673 lines
19 KiB
C
673 lines
19 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Lighting functions.
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*
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*/
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#include <stdio.h>
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#include <string.h> // for memset()
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#include "fix.h"
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#include "vecmat.h"
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#include "gr.h"
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#include "inferno.h"
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#include "segment.h"
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#include "error.h"
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#include "render.h"
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#include "game.h"
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#include "vclip.h"
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#include "lighting.h"
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#include "3d.h"
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#include "laser.h"
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#include "timer.h"
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#include "player.h"
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#include "playsave.h"
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#include "weapon.h"
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#include "powerup.h"
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#include "fvi.h"
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#include "robot.h"
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#include "multi.h"
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#include "palette.h"
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#include "bm.h"
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#include "rle.h"
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int Do_dynamic_light=1;
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//int Use_fvi_lighting = 0;
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g3s_lrgb Dynamic_light[MAX_VERTICES];
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#define LIGHTING_CACHE_SIZE 4096 // Must be power of 2!
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#define LIGHTING_FRAME_DELTA 256 // Recompute cache value every 8 frames.
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#define LIGHTING_CACHE_SHIFT 8
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int Lighting_frame_delta = 1;
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int Lighting_cache[LIGHTING_CACHE_SIZE];
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int Cache_hits=0, Cache_lookups=1;
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// Return true if we think vertex vertnum is visible from segment segnum.
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// If some amount of time has gone by, then recompute, else use cached value.
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int lighting_cache_visible(int vertnum, int segnum, int objnum, vms_vector *obj_pos, int obj_seg, vms_vector *vertpos)
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{
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int cache_val, cache_frame, cache_vis;
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cache_val = Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)];
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cache_frame = cache_val >> 1;
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cache_vis = cache_val & 1;
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Cache_lookups++;
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if ((cache_frame == 0) || (cache_frame + Lighting_frame_delta <= FrameCount)) {
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int apply_light=0;
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fvi_query fq;
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fvi_info hit_data;
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int segnum, hit_type;
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segnum = -1;
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#ifndef NDEBUG
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segnum = find_point_seg(obj_pos, obj_seg);
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if (segnum == -1) {
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Int3(); // Obj_pos is not in obj_seg!
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return 0; // Done processing this object.
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}
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#endif
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fq.p0 = obj_pos;
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fq.startseg = obj_seg;
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fq.p1 = vertpos;
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fq.rad = 0;
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fq.thisobjnum = objnum;
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fq.ignore_obj_list = NULL;
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fq.flags = FQ_TRANSWALL;
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hit_type = find_vector_intersection(&fq, &hit_data);
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// Hit_pos = Hit_data.hit_pnt;
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// Hit_seg = Hit_data.hit_seg;
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if (hit_type == HIT_OBJECT)
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Int3(); // Hey, we're not supposed to be checking objects!
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if (hit_type == HIT_NONE)
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apply_light = 1;
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else if (hit_type == HIT_WALL) {
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fix dist_dist;
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dist_dist = vm_vec_dist_quick(&hit_data.hit_pnt, obj_pos);
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if (dist_dist < F1_0/4) {
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apply_light = 1;
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// -- Int3(); // Curious, did fvi detect intersection with wall containing vertex?
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}
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}
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Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)] = apply_light + (FrameCount << 1);
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return apply_light;
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} else {
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Cache_hits++;
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return cache_vis;
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}
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}
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#define HEADLIGHT_CONE_DOT (F1_0*9/10)
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#define HEADLIGHT_SCALE (F1_0*10)
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// ----------------------------------------------------------------------------------------------
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void apply_light(g3s_lrgb obj_light_emission, int obj_seg, vms_vector *obj_pos, int n_render_vertices, short *render_vertices, int objnum)
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{
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int vv;
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if (((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3) > 0)
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{
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fix obji_64 = ((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3)*64;
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// for pretty dim sources, only process vertices in object's own segment.
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// 12/04/95, MK, markers only cast light in own segment.
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if (abs(obji_64) <= F1_0*8) {
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short *vp = Segments[obj_seg].verts;
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for (vv=0; vv<MAX_VERTICES_PER_SEGMENT; vv++) {
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int vertnum;
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vms_vector *vertpos;
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fix dist;
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vertnum = vp[vv];
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if ((vertnum ^ FrameCount) & 1) {
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vertpos = &Vertices[vertnum];
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dist = vm_vec_dist_quick(obj_pos, vertpos);
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dist = fixmul(dist/4, dist/4);
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if (dist < abs(obji_64)) {
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if (dist < MIN_LIGHT_DIST)
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dist = MIN_LIGHT_DIST;
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Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, dist);
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Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, dist);
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Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, dist);
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}
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}
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}
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} else {
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int headlight_shift = 0;
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fix max_headlight_dist = F1_0*200;
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// -- for (vv=FrameCount&1; vv<n_render_vertices; vv+=2) {
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for (vv=0; vv<n_render_vertices; vv++) {
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int vertnum;
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vms_vector *vertpos;
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fix dist;
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int apply_light;
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vertnum = render_vertices[vv];
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if ((vertnum ^ FrameCount) & 1) {
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vertpos = &Vertices[vertnum];
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dist = vm_vec_dist_quick(obj_pos, vertpos);
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apply_light = 0;
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if ((dist >> headlight_shift) < abs(obji_64)) {
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if (dist < MIN_LIGHT_DIST)
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dist = MIN_LIGHT_DIST;
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//if (Use_fvi_lighting) {
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// if (lighting_cache_visible(vertnum, obj_seg, objnum, obj_pos, obj_seg, vertpos)) {
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// apply_light = 1;
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// }
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//} else
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apply_light = 1;
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if (apply_light)
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{
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if (headlight_shift)
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{
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fix dot;
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vms_vector vec_to_point;
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vm_vec_sub(&vec_to_point, vertpos, obj_pos);
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vm_vec_normalize_quick(&vec_to_point); // MK, Optimization note: You compute distance about 15 lines up, this is partially redundant
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dot = vm_vec_dot(&vec_to_point, &Objects[objnum].orient.fvec);
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if (dot < F1_0/2)
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{
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// Do the normal thing, but darken around headlight.
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Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, fixmul(HEADLIGHT_SCALE, dist));
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Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, fixmul(HEADLIGHT_SCALE, dist));
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Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, fixmul(HEADLIGHT_SCALE, dist));
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}
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else
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{
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if (Game_mode & GM_MULTI)
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{
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if (dist < max_headlight_dist)
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{
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Dynamic_light[vertnum].r += fixmul(fixmul(dot, dot), obj_light_emission.r)/8;
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Dynamic_light[vertnum].g += fixmul(fixmul(dot, dot), obj_light_emission.g)/8;
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Dynamic_light[vertnum].b += fixmul(fixmul(dot, dot), obj_light_emission.b)/8;
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}
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}
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else
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{
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Dynamic_light[vertnum].r += fixmul(fixmul(dot, dot), obj_light_emission.r)/8;
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Dynamic_light[vertnum].g += fixmul(fixmul(dot, dot), obj_light_emission.g)/8;
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Dynamic_light[vertnum].b += fixmul(fixmul(dot, dot), obj_light_emission.b)/8;
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}
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}
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}
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else
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{
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Dynamic_light[vertnum].r += fixdiv(obj_light_emission.r, dist);
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Dynamic_light[vertnum].g += fixdiv(obj_light_emission.g, dist);
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Dynamic_light[vertnum].b += fixdiv(obj_light_emission.b, dist);
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}
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}
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}
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}
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}
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}
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}
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}
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#define FLASH_LEN_FIXED_SECONDS (F1_0/3)
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#define FLASH_SCALE (3*F1_0/FLASH_LEN_FIXED_SECONDS)
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// ----------------------------------------------------------------------------------------------
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void cast_muzzle_flash_light(int n_render_vertices, short *render_vertices)
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{
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fix64 current_time;
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int i;
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short time_since_flash;
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current_time = timer_query();
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for (i=0; i<MUZZLE_QUEUE_MAX; i++)
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{
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if (Muzzle_data[i].create_time)
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{
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time_since_flash = current_time - Muzzle_data[i].create_time;
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if (time_since_flash < FLASH_LEN_FIXED_SECONDS)
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{
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g3s_lrgb ml;
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ml.r = ml.g = ml.b = ((FLASH_LEN_FIXED_SECONDS - time_since_flash) * FLASH_SCALE);
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apply_light(ml, Muzzle_data[i].segnum, &Muzzle_data[i].pos, n_render_vertices, render_vertices, -1);
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}
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else
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{
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Muzzle_data[i].create_time = 0; // turn off this muzzle flash
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}
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}
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}
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}
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// Translation table to make flares flicker at different rates
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fix Obj_light_xlate[16] = { 0x1234, 0x3321, 0x2468, 0x1735,
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0x0123, 0x19af, 0x3f03, 0x232a,
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0x2123, 0x39af, 0x0f03, 0x132a,
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0x3123, 0x29af, 0x1f03, 0x032a };
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// Flag array of objects lit last frame. Guaranteed to process this frame if lit last frame.
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sbyte Lighting_objects[MAX_OBJECTS];
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#define MAX_HEADLIGHTS 8
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object *Headlights[MAX_HEADLIGHTS];
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int Num_headlights;
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// ---------------------------------------------------------
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g3s_lrgb compute_light_emission(int objnum)
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{
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object *obj = &Objects[objnum];
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int compute_color = 0;
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float cscale = 255.0;
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fix light_intensity = 0;
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g3s_lrgb lemission, obj_color = { 255, 255, 255 };
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switch (obj->type)
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{
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case OBJ_PLAYER:
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{
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vms_vector sthrust = obj->mtype.phys_info.thrust;
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fix k = fixmuldiv(obj->mtype.phys_info.mass,obj->mtype.phys_info.drag,(f1_0-obj->mtype.phys_info.drag));
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// smooth thrust value like set_thrust_from_velocity()
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vm_vec_copy_scale(&sthrust,&obj->mtype.phys_info.velocity,k);
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light_intensity = max(vm_vec_mag_quick(&sthrust)/4, F1_0*2) + F1_0/2;
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break;
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}
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case OBJ_FIREBALL:
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if (obj->id != 0xff)
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{
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if (obj->lifeleft < F1_0*4)
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light_intensity = fixmul(fixdiv(obj->lifeleft, Vclip[obj->id].play_time), Vclip[obj->id].light_value);
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else
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light_intensity = Vclip[obj->id].light_value;
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}
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else
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light_intensity = 0;
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break;
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case OBJ_ROBOT:
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light_intensity = F1_0/2; // F1_0*Robot_info[obj->id].lightcast;
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break;
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case OBJ_WEAPON:
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{
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fix tval = Weapon_info[obj->id].light;
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if (obj->id == FLARE_ID )
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light_intensity = 2* (min(tval, obj->lifeleft) + ((((fix)GameTime64) ^ Obj_light_xlate[objnum&0x0f]) & 0x3fff));
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else
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light_intensity = tval;
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break;
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}
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case OBJ_POWERUP:
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light_intensity = Powerup_info[obj->id].light;
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break;
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case OBJ_DEBRIS:
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light_intensity = F1_0/4;
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break;
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case OBJ_LIGHT:
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light_intensity = obj->ctype.light_info.intensity;
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break;
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default:
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light_intensity = 0;
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break;
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}
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lemission.r = lemission.g = lemission.b = light_intensity;
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if (!PlayerCfg.DynLightColor) // colored lights not desired so use intensity only OR no intensity (== no light == no color) at all
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return lemission;
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switch (obj->type) // find out if given object should cast colored light and compute if so
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{
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case OBJ_FIREBALL:
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case OBJ_WEAPON:
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case OBJ_FLARE:
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compute_color = 1;
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break;
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case OBJ_POWERUP:
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{
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switch (obj->id)
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{
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case POW_EXTRA_LIFE:
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case POW_ENERGY:
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case POW_SHIELD_BOOST:
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case POW_KEY_BLUE:
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case POW_KEY_RED:
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case POW_KEY_GOLD:
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case POW_CLOAK:
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case POW_INVULNERABILITY:
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compute_color = 1;
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break;
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default:
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break;
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}
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break;
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}
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}
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if (compute_color)
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{
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int i, t_idx_s = -1, t_idx_e = -1;
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if (light_intensity < F1_0) // for every effect we want color, increase light_intensity so the effect becomes barely visible
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light_intensity = F1_0;
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obj_color.r = obj_color.g = obj_color.b = 255;
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switch (obj->render_type)
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{
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case RT_POLYOBJ:
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{
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polymodel *po = &Polygon_models[obj->rtype.pobj_info.model_num];
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if (po->n_textures <= 0)
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{
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int color = g3_poly_get_color(po->model_data);
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if (color)
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{
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obj_color.r = gr_current_pal[color*3];
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obj_color.g = gr_current_pal[color*3+1];
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obj_color.b = gr_current_pal[color*3+2];
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}
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}
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else
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{
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t_idx_s = ObjBitmaps[ObjBitmapPtrs[po->first_texture]].index;
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t_idx_e = t_idx_s + po->n_textures - 1;
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}
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break;
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}
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case RT_WEAPON_VCLIP:
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{
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t_idx_s = Vclip[Weapon_info[obj->id].weapon_vclip].frames[0].index;
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t_idx_e = Vclip[Weapon_info[obj->id].weapon_vclip].frames[Vclip[Weapon_info[obj->id].weapon_vclip].num_frames-1].index;
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break;
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}
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default:
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{
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t_idx_s = Vclip[obj->id].frames[0].index;
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t_idx_e = Vclip[obj->id].frames[Vclip[obj->id].num_frames-1].index;
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break;
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}
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}
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if (t_idx_s != -1 && t_idx_e != -1)
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{
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obj_color.r = obj_color.g = obj_color.b = 0;
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for (i = t_idx_s; i <= t_idx_e; i++)
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{
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grs_bitmap *bm = &GameBitmaps[i];
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obj_color.r += bm->avg_color_rgb[0];
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obj_color.g += bm->avg_color_rgb[1];
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obj_color.b += bm->avg_color_rgb[2];
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}
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}
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// scale color to light intensity
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cscale = ((float)(light_intensity*3)/(obj_color.r+obj_color.g+obj_color.b));
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lemission.r = obj_color.r * cscale;
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lemission.g = obj_color.g * cscale;
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lemission.b = obj_color.b * cscale;
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}
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return lemission;
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}
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// ----------------------------------------------------------------------------------------------
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void set_dynamic_light(void)
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{
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int vv;
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int objnum;
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int n_render_vertices;
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short render_vertices[MAX_VERTICES];
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sbyte render_vertex_flags[MAX_VERTICES];
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int render_seg,segnum, v;
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Num_headlights = 0;
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if (!Do_dynamic_light)
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return;
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memset(render_vertex_flags, 0, Highest_vertex_index+1);
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// Create list of vertices that need to be looked at for setting of ambient light.
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n_render_vertices = 0;
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for (render_seg=0; render_seg<N_render_segs; render_seg++) {
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segnum = Render_list[render_seg];
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if (segnum != -1) {
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short *vp = Segments[segnum].verts;
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for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++) {
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int vnum = vp[v];
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if (vnum<0 || vnum>Highest_vertex_index) {
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Int3(); //invalid vertex number
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continue; //ignore it, and go on to next one
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}
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if (!render_vertex_flags[vnum]) {
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render_vertex_flags[vnum] = 1;
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render_vertices[n_render_vertices++] = vnum;
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}
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}
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}
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}
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for (vv=0; vv<n_render_vertices; vv++) {
|
|
int vertnum;
|
|
|
|
vertnum = render_vertices[vv];
|
|
Assert(vertnum >= 0 && vertnum <= Highest_vertex_index);
|
|
if ((vertnum ^ FrameCount) & 1)
|
|
Dynamic_light[vertnum].r = Dynamic_light[vertnum].g = Dynamic_light[vertnum].b = 0;
|
|
}
|
|
|
|
cast_muzzle_flash_light(n_render_vertices, render_vertices);
|
|
|
|
for (objnum=0; objnum<=Highest_object_index; objnum++)
|
|
{
|
|
object *obj = &Objects[objnum];
|
|
vms_vector *objpos = &obj->pos;
|
|
g3s_lrgb obj_light_emission;
|
|
|
|
obj_light_emission = compute_light_emission(objnum);
|
|
|
|
if (((obj_light_emission.r+obj_light_emission.g+obj_light_emission.b)/3) > 0)
|
|
apply_light(obj_light_emission, obj->segnum, objpos, n_render_vertices, render_vertices, objnum);
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
|
|
#define HEADLIGHT_BOOST_SCALE 8 //how much to scale light when have headlight boost
|
|
|
|
fix Beam_brightness = (F1_0/2); //global saying how bright the light beam is
|
|
|
|
#define MAX_DIST_LOG 6 //log(MAX_DIST-expressed-as-integer)
|
|
#define MAX_DIST (f1_0<<MAX_DIST_LOG) //no light beyond this dist
|
|
|
|
fix compute_headlight_light_on_object(object *objp)
|
|
{
|
|
int i;
|
|
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;
|
|
|
|
for (i=0; i<Num_headlights; i++) {
|
|
fix dot, dist;
|
|
vms_vector vec_to_obj;
|
|
object *light_objp;
|
|
|
|
light_objp = Headlights[i];
|
|
|
|
vm_vec_sub(&vec_to_obj, &objp->pos, &light_objp->pos);
|
|
dist = vm_vec_normalize_quick(&vec_to_obj);
|
|
if (dist > 0) {
|
|
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;
|
|
}
|
|
|
|
//compute the average dynamic light in a segment. Takes the segment number
|
|
g3s_lrgb compute_seg_dynamic_light(int segnum)
|
|
{
|
|
g3s_lrgb sum, seg_lrgb;
|
|
segment *seg;
|
|
short *verts;
|
|
|
|
seg = &Segments[segnum];
|
|
|
|
verts = seg->verts;
|
|
sum.r = sum.g = sum.b = 0;
|
|
|
|
sum.r += Dynamic_light[*verts].r;
|
|
sum.g += Dynamic_light[*verts].g;
|
|
sum.b += Dynamic_light[*verts++].b;
|
|
sum.r += Dynamic_light[*verts].r;
|
|
sum.g += Dynamic_light[*verts].g;
|
|
sum.b += Dynamic_light[*verts++].b;
|
|
sum.r += Dynamic_light[*verts].r;
|
|
sum.g += Dynamic_light[*verts].g;
|
|
sum.b += Dynamic_light[*verts++].b;
|
|
sum.r += Dynamic_light[*verts].r;
|
|
sum.g += Dynamic_light[*verts].g;
|
|
sum.b += Dynamic_light[*verts++].b;
|
|
sum.r += Dynamic_light[*verts].r;
|
|
sum.g += Dynamic_light[*verts].g;
|
|
sum.b += Dynamic_light[*verts++].b;
|
|
sum.r += Dynamic_light[*verts].r;
|
|
sum.g += Dynamic_light[*verts].g;
|
|
sum.b += Dynamic_light[*verts++].b;
|
|
sum.r += Dynamic_light[*verts].r;
|
|
sum.g += Dynamic_light[*verts].g;
|
|
sum.b += Dynamic_light[*verts++].b;
|
|
sum.r += Dynamic_light[*verts].r;
|
|
sum.g += Dynamic_light[*verts].g;
|
|
sum.b += Dynamic_light[*verts].b;
|
|
|
|
seg_lrgb.r = sum.r >> 3;
|
|
seg_lrgb.g = sum.g >> 3;
|
|
seg_lrgb.b = sum.b >> 3;
|
|
|
|
return seg_lrgb;
|
|
}
|
|
|
|
g3s_lrgb object_light[MAX_OBJECTS];
|
|
int object_sig[MAX_OBJECTS];
|
|
object *old_viewer;
|
|
int reset_lighting_hack;
|
|
|
|
#define LIGHT_RATE i2f(4) //how fast the light ramps up
|
|
|
|
void start_lighting_frame(object *viewer)
|
|
{
|
|
reset_lighting_hack = (viewer != old_viewer);
|
|
old_viewer = viewer;
|
|
}
|
|
|
|
//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(object *obj,vms_vector *rotated_pnt)
|
|
{
|
|
g3s_lrgb light, seg_dl;
|
|
fix mlight;
|
|
g3s_point objpnt;
|
|
int objnum = obj-Objects;
|
|
|
|
if (!rotated_pnt)
|
|
{
|
|
g3_rotate_point(&objpnt,&obj->pos);
|
|
rotated_pnt = &objpnt.p3_vec;
|
|
}
|
|
|
|
//First, get static (mono) light for this segment
|
|
light.r = light.g = light.b = Segments[obj->segnum].static_light;
|
|
|
|
//Now, maybe return different value to smooth transitions
|
|
if (!reset_lighting_hack && object_sig[objnum] == obj->signature)
|
|
{
|
|
fix frame_delta;
|
|
g3s_lrgb delta_light;
|
|
|
|
delta_light.r = light.r - object_light[objnum].r;
|
|
delta_light.g = light.g - object_light[objnum].g;
|
|
delta_light.b = light.b - object_light[objnum].b;
|
|
|
|
frame_delta = fixmul(LIGHT_RATE,FrameTime);
|
|
|
|
if (abs(((delta_light.r+delta_light.g+delta_light.b)/3)) <= frame_delta)
|
|
{
|
|
object_light[objnum] = light; //we've hit the goal
|
|
}
|
|
else
|
|
{
|
|
if (((delta_light.r+delta_light.g+delta_light.b)/3) < 0)
|
|
{
|
|
light.r = object_light[objnum].r -= frame_delta;
|
|
light.g = object_light[objnum].g -= frame_delta;
|
|
light.b = object_light[objnum].b -= frame_delta;
|
|
}
|
|
else
|
|
{
|
|
light.r = object_light[objnum].r += frame_delta;
|
|
light.g = object_light[objnum].g += frame_delta;
|
|
light.b = object_light[objnum].b += frame_delta;
|
|
}
|
|
}
|
|
|
|
}
|
|
else //new object, initialize
|
|
{
|
|
object_sig[objnum] = obj->signature;
|
|
object_light[objnum].r = light.r;
|
|
object_light[objnum].g = light.g;
|
|
object_light[objnum].b = light.b;
|
|
}
|
|
|
|
//Next, add in (NOTE: WHITE) headlight on this object
|
|
mlight = compute_headlight_light_on_object(obj);
|
|
light.r += mlight;
|
|
light.g += mlight;
|
|
light.b += mlight;
|
|
|
|
//Finally, add in dynamic light for this segment
|
|
seg_dl = compute_seg_dynamic_light(obj->segnum);
|
|
light.r += seg_dl.r;
|
|
light.g += seg_dl.g;
|
|
light.b += seg_dl.b;
|
|
|
|
return light;
|
|
}
|