706 lines
20 KiB
C++
706 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 <numeric>
|
|
#include <stdio.h>
|
|
#include <string.h> // for memset()
|
|
|
|
#include "maths.h"
|
|
#include "vecmat.h"
|
|
#include "gr.h"
|
|
#include "inferno.h"
|
|
#include "segment.h"
|
|
#include "dxxerror.h"
|
|
#include "render.h"
|
|
#include "render_state.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 "robot.h"
|
|
#include "multi.h"
|
|
#include "palette.h"
|
|
#include "bm.h"
|
|
#include "rle.h"
|
|
#include "wall.h"
|
|
|
|
#include "compiler-range_for.h"
|
|
#include "highest_valid.h"
|
|
|
|
using std::min;
|
|
using std::max;
|
|
|
|
int Do_dynamic_light=1;
|
|
int use_fcd_lighting = 0;
|
|
g3s_lrgb Dynamic_light[MAX_VERTICES];
|
|
|
|
#define HEADLIGHT_CONE_DOT (F1_0*9/10)
|
|
#define HEADLIGHT_SCALE (F1_0*10)
|
|
|
|
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 void apply_light(g3s_lrgb obj_light_emission, segnum_t obj_seg, vms_vector *obj_pos, int n_render_vertices, int *render_vertices, segnum_t *vert_segnum_list, objnum_t objnum)
|
|
{
|
|
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 != object_none)
|
|
if (Objects[objnum].type == OBJ_MARKER)
|
|
is_marker = 1;
|
|
#endif
|
|
|
|
// 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 = Segments[obj_seg].verts;
|
|
|
|
for (int vv=0; vv<MAX_VERTICES_PER_SEGMENT; vv++) {
|
|
int vertnum;
|
|
vms_vector *vertpos;
|
|
fix dist;
|
|
|
|
vertnum = vp[vv];
|
|
vertpos = &Vertices[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 != object_none)
|
|
if (Objects[objnum].type == OBJ_PLAYER)
|
|
if (Players[Objects[objnum].id].flags & PLAYER_FLAGS_HEADLIGHT_ON) {
|
|
headlight_shift = 3;
|
|
if (Objects[objnum].id != Player_num) {
|
|
vms_vector tvec;
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
int fate;
|
|
|
|
vm_vec_scale_add(tvec, Objects[objnum].pos, Objects[objnum].orient.fvec, F1_0*200);
|
|
|
|
fq.startseg = Objects[objnum].segnum;
|
|
fq.p0 = &Objects[objnum].pos;
|
|
fq.p1 = &tvec;
|
|
fq.rad = 0;
|
|
fq.thisobjnum = objnum;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = FQ_TRANSWALL;
|
|
|
|
fate = find_vector_intersection(&fq, &hit_data);
|
|
if (fate != HIT_NONE)
|
|
max_headlight_dist = vm_vec_mag_quick(vm_vec_sub(tvec, hit_data.hit_pnt, Objects[objnum].pos)) + F1_0*4;
|
|
}
|
|
}
|
|
#endif
|
|
for (int vv=0; vv<n_render_vertices; vv++) {
|
|
int vertnum;
|
|
vms_vector *vertpos;
|
|
fix dist;
|
|
int apply_light = 0;
|
|
|
|
vertnum = render_vertices[vv];
|
|
segnum_t vsegnum = vert_segnum_list[vv];
|
|
vertpos = &Vertices[vertnum];
|
|
|
|
if (use_fcd_lighting && abs(obji_64) > F1_0*32)
|
|
{
|
|
dist = find_connected_distance(*obj_pos, obj_seg, *vertpos, vsegnum, n_render_vertices, WID_RENDPAST_FLAG|WID_FLY_FLAG);
|
|
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 != object_none)
|
|
{
|
|
fix dot;
|
|
vms_vector vec_to_point;
|
|
|
|
vm_vec_sub(vec_to_point, *vertpos, *obj_pos);
|
|
vm_vec_normalize_quick(vec_to_point); // MK, Optimization note: You compute distance about 15 lines up, this is partially redundant
|
|
dot = vm_vec_dot(vec_to_point, Objects[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)
|
|
{
|
|
if (dist < max_headlight_dist)
|
|
{
|
|
add_light_dot_square(Dynamic_light[vertnum], obj_light_emission, dot);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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)
|
|
|
|
// ----------------------------------------------------------------------------------------------
|
|
static void cast_muzzle_flash_light(int n_render_vertices, int *render_vertices, segnum_t *vert_segnum_list)
|
|
{
|
|
fix64 current_time;
|
|
short time_since_flash;
|
|
|
|
current_time = timer_query();
|
|
|
|
for (int i=0; i<MUZZLE_QUEUE_MAX; i++)
|
|
{
|
|
if (Muzzle_data[i].create_time)
|
|
{
|
|
time_since_flash = current_time - Muzzle_data[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(ml, Muzzle_data[i].segnum, &Muzzle_data[i].pos, n_render_vertices, render_vertices, vert_segnum_list, object_none);
|
|
}
|
|
else
|
|
{
|
|
Muzzle_data[i].create_time = 0; // turn off this muzzle flash
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Translation table to make flares flicker at different rates
|
|
static const fix Obj_light_xlate[16] = { 0x1234, 0x3321, 0x2468, 0x1735,
|
|
0x0123, 0x19af, 0x3f03, 0x232a,
|
|
0x2123, 0x39af, 0x0f03, 0x132a,
|
|
0x3123, 0x29af, 0x1f03, 0x032a };
|
|
#define MAX_HEADLIGHTS 8
|
|
object *Headlights[MAX_HEADLIGHTS];
|
|
int Num_headlights;
|
|
|
|
// ---------------------------------------------------------
|
|
static g3s_lrgb compute_light_emission(int objnum)
|
|
{
|
|
object *obj = &Objects[objnum];
|
|
int compute_color = 0;
|
|
float cscale = 255.0;
|
|
fix light_intensity = 0;
|
|
g3s_lrgb lemission, obj_color = { 255, 255, 255 };
|
|
|
|
switch (obj->type)
|
|
{
|
|
case OBJ_PLAYER:
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
|
|
{
|
|
if (Num_headlights < MAX_HEADLIGHTS)
|
|
Headlights[Num_headlights++] = obj;
|
|
light_intensity = HEADLIGHT_SCALE;
|
|
}
|
|
else if (game_mode_hoard() && Players[obj->id].secondary_ammo[PROXIMITY_INDEX]) // If hoard game and player, add extra light based on how many orbs you have Pulse as well.
|
|
{
|
|
fix s,hoardlight;
|
|
hoardlight=i2f(Players[obj->id].secondary_ammo[PROXIMITY_INDEX])/2; //i2f(12));
|
|
hoardlight++;
|
|
fix_sincos (((fix)(GameTime64/2)) & 0xFFFF,&s,NULL); // probably a bad way to do it
|
|
s+=F1_0;
|
|
s>>=1;
|
|
hoardlight=fixmul (s,hoardlight);
|
|
light_intensity = (hoardlight);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
vms_vector sthrust = obj->mtype.phys_info.thrust;
|
|
fix k = fixmuldiv(obj->mtype.phys_info.mass,obj->mtype.phys_info.drag,(f1_0-obj->mtype.phys_info.drag));
|
|
// smooth thrust value like set_thrust_from_velocity()
|
|
vm_vec_copy_scale(sthrust,obj->mtype.phys_info.velocity,k);
|
|
light_intensity = max(vm_vec_mag_quick(sthrust)/4, F1_0*2) + F1_0/2;
|
|
}
|
|
break;
|
|
case OBJ_FIREBALL:
|
|
if (obj->id != 0xff)
|
|
{
|
|
if (obj->lifeleft < F1_0*4)
|
|
light_intensity = fixmul(fixdiv(obj->lifeleft, Vclip[obj->id].play_time), Vclip[obj->id].light_value);
|
|
else
|
|
light_intensity = Vclip[obj->id].light_value;
|
|
}
|
|
else
|
|
light_intensity = 0;
|
|
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(obj)].lightcast;
|
|
#endif
|
|
break;
|
|
case OBJ_WEAPON:
|
|
{
|
|
fix tval = Weapon_info[get_weapon_id(obj)].light;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (Game_mode & GM_MULTI)
|
|
if (obj->id == OMEGA_ID)
|
|
if (d_rand() > 8192)
|
|
light_intensity = 0; // 3/4 of time, omega blobs will cast 0 light!
|
|
#endif
|
|
|
|
if (get_weapon_id(obj) == FLARE_ID )
|
|
light_intensity = 2*(min(tval, obj->lifeleft) + ((((fix)GameTime64) ^ Obj_light_xlate[objnum&0x0f]) & 0x3fff));
|
|
else
|
|
light_intensity = tval;
|
|
break;
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case OBJ_MARKER:
|
|
{
|
|
fix lightval = obj->lifeleft;
|
|
|
|
lightval &= 0xffff;
|
|
lightval = 8 * abs(F1_0/2 - lightval);
|
|
|
|
if (obj->lifeleft < F1_0*1000)
|
|
obj->lifeleft += F1_0; // Make sure this object doesn't go out.
|
|
|
|
light_intensity = lightval;
|
|
break;
|
|
}
|
|
#endif
|
|
case OBJ_POWERUP:
|
|
light_intensity = Powerup_info[get_powerup_id(obj)].light;
|
|
break;
|
|
case OBJ_DEBRIS:
|
|
light_intensity = F1_0/4;
|
|
break;
|
|
case OBJ_LIGHT:
|
|
light_intensity = obj->ctype.light_info.intensity;
|
|
break;
|
|
default:
|
|
light_intensity = 0;
|
|
break;
|
|
}
|
|
|
|
lemission.r = lemission.g = lemission.b = light_intensity;
|
|
|
|
if (!PlayerCfg.DynLightColor) // colored lights not desired so use intensity only OR no intensity (== no light == no color) at all
|
|
return lemission;
|
|
|
|
switch (obj->type) // find out if given object should cast colored light and compute if so
|
|
{
|
|
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(obj))
|
|
{
|
|
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;
|
|
|
|
obj_color.r = obj_color.g = obj_color.b = 255;
|
|
|
|
switch (obj->render_type)
|
|
{
|
|
case RT_NONE:
|
|
break; // no object - no light
|
|
case RT_POLYOBJ:
|
|
{
|
|
polymodel *po = &Polygon_models[obj->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(obj)].bitmap.index;
|
|
break;
|
|
}
|
|
case RT_POWERUP:
|
|
{
|
|
t_idx_s = Vclip[obj->rtype.vclip_info.vclip_num].frames[0].index;
|
|
t_idx_e = Vclip[obj->rtype.vclip_info.vclip_num].frames[Vclip[obj->rtype.vclip_info.vclip_num].num_frames-1].index;
|
|
break;
|
|
}
|
|
case RT_WEAPON_VCLIP:
|
|
{
|
|
t_idx_s = Vclip[Weapon_info[get_weapon_id(obj)].weapon_vclip].frames[0].index;
|
|
t_idx_e = Vclip[Weapon_info[get_weapon_id(obj)].weapon_vclip].frames[Vclip[Weapon_info[get_weapon_id(obj)].weapon_vclip].num_frames-1].index;
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
t_idx_s = Vclip[obj->id].frames[0].index;
|
|
t_idx_e = Vclip[obj->id].frames[Vclip[obj->id].num_frames-1].index;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (t_idx_s != -1 && t_idx_e != -1)
|
|
{
|
|
obj_color.r = obj_color.g = obj_color.b = 0;
|
|
for (int i = t_idx_s; i <= t_idx_e; i++)
|
|
{
|
|
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];
|
|
}
|
|
}
|
|
|
|
// obviously this object did not give us any usable color. so let's do our own but with blackjack and hookers!
|
|
if (obj_color.r <= 0 && obj_color.g <= 0 && obj_color.b <= 0)
|
|
obj_color.r = obj_color.g = obj_color.b = 255;
|
|
|
|
// scale color to light intensity
|
|
cscale = ((float)(light_intensity*3)/(obj_color.r+obj_color.g+obj_color.b));
|
|
lemission.r = obj_color.r * cscale;
|
|
lemission.g = obj_color.g * cscale;
|
|
lemission.b = obj_color.b * cscale;
|
|
}
|
|
|
|
return lemission;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------
|
|
void set_dynamic_light(render_state_t &rstate)
|
|
{
|
|
int n_render_vertices;
|
|
int render_vertices[MAX_VERTICES];
|
|
segnum_t vert_segnum_list[MAX_VERTICES];
|
|
sbyte render_vertex_flags[MAX_VERTICES];
|
|
static fix light_time;
|
|
|
|
Num_headlights = 0;
|
|
|
|
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);
|
|
|
|
memset(render_vertex_flags, 0, Highest_vertex_index+1);
|
|
|
|
// Create list of vertices that need to be looked at for setting of ambient light.
|
|
n_render_vertices = 0;
|
|
for (int render_seg=0; render_seg < rstate.N_render_segs; render_seg++) {
|
|
segnum_t segnum = rstate.Render_list[render_seg];
|
|
if (segnum != segment_none) {
|
|
auto &vp = Segments[segnum].verts;
|
|
for (int v=0; v<MAX_VERTICES_PER_SEGMENT; v++) {
|
|
int vnum = vp[v];
|
|
if (vnum<0 || vnum>Highest_vertex_index) {
|
|
Int3(); //invalid vertex number
|
|
continue; //ignore it, and go on to next one
|
|
}
|
|
if (!render_vertex_flags[vnum]) {
|
|
render_vertex_flags[vnum] = 1;
|
|
render_vertices[n_render_vertices] = vnum;
|
|
vert_segnum_list[n_render_vertices] = segnum;
|
|
n_render_vertices++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int vv=0; vv<n_render_vertices; vv++) {
|
|
int vertnum;
|
|
|
|
vertnum = render_vertices[vv];
|
|
Assert(vertnum >= 0 && vertnum <= Highest_vertex_index);
|
|
Dynamic_light[vertnum] = {};
|
|
}
|
|
|
|
cast_muzzle_flash_light(n_render_vertices, render_vertices, vert_segnum_list);
|
|
|
|
range_for (auto objnum, highest_valid(Objects))
|
|
{
|
|
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, vert_segnum_list, objnum);
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
void toggle_headlight_active()
|
|
{
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
|
|
Players[Player_num].flags ^= PLAYER_FLAGS_HEADLIGHT_ON;
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_flags(Player_num);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#define HEADLIGHT_BOOST_SCALE 8 //how much to scale light when have headlight boost
|
|
|
|
#define MAX_DIST_LOG 6 //log(MAX_DIST-expressed-as-integer)
|
|
#define MAX_DIST (f1_0<<MAX_DIST_LOG) //no light beyond this dist
|
|
|
|
static fix compute_headlight_light_on_object(object *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;
|
|
|
|
for (int 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(segnum_t segnum)
|
|
{
|
|
segment *seg;
|
|
seg = &Segments[segnum];
|
|
auto op = [](g3s_lrgb r, unsigned 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);
|
|
g3s_lrgb seg_lrgb;
|
|
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(vobjptridx_t obj,vms_vector *rotated_pnt)
|
|
{
|
|
g3s_lrgb light, seg_dl;
|
|
fix mlight;
|
|
g3s_point objpnt;
|
|
int objnum = obj;
|
|
|
|
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;
|
|
}
|