dxx-rebirth/editor/elight.c
2006-03-20 16:43:15 +00:00

408 lines
12 KiB
C
Executable file

/*
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.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/editor/elight.c,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:45:20 $
*
* Editor lighting functions.
*
* $Log: elight.c,v $
* Revision 1.1.1.1 2006/03/17 19:45:20 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:02:55 donut
* Import of d1x 1.37 source.
*
* Revision 2.0 1995/02/27 11:35:16 john
* Version 2.0! No anonymous unions, Watcom 10.0, with no need
* for bitmaps.tbl.
*
* Revision 1.21 1994/06/14 16:59:23 mike
* Fix references to tmap_num2, must strip off orientation bits.
*
* Revision 1.20 1994/05/31 12:31:57 mike
* fix bug in lighting -- WALL_IS_DOORWAY return value getting ignored,
* almost never recursively propagated light.
*
* Revision 1.19 1994/05/19 23:35:12 mike
* Support uv coordinates in range 0..1.0.
*
* Revision 1.18 1994/05/16 12:05:29 john
* Made texturemap light be a fix from 0 to 1.
*
* Revision 1.17 1994/05/14 18:00:38 matt
* Got rid of externs in source (non-header) files
*
* Revision 1.16 1994/05/03 11:04:27 mike
* Add function to select edge.
*
* Revision 1.15 1994/04/20 17:29:11 yuan
* Fixed bug where tmaps above 256 don't light properly.
* (duh!)
*
* Revision 1.14 1994/03/22 14:20:46 yuan
* Made texture map 1 also cast light. (Cumulative with tmap_num2)
*
* Revision 1.13 1994/03/15 16:34:14 yuan
* Fixed bm loader (might have some changes in walls and switches)
*
* Revision 1.12 1994/02/22 18:55:10 yuan
* Ambient lighting "shines" on doors too!
*
* Revision 1.11 1994/02/17 12:05:55 matt
* Got rid of warnings
*
* Revision 1.10 1994/02/16 22:28:03 mike
* fix ambient lighting and smoothing.
*
* Revision 1.9 1994/02/14 12:05:42 mike
* change segment data structure.
*
* Revision 1.8 1994/01/26 17:27:45 yuan
* Still not perfected ambient lighting
*
* Revision 1.7 1994/01/25 17:58:08 yuan
* Added ambient lighting, and also added fixing bogus segments
* functions to the editor... (they don't work fully... need to
* check out seguvs.c
*
* Revision 1.6 1994/01/24 11:46:10 yuan
* *** empty log message ***
*
* Revision 1.5 1994/01/24 11:03:05 yuan
* Set lgiht maximum added... Changes are still in progress
*
* Revision 1.4 1994/01/18 19:16:07 yuan
* Added assign default to lighting pad.
*
* Revision 1.3 1993/12/17 12:26:00 mike
* Add functions for setting light values on whole segment at once.
*
* Revision 1.2 1993/12/16 16:56:12 mike
* Add new texture map lighting control functions.
*
* Revision 1.1 1993/12/16 13:21:50 mike
* Initial revision
*
*
*/
#ifdef RCS
static char rcsid[] = "$Id: elight.c,v 1.1.1.1 2006/03/17 19:45:20 zicodxx Exp $";
#endif
#include <stdio.h>
//#include <stdlib.h>
//#include <stdarg.h>
//#include <math.h>
//#include <string.h>
#include "inferno.h"
#include "segment.h"
#include "editor.h"
#include "seguvs.h"
#include "wall.h"
#include "textures.h"
#include "fix.h"
#include "mono.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; s<MAX_SIDES_PER_SEGMENT; s++)
apply_light_intensity(&Segments[segp->children[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<MAX_SIDES_PER_SEGMENT; s++)
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()
{
int seg, side;
for (seg=0; seg<=Highest_segment_index; seg++)
for (side=0;side<MAX_SIDES_PER_SEGMENT;side++)
propagate_light_intensity(&Segments[seg], side);
return 0;
}
// -----------------------------------------------------------------------------
int LightSelectNextVertex(void)
{
Curvert++;
if (Curvert >= 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<MAX_SIDES_PER_SEGMENT; s++)
for (v=0; v<4; v++)
if ((s != Curside) || (v != Curvert))
set_light_intensity(Cursegp, s, v, intensity);
return 1;
}
// -----------------------------------------------------------------------------
int LightDecreaseLightVertex(void)
{
set_light_intensity(Cursegp, Curside, Curvert, get_light_intensity(Cursegp, Curside, Curvert)-F1_0/NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightIncreaseLightVertex(void)
{
set_light_intensity(Cursegp, Curside, Curvert, get_light_intensity(Cursegp, Curside, Curvert)+F1_0/NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightDecreaseLightSide(void)
{
int v;
for (v=0; v<4; v++)
set_light_intensity(Cursegp, Curside, v, get_light_intensity(Cursegp, Curside, v)-F1_0/NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightIncreaseLightSide(void)
{
int v;
for (v=0; v<4; v++)
set_light_intensity(Cursegp, Curside, v, get_light_intensity(Cursegp, Curside, v)+F1_0/NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightDecreaseLightSegment(void)
{
int s,v;
for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
for (v=0; v<4; v++)
set_light_intensity(Cursegp, s, v, get_light_intensity(Cursegp, s, v)-F1_0/NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightIncreaseLightSegment(void)
{
int s,v;
for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
for (v=0; v<4; v++)
set_light_intensity(Cursegp, s, v, get_light_intensity(Cursegp, s, v)+F1_0/NUM_LIGHTING_LEVELS);
return 1;
}
// -----------------------------------------------------------------------------
int LightSetDefault(void)
{
int v;
for (v=0; v<4; v++)
set_light_intensity(Cursegp, Curside, v, DEFAULT_LIGHTING);
return 1;
}
// -----------------------------------------------------------------------------
int LightSetMaximum(void)
{
int v;
for (v=0; v<4; v++)
set_light_intensity(Cursegp, 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;
}