include "segment.h"
#include "dxxerror.h"
#include "game.h"
#include "vclip.h"
#include "lighting.h"
#include "3d.h"
#include "interp.h"
#include "gameseg.h"
#include "laser.h"
#include "timer.h"
#include "player.h"
#include "playsave.h"
#include "weapon.h"
#include "powerup.h"
#include "fvi.h"
#include "object.h"
#include "robot.h"
#include "multi.h"
#include "palette.h"
#include "bm.h"
#include "wall.h"
#include "compiler-range_for.h"
#include "d_bitset.h"
#include "d_levelstate.h"
#include "partial_range.h"
#include "d_range.h"
using std::min;
#define HEADLIGHT_CONE_DOT (F1_0*9/10)
#define HEADLIGHT_SCALE (F1_0*10)
namespace dcx {
namespace {
static int Do_dynamic_light=1;
static int use_fcd_lighting;
static void add_light_div(g3s_lrgb &d, const g3s_lrgb &light, const fix &scale)
{
d.r += fixdiv(light.r, scale);
d.g += fixdiv(light.g, scale);
d.b += fixdiv(light.b, scale);
}
static void add_light_dot_square(g3s_lrgb &d, const g3s_lrgb &light, const fix &dot)
{
auto square = fixmul(dot, dot);
d.r += fixmul(square, light.r)/8;
d.g += fixmul(square, light.g)/8;
d.b += fixmul(square, light.b)/8;
}
static fix compute_player_light_emission_intensity(const object_base &objp)
{
auto &phys_info = objp.mtype.phys_info;
const auto drag = phys_info.drag;
const fix k = fixmuldiv(phys_info.mass, drag, (F1_0 - drag));
// smooth thrust value like set_thrust_from_velocity()
const auto sthrust = vm_vec_copy_scale(phys_info.velocity, k);
return std::max(static_cast<fix>(vm_vec_mag_quick(sthrust) / 4), F2_0) + F0_5;
}
static fix compute_fireball_light_emission_intensity(const d_vclip_array &Vclip, const object_base &objp)
{
const auto oid = get_fireball_id(objp);
if (oid >= Vclip.size())
return 0;
auto &v = Vclip[oid];
const auto light_intensity = v.light_value;
if (objp.lifeleft < F1_0*4)
return fixmul(fixdiv(objp.lifeleft, v.play_time), light_intensity);
return light_intensity;
}
}
}
// ----------------------------------------------------------------------------------------------
namespace dsx {
namespace {
static void apply_light(fvmsegptridx &vmsegptridx, const g3s_lrgb obj_light_emission, const vcsegptridx_t obj_seg, const vms_vector &obj_pos, const unsigned n_render_vertices, std::array<vertnum_t, MAX_VERTICES> &render_vertices, const std::array<segnum_t, MAX_VERTICES> &vert_segnum_list, const icobjptridx_t objnum)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
if (((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3) > 0)
{
fix obji_64 = ((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3)*64;
sbyte is_marker = 0;
#if defined(DXX_BUILD_DESCENT_II)
if (objnum && objnum->type == OBJ_MARKER)
is_marker = 1;
#endif
auto &Dynamic_light = LevelUniqueLightState.Dynamic_light;
auto &vcvertptr = Vertices.vcptr;
// for pretty dim sources, only process vertices in object's own segment.
// 12/04/95, MK, markers only cast light in own segment.
if ((abs(obji_64) <= F1_0*8) || is_marker) {
auto &vp = obj_seg->verts;
range_for (const auto vertnum, vp)
{
fix dist;
auto &vertpos = *vcvertptr(vertnum);
dist = vm_vec_dist_quick(obj_pos, vertpos);
dist = fixmul(dist/4, dist/4);
if (dist < abs(obji_64)) {
if (dist < MIN_LIGHT_DIST)
dist = MIN_LIGHT_DIST;
add_light_div(Dynamic_light[vertnum], obj_light_emission, dist);
}
}
} else {
int headlight_shift = 0;
fix max_headlight_dist = F1_0*200;
#if defined(DXX_BUILD_DESCENT_II)
if (objnum)
{
const object &obj = *objnum;
if (obj.type == OBJ_PLAYER)
if (obj.ctype.player_info.powerup_flags & PLAYER_FLAGS_HEADLIGHT_ON) {
headlight_shift = 3;
if (get_player_id(obj) != Player_num)
{
fvi_info hit_data;
const auto tvec = vm_vec_scale_add(obj.pos, obj.orient.fvec, F1_0*200);
const auto fate = find_vector_intersection(fvi_query{
obj.pos,
tvec,
fvi_query::unused_ignore_obj_list,
fvi_query::unused_LevelUniqueObjectState,
fvi_query::unused_Robot_info,
FQ_TRANSWALL,
objnum,
}, obj_seg, 0, hit_data);
if (fate != fvi_hit_type::None)
max_headlight_dist = vm_vec_mag_quick(vm_vec_sub(hit_data.hit_pnt, obj.pos)) + F1_0*4;
}
}
}
#endif
range_for (const unsigned vv, xrange(n_render_vertices))
{
fix dist;
int apply_light = 0;
const auto vertnum = render_vertices[vv];
auto vsegnum = vert_segnum_list[vv];
auto &vertpos = *vcvertptr(vertnum);
if (use_fcd_lighting && abs(obji_64) > F1_0*32)
{
dist = find_connected_distance(obj_pos, obj_seg, vertpos, vmsegptridx(vsegnum), n_render_vertices, WALL_IS_DOORWAY_FLAG::rendpast | WALL_IS_DOORWAY_FLAG::fly);
if (dist >= 0)
apply_light = 1;
}
else
{
dist = vm_vec_dist_quick(obj_pos, vertpos);
apply_light = 1;
}
if (apply_light && ((dist >> headlight_shift) < abs(obji_64))) {
if (dist < MIN_LIGHT_DIST)
dist = MIN_LIGHT_DIST;
if (headlight_shift && objnum)
{
fix dot;
// MK, Optimization note: You compute distance about 15 lines up, this is partially redundant
const auto vec_to_point = vm_vec_normalized_quick(vm_vec_sub(vertpos, obj_pos));
dot = vm_vec_dot(vec_to_point, objnum->orient.fvec);
if (dot < F1_0/2)
{
// Do the normal thing, but darken around headlight.
add_light_div(Dynamic_light[vertnum], obj_light_emission, fixmul(HEADLIGHT_SCALE, dist));
}
else
{
if (!(Game_mode & GM_MULTI) || dist < max_headlight_dist)
{
add_light_dot_square(Dynamic_light[vertnum], obj_light_emission, dot);
}
}
}
else
{
add_light_div(Dynamic_light[vertnum], obj_light_emission, dist);
}
}
}
}
}
}
}
}
#define FLASH_LEN_FIXED_SECONDS (F1_0/3)
#define FLASH_SCALE (3*F1_0/FLASH_LEN_FIXED_SECONDS)
namespace {
// ----------------------------------------------------------------------------------------------
static void cast_muzzle_flash_light(fvmsegptridx &vmsegptridx, int n_render_vertices, std::array<vertnum_t, MAX_VERTICES> &render_vertices, const std::array<segnum_t, MAX_VERTICES> &vert_segnum_list)
{
fix64 current_time;
short time_since_flash;
current_time = timer_query();
range_for (auto &i, Muzzle_data)
{
if (i.create_time)
{
time_since_flash = current_time - i.create_time;
if (time_since_flash < FLASH_LEN_FIXED_SECONDS)
{
g3s_lrgb ml;
ml.r = ml.g = ml.b = ((FLASH_LEN_FIXED_SECONDS - time_since_flash) * FLASH_SCALE);
apply_light(vmsegptridx, ml, vmsegptridx(i.segnum), i.pos, n_render_vertices, render_vertices, vert_segnum_list, object_none);
}
else
{
i.create_time = 0; // turn off this muzzle flash
}
}
}
}
// Translation table to make flares flicker at different rates
const std::array<fix, 16> Obj_light_xlate{{0x1234, 0x3321, 0x2468, 0x1735,
0x0123, 0x19af, 0x3f03, 0x232a,
0x2123, 0x39af, 0x0f03, 0x132a,
0x3123, 0x29af, 0x1f03, 0x032a
}};
#if defined(DXX_BUILD_DESCENT_I)
#define compute_player_light_emission_intensity(LevelUniqueHeadlightState, obj) compute_player_light_emission_intensity(obj)
#define compute_light_emission(Robot_info, LevelUniqueHeadlightState, Vclip, obj) compute_light_emission(Vclip, obj)
#elif defined(DXX_BUILD_DESCENT_II)
#undef compute_player_light_emission_intensity
#undef compute_light_emission
#endif
}
// ---------------------------------------------------------
namespace dsx {
namespace {
#if defined(DXX_BUILD_DESCENT_II)
static fix compute_player_light_emission_intensity(d_level_unique_headlight_state &LevelUniqueHeadlightState, const object &objp)
{
if (objp.ctype.player_info.powerup_flags & PLAYER_FLAGS_HEADLIGHT_ON)
{
auto &Headlights = LevelUniqueHeadlightState.Headlights;
auto &Num_headlights = LevelUniqueHeadlightState.Num_headlights;
if (Num_headlights < Headlights.size())
Headlights[Num_headlights++] = &objp;
return HEADLIGHT_SCALE;
}
uint8_t hoard_orbs;
// If hoard game and player, add extra light based on how many orbs you have Pulse as well.
if (game_mode_hoard() && (hoard_orbs = objp.ctype.player_info.hoard.orbs))
{
const fix hoardlight = 1 + (i2f(hoard_orbs) / 2);
const auto s = fix_sin(static_cast<fix>(GameTime64 >> 1) & 0xFFFF); // probably a bad way to do it
return fixmul((s + F1_0) >> 1, hoardlight);
}
return ::dcx::compute_player_light_emission_intensity(objp);
}
#endif
static g3s_lrgb compute_light_emission(const d_robot_info_array &Robot_info, d_level_unique_headlight_state &LevelUniqueHeadlightState, const d_vclip_array &Vclip, const vcobjptridx_t obj)
{
int compute_color = 0;
fix light_intensity = 0;
const object &objp = obj;
switch (objp.type)
{
case OBJ_PLAYER:
light_intensity = compute_player_light_emission_intensity(LevelUniqueHeadlightState, objp);
break;
case OBJ_FIREBALL:
light_intensity = compute_fireball_light_emission_intensity(Vclip, objp);
break;
case OBJ_ROBOT:
#if defined(DXX_BUILD_DESCENT_I)
light_intensity = F1_0/2; // F1_0*Robot_info[obj->id].lightcast;
#elif defined(DXX_BUILD_DESCENT_II)
light_intensity = F1_0*Robot_info[get_robot_id(objp)].lightcast;
#endif
break;
case OBJ_WEAPON:
{
const auto wid = get_weapon_id(objp);
const fix tval = Weapon_info[wid].light;
if (wid == weapon_id_type::FLARE_ID)
light_intensity = 2 * (min(tval, objp.lifeleft) + ((static_cast<fix>(GameTime64) ^ Obj_light_xlate[obj.get_unchecked_index() % Obj_light_xlate.size()]) & 0x3fff));
else
light_intensity = tval;
break;
}
#if defined(DXX_BUILD_DESCENT_II)
case OBJ_MARKER:
{
fix lightval = objp.lifeleft;
lightval &= 0xffff;
lightval = 8 * abs(F1_0/2 - lightval);
light_intensity = lightval;
break;
}
#endif
case OBJ_POWERUP:
light_intensity = Powerup_info[get_powerup_id(objp)].light;
break;
case OBJ_DEBRIS:
light_intensity = F1_0/4;
break;
case OBJ_LIGHT:
light_intensity = objp.ctype.light_info.intensity;
break;
default:
light_intensity = 0;
break;
}
const auto &&white_light = [light_intensity] {
return g3s_lrgb{light_intensity, light_intensity, light_intensity};
};
if (!PlayerCfg.DynLightColor) // colored lights not desired so use intensity only OR no intensity (== no light == no color) at all
return white_light();
switch (objp.type) // find out if given object should cast colored light and compute if so
{
default:
break;
case OBJ_FIREBALL:
case OBJ_WEAPON:
#if defined(DXX_BUILD_DESCENT_II)
case OBJ_MARKER:
#endif
compute_color = 1;
break;
case OBJ_POWERUP:
{
switch (get_powerup_id(objp))
{
case POW_EXTRA_LIFE:
case POW_ENERGY:
case POW_SHIELD_BOOST:
case POW_KEY_BLUE:
case POW_KEY_RED:
case POW_KEY_GOLD:
case POW_CLOAK:
case POW_INVULNERABILITY:
#if defined(DXX_BUILD_DESCENT_II)
case POW_HOARD_ORB:
#endif
compute_color = 1;
break;
default:
break;
}
break;
}
}
if (compute_color)
{
int t_idx_s = -1, t_idx_e = -1;
if (light_intensity < F1_0) // for every effect we want color, increase light_intensity so the effect becomes barely visible
light_intensity = F1_0;
g3s_lrgb obj_color = { 255, 255, 255 };
switch (objp.render_type)
{
case RT_NONE:
break; // no object - no light
case RT_POLYOBJ:
{
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
const polymodel *const po = &Polygon_models[objp.rtype.pobj_info.model_num];
if (po->n_textures <= 0)
{
int color = g3_poly_get_color(po->model_data.get());
if (color)
{
obj_color.r = gr_current_pal[color].r;
obj_color.g = gr_current_pal[color].g;
obj_color.b = gr_current_pal[color].b;
}
}
else
{
t_idx_s = ObjBitmaps[ObjBitmapPtrs[po->first_texture]].index;
t_idx_e = t_idx_s + po->n_textures - 1;
}
break;
}
case RT_LASER:
{
t_idx_s = t_idx_e = Weapon_info[get_weapon_id(objp)].bitmap.index;
break;
}
case RT_POWERUP:
{
auto &v = Vclip[objp.rtype.vclip_info.vclip_num];
auto &f = v.frames;
t_idx_s = f[0].index;
t_idx_e = f[v.num_frames - 1].index;
break;
}
case RT_WEAPON_VCLIP:
{
auto &v = Vclip[Weapon_info[get_weapon_id(objp)].weapon_vclip];
auto &f = v.frames;
t_idx_s = f[0].index;
t_idx_e = f[v.num_frames - 1].index;
break;
}
default:
{
const auto &vc = Vclip[objp.id];
t_idx_s = vc.frames[0].index;
t_idx_e = vc.frames[vc.num_frames-1].index;
break;
}
}
if (t_idx_s != -1 && t_idx_e != -1)
{
obj_color.r = obj_color.g = obj_color.b = 0;
range_for (const int i, xrange(t_idx_s, t_idx_e + 1))
{
grs_bitmap *bm = &GameBitmaps[i];
bitmap_index bi;
bi.index = i;
PIGGY_PAGE_IN(bi);
obj_color.r += bm->avg_color_rgb[0];
obj_color.g += bm->avg_color_rgb[1];
obj_color.b += bm->avg_color_rgb[2];
}
}
const fix rgbsum = obj_color.r + obj_color.g + obj_color.b;
// obviously this object did not give us any usable color. so let's do our own but with blackjack and hookers!
if (rgbsum <= 0)
return white_light();
// scale color to light intensity
const float cscale = static_cast<float>(light_intensity * 3) / rgbsum;
return g3s_lrgb{
static_cast<fix>(obj_color.r * cscale),
static_cast<fix>(obj_color.g * cscale),
static_cast<fix>(obj_color.b * cscale)
};
}
return white_light();
}
}
// ----------------------------------------------------------------------------------------------
void set_dynamic_light(const d_robot_info_array &Robot_info, render_state_t &rstate)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptridx = Objects.vcptridx;
std::array<vertnum_t, MAX_VERTICES> render_vertices;
std::array<segnum_t, MAX_VERTICES> vert_segnum_list;
static fix light_time;
#if defined(DXX_BUILD_DESCENT_II)
LevelUniqueLightState.Num_headlights = 0;
#endif
if (!Do_dynamic_light)
return;
light_time += FrameTime;
if (light_time < (F1_0/60)) // it's enough to stress the CPU 60 times per second
return;
light_time = light_time - (F1_0/60);
enumerated_bitset<MAX_VERTICES, vertnum_t> render_vertex_flags;
// Create list of vertices that need to be looked at for setting of ambient light.
auto &Dynamic_light = LevelUniqueLightState.Dynamic_light;
uint_fast32_t n_render_vertices = 0;
range_for (const auto segnum, partial_const_range(rstate.Render_list, rstate.N_render_segs))
{
if (segnum != segment_none) {
auto &vp = Segments[segnum].verts;
range_for (const auto vnum, vp)
{
auto &&b = render_vertex_flags[vnum];
if (!b)
{
b = true;
render_vertices[n_render_vertices] = vnum;
vert_segnum_list[n_render_vertices] = segnum;
n_render_vertices++;
Dynamic_light[vnum] = {};
}
}
}
}
cast_muzzle_flash_light(vmsegptridx, n_render_vertices, render_vertices, vert_segnum_list);
range_for (const auto &&obj, vcobjptridx)
{
const object &objp = obj;
if (objp.type == OBJ_NONE)
continue;
const auto &&obj_light_emission = compute_light_emission(Robot_info, LevelUniqueLightState, Vclip, obj);
if (((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3) > 0)
apply_light(vmsegptridx, obj_light_emission, vcsegptridx(objp.segnum), objp.pos, n_render_vertices, render_vertices, vert_segnum_list, obj);
}
}
// ---------------------------------------------------------
#if defined(DXX_BUILD_DESCENT_II)
void toggle_headlight_active(object &player)
{
auto &player_info = player.ctype.player_info;
if (player_info.powerup_flags & PLAYER_FLAGS_HEADLIGHT) {
player_info.powerup_flags ^= PLAYER_FLAGS_HEADLIGHT_ON;
if (Game_mode & GM_MULTI)
multi_send_flags(player.id);
}
}
namespace {
static fix compute_headlight_light_on_object(const d_level_unique_headlight_state &LevelUniqueHeadlightState, const object_base &objp)
{
fix light;
// Let's just illuminate players and robots for speed reasons, ok?
if (objp.type != OBJ_ROBOT && objp.type != OBJ_PLAYER)
return 0;
light = 0;
range_for (const object_base *const light_objp, partial_const_range(LevelUniqueHeadlightState.Headlights, LevelUniqueHeadlightState.Num_headlights))
{
auto vec_to_obj = vm_vec_sub(objp.pos, light_objp->pos);
const fix dist = vm_vec_normalize_quick(vec_to_obj);
if (dist > 0) {
const fix dot = vm_vec_dot(light_objp->orient.fvec, vec_to_obj);
if (dot < F1_0/2)
light += fixdiv(HEADLIGHT_SCALE, fixmul(HEADLIGHT_SCALE, dist)); // Do the normal thing, but darken around headlight.
else
light += fixmul(fixmul(dot, dot), HEADLIGHT_SCALE)/8;
}
}
return light;
}
}
#endif
}
namespace {
//compute the average dynamic light in a segment. Takes the segment number
static g3s_lrgb compute_seg_dynamic_light(const enumerated_array<g3s_lrgb, MAX_VERTICES, vertnum_t> &Dynamic_light, const shared_segment &seg)
{
const auto &&op = [&Dynamic_light](g3s_lrgb r, const vertnum_t v) {
r.r += Dynamic_light[v].r;
r.g += Dynamic_light[v].g;
r.b += Dynamic_light[v].b;
return r;
};
g3s_lrgb sum = std::accumulate(begin(seg.verts), end(seg.verts), g3s_lrgb{0, 0, 0}, op);
sum.r >>= 3;
sum.g >>= 3;
sum.b >>= 3;
return sum;
}
static std::array<g3s_lrgb, MAX_OBJECTS> object_light;
static std::array<object_signature_t, MAX_OBJECTS> object_sig;
static int reset_lighting_hack;
}
const object *old_viewer;
#define LIGHT_RATE i2f(4) //how fast the light ramps up
void start_lighting_frame(const object &viewer)
{
reset_lighting_hack = (&viewer != old_viewer);
old_viewer = &viewer;
}
namespace dsx {
//compute the lighting for an object. Takes a pointer to the object,
//and possibly a rotated 3d point. If the point isn't specified, the
//object's center point is rotated.
g3s_lrgb compute_object_light(const d_level_unique_light_state &LevelUniqueLightState, const vcobjptridx_t obj)
{
g3s_lrgb light;
const vcobjidx_t objnum = obj;
//First, get static (mono) light for this segment
const cscusegment objsegp = vcsegptr(obj->segnum);
light.r = light.g = light.b = objsegp.u.static_light;
auto &os = object_sig[objnum];
auto &ol = object_light[objnum];
//Now, maybe return different value to smooth transitions
if (!reset_lighting_hack && os == obj->signature)
{
fix frame_delta;
g3s_lrgb delta_light;
delta_light.r = light.r - ol.r;
delta_light.g = light.g - ol.g;
delta_light.b = light.b - ol.b;
frame_delta = fixmul(LIGHT_RATE,FrameTime);
if (abs(((delta_light.r+delta_light.g+delta_light.b)/3)) <= frame_delta)
{
ol = light; //we've hit the goal
}
else
{
if (((delta_light.r+delta_light.g+delta_light.b)/3) < 0)
frame_delta = -frame_delta;
ol.r += frame_delta;
ol.g += frame_delta;
ol.b += frame_delta;
light = ol;
}
}
else //new object, initialize
{
os = obj->signature;
ol = light;
}
//Finally, add in dynamic light for this segment
auto &Dynamic_light = LevelUniqueLightState.Dynamic_light;
const auto &&seg_dl = compute_seg_dynamic_light(Dynamic_light, objsegp);
#if defined(DXX_BUILD_DESCENT_II)
//Next, add in (NOTE: WHITE) headlight on this object
const fix mlight = compute_headlight_light_on_object(LevelUniqueLightState, obj);
light.r += mlight;
light.g += mlight;
light.b += mlight;
#endif
light.r += seg_dl.r;
light.g += seg_dl.g;
light.b += seg_dl.b;
return light;
}
}