dxx-rebirth/main/lighting.c
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

679 lines
20 KiB
C

/*
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.
*/
#ifdef RCS
static char rcsid[] = "$Id: lighting.c,v 1.1.1.1 2001-01-19 03:30:00 bradleyb Exp $";
#endif
#include <conf.h>
#include <stdio.h>
#include <string.h> // for memset()
#include "fix.h"
#include "vecmat.h"
#include "gr.h"
#include "inferno.h"
#include "segment.h"
#include "error.h"
#include "mono.h"
#include "render.h"
#include "game.h"
#include "vclip.h"
#include "lighting.h"
#include "3d.h"
#include "laser.h"
#include "timer.h"
#include "player.h"
#include "weapon.h"
#include "powerup.h"
#include "fvi.h"
#include "robot.h"
#include "multi.h"
int Do_dynamic_light=1;
//int Use_fvi_lighting = 0;
fix Dynamic_light[MAX_VERTICES];
#define LIGHTING_CACHE_SIZE 4096 // Must be power of 2!
#define LIGHTING_FRAME_DELTA 256 // Recompute cache value every 8 frames.
#define LIGHTING_CACHE_SHIFT 8
int Lighting_frame_delta = 1;
int Lighting_cache[LIGHTING_CACHE_SIZE];
int Cache_hits=0, Cache_lookups=1;
// Return true if we think vertex vertnum is visible from segment segnum.
// If some amount of time has gone by, then recompute, else use cached value.
int lighting_cache_visible(int vertnum, int segnum, int objnum, vms_vector *obj_pos, int obj_seg, vms_vector *vertpos)
{
int cache_val, cache_frame, cache_vis;
cache_val = Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)];
cache_frame = cache_val >> 1;
cache_vis = cache_val & 1;
//mprintf((0, "%i %i %5i %i ", vertnum, segnum, cache_frame, cache_vis));
Cache_lookups++;
if ((cache_frame == 0) || (cache_frame + Lighting_frame_delta <= FrameCount)) {
int apply_light=0;
fvi_query fq;
fvi_info hit_data;
int segnum, hit_type;
#ifndef NDEBUG
segnum = find_point_seg(obj_pos, obj_seg);
if (segnum == -1) {
Int3(); // Obj_pos is not in obj_seg!
return 0; // Done processing this object.
}
#endif
fq.p0 = obj_pos;
fq.startseg = obj_seg;
fq.p1 = vertpos;
fq.rad = 0;
fq.thisobjnum = objnum;
fq.ignore_obj_list = NULL;
fq.flags = FQ_TRANSWALL;
hit_type = find_vector_intersection(&fq, &hit_data);
// Hit_pos = Hit_data.hit_pnt;
// Hit_seg = Hit_data.hit_seg;
if (hit_type == HIT_OBJECT)
Int3(); // Hey, we're not supposed to be checking objects!
if (hit_type == HIT_NONE)
apply_light = 1;
else if (hit_type == HIT_WALL) {
fix dist_dist;
dist_dist = vm_vec_dist_quick(&hit_data.hit_pnt, obj_pos);
if (dist_dist < F1_0/4) {
apply_light = 1;
// -- Int3(); // Curious, did fvi detect intersection with wall containing vertex?
}
}
Lighting_cache[((segnum << LIGHTING_CACHE_SHIFT) ^ vertnum) & (LIGHTING_CACHE_SIZE-1)] = apply_light + (FrameCount << 1);
//mprintf((0, "%i\n", apply_light));
return apply_light;
} else {
//mprintf((0, "\n"));
Cache_hits++;
return cache_vis;
}
}
#define HEADLIGHT_CONE_DOT (F1_0*9/10)
#define HEADLIGHT_SCALE (F1_0*10)
// ----------------------------------------------------------------------------------------------
void apply_light(fix obj_intensity, int obj_seg, vms_vector *obj_pos, int n_render_vertices, short *render_vertices, int objnum)
{
int vv;
if (obj_intensity) {
fix obji_64 = obj_intensity*64;
// 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) || (Objects[objnum].type == OBJ_MARKER)) {
short *vp = Segments[obj_seg].verts;
for (vv=0; vv<MAX_VERTICES_PER_SEGMENT; vv++) {
int vertnum;
vms_vector *vertpos;
fix dist;
vertnum = vp[vv];
if ((vertnum ^ FrameCount) & 1) {
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;
Dynamic_light[vertnum] += fixdiv(obj_intensity, dist);
}
}
}
} else {
int headlight_shift = 0;
fix max_headlight_dist = F1_0*200;
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;
}
}
// -- for (vv=FrameCount&1; vv<n_render_vertices; vv+=2) {
for (vv=0; vv<n_render_vertices; vv++) {
int vertnum;
vms_vector *vertpos;
fix dist;
int apply_light;
vertnum = render_vertices[vv];
if ((vertnum ^ FrameCount) & 1) {
vertpos = &Vertices[vertnum];
dist = vm_vec_dist_quick(obj_pos, vertpos);
apply_light = 0;
if ((dist >> headlight_shift) < abs(obji_64)) {
if (dist < MIN_LIGHT_DIST)
dist = MIN_LIGHT_DIST;
//if (Use_fvi_lighting) {
// if (lighting_cache_visible(vertnum, obj_seg, objnum, obj_pos, obj_seg, vertpos)) {
// apply_light = 1;
// }
//} else
apply_light = 1;
if (apply_light) {
if (headlight_shift) {
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)
Dynamic_light[vertnum] += fixdiv(obj_intensity, fixmul(HEADLIGHT_SCALE, dist)); // Do the normal thing, but darken around headlight.
else {
if (Game_mode & GM_MULTI) {
if (dist < max_headlight_dist)
Dynamic_light[vertnum] += fixmul(fixmul(dot, dot), obj_intensity)/8;
} else
Dynamic_light[vertnum] += fixmul(fixmul(dot, dot), obj_intensity)/8;
}
} else
Dynamic_light[vertnum] += fixdiv(obj_intensity, dist);
}
}
}
}
}
}
}
#define FLASH_LEN_FIXED_SECONDS (F1_0/3)
#define FLASH_SCALE (3*F1_0/FLASH_LEN_FIXED_SECONDS)
// ----------------------------------------------------------------------------------------------
void cast_muzzle_flash_light(int n_render_vertices, short *render_vertices)
{
fix current_time;
int i;
short time_since_flash;
current_time = timer_get_fixed_seconds();
for (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)
apply_light((FLASH_LEN_FIXED_SECONDS - time_since_flash) * FLASH_SCALE, Muzzle_data[i].segnum, &Muzzle_data[i].pos, n_render_vertices, render_vertices, -1);
else
Muzzle_data[i].create_time = 0; // turn off this muzzle flash
}
}
}
// Translation table to make flares flicker at different rates
fix Obj_light_xlate[16] =
{0x1234, 0x3321, 0x2468, 0x1735,
0x0123, 0x19af, 0x3f03, 0x232a,
0x2123, 0x39af, 0x0f03, 0x132a,
0x3123, 0x29af, 0x1f03, 0x032a};
// Flag array of objects lit last frame. Guaranteed to process this frame if lit last frame.
byte Lighting_objects[MAX_OBJECTS];
#define MAX_HEADLIGHTS 8
object *Headlights[MAX_HEADLIGHTS];
int Num_headlights;
// ---------------------------------------------------------
fix compute_light_intensity(int objnum)
{
object *obj = &Objects[objnum];
int objtype = obj->type;
fix hoardlight,s;
switch (objtype) {
case OBJ_PLAYER:
if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON) {
if (Num_headlights < MAX_HEADLIGHTS)
Headlights[Num_headlights++] = obj;
return HEADLIGHT_SCALE;
} else if ((Game_mode & GM_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.
hoardlight=i2f(Players[obj->id].secondary_ammo[PROXIMITY_INDEX])/2; //i2f(12));
hoardlight++;
fix_sincos ((GameTime/2) & 0xFFFF,&s,NULL); // probably a bad way to do it
s+=F1_0;
s>>=1;
hoardlight=fixmul (s,hoardlight);
// mprintf ((0,"Hoardlight is %f!\n",f2fl(hoardlight)));
return (hoardlight);
}
else
return max(vm_vec_mag_quick(&obj->mtype.phys_info.thrust)/4, F1_0*2) + F1_0/2;
break;
case OBJ_FIREBALL:
if (obj->id != 0xff) {
if (obj->lifeleft < F1_0*4)
return fixmul(fixdiv(obj->lifeleft, Vclip[obj->id].play_time), Vclip[obj->id].light_value);
else
return Vclip[obj->id].light_value;
} else
return 0;
break;
case OBJ_ROBOT:
return F1_0*Robot_info[obj->id].lightcast;
break;
case OBJ_WEAPON: {
fix tval = Weapon_info[obj->id].light;
if (Game_mode & GM_MULTI)
if (obj->id == OMEGA_ID)
if (d_rand() > 8192)
return 0; // 3/4 of time, omega blobs will cast 0 light!
if (obj->id == FLARE_ID )
return 2* (min(tval, obj->lifeleft) + ((GameTime ^ Obj_light_xlate[objnum&0x0f]) & 0x3fff));
else
return tval;
}
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.
return lightval;
}
case OBJ_POWERUP:
return Powerup_info[obj->id].light;
break;
case OBJ_DEBRIS:
return F1_0/4;
break;
case OBJ_LIGHT:
return obj->ctype.light_info.intensity;
break;
default:
return 0;
break;
}
}
// ----------------------------------------------------------------------------------------------
void set_dynamic_light(void)
{
int vv;
int objnum;
int n_render_vertices;
short render_vertices[MAX_VERTICES];
byte render_vertex_flags[MAX_VERTICES];
int render_seg,segnum, v;
byte new_lighting_objects[MAX_OBJECTS];
Num_headlights = 0;
if (!Do_dynamic_light)
return;
//if (Use_fvi_lighting)
// mprintf((0, "hits = %8i, misses = %8i, lookups = %8i, hit ratio = %7.4f\n", Cache_hits, Cache_lookups - Cache_hits, Cache_lookups, (float) Cache_hits / Cache_lookups));
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 (render_seg=0; render_seg<N_render_segs; render_seg++) {
segnum = Render_list[render_seg];
if (segnum != -1) {
short *vp = Segments[segnum].verts;
for (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;
}
//--old way-- for (s=0; s<n_render_vertices; s++)
//--old way-- if (render_vertices[s] == vnum)
//--old way-- break;
//--old way-- if (s == n_render_vertices)
//--old way-- render_vertices[n_render_vertices++] = vnum;
}
}
}
// -- for (vertnum=FrameCount&1; vertnum<n_render_vertices; vertnum+=2) {
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] = 0;
}
cast_muzzle_flash_light(n_render_vertices, render_vertices);
for (objnum=0; objnum<=Highest_object_index; objnum++)
new_lighting_objects[objnum] = 0;
// July 5, 1995: New faster dynamic lighting code. About 5% faster on the PC (un-optimized).
// Only objects which are in rendered segments cast dynamic light. We might wad6 to extend this
// one or two segments if we notice light changing as objects go offscreen. I couldn't see any
// serious visual degradation. In fact, I could see no humorous degradation, either. --MK
for (render_seg=0; render_seg<N_render_segs; render_seg++) {
int segnum = Render_list[render_seg];
objnum = Segments[segnum].objects;
while (objnum != -1) {
object *obj = &Objects[objnum];
vms_vector *objpos = &obj->pos;
fix obj_intensity;
obj_intensity = compute_light_intensity(objnum);
if (obj_intensity) {
apply_light(obj_intensity, obj->segnum, objpos, n_render_vertices, render_vertices, obj-Objects);
new_lighting_objects[objnum] = 1;
}
objnum = obj->next;
}
}
// Now, process all lights from last frame which haven't been processed this frame.
for (objnum=0; objnum<=Highest_object_index; objnum++) {
// In multiplayer games, process even unprocessed objects every 4th frame, else don't know about player sneaking up.
if ((Lighting_objects[objnum]) || ((Game_mode & GM_MULTI) && (((objnum ^ FrameCount) & 3) == 0))) {
if (!new_lighting_objects[objnum]) {
// Lighted last frame, but not this frame. Get intensity...
object *obj = &Objects[objnum];
vms_vector *objpos = &obj->pos;
fix obj_intensity;
obj_intensity = compute_light_intensity(objnum);
if (obj_intensity) {
apply_light(obj_intensity, obj->segnum, objpos, n_render_vertices, render_vertices, objnum);
Lighting_objects[objnum] = 1;
} else
Lighting_objects[objnum] = 0;
}
} else {
// Not lighted last frame, so we don't need to light it. (Already lit if casting light this frame.)
// But copy value from new_lighting_objects to update Lighting_objects array.
Lighting_objects[objnum] = new_lighting_objects[objnum];
}
}
}
// ---------------------------------------------------------
void toggle_headlight_active()
{
if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
Players[Player_num].flags ^= PLAYER_FLAGS_HEADLIGHT_ON;
#ifdef NETWORK
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
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;
}
// -- Unused -- //Compute the lighting from the headlight for a given vertex on a face.
// -- Unused -- //Takes:
// -- Unused -- // point - the 3d coords of the point
// -- Unused -- // face_light - a scale factor derived from the surface normal of the face
// -- Unused -- //If no surface normal effect is wanted, pass F1_0 for face_light
// -- Unused -- fix compute_headlight_light(vms_vector *point,fix face_light)
// -- Unused -- {
// -- Unused -- fix light;
// -- Unused -- int use_beam = 0; //flag for beam effect
// -- Unused --
// -- Unused -- light = Beam_brightness;
// -- Unused --
// -- Unused -- if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) && Viewer==&Objects[Players[Player_num].objnum] && Players[Player_num].energy > 0) {
// -- Unused -- light *= HEADLIGHT_BOOST_SCALE;
// -- Unused -- use_beam = 1; //give us beam effect
// -- Unused -- }
// -- Unused --
// -- Unused -- if (light) { //if no beam, don't bother with the rest of this
// -- Unused -- fix point_dist;
// -- Unused --
// -- Unused -- point_dist = vm_vec_mag_quick(point);
// -- Unused --
// -- Unused -- if (point_dist >= MAX_DIST)
// -- Unused --
// -- Unused -- light = 0;
// -- Unused --
// -- Unused -- else {
// -- Unused -- fix dist_scale,face_scale;
// -- Unused --
// -- Unused -- dist_scale = (MAX_DIST - point_dist) >> MAX_DIST_LOG;
// -- Unused -- light = fixmul(light,dist_scale);
// -- Unused --
// -- Unused -- if (face_light < 0)
// -- Unused -- face_light = 0;
// -- Unused --
// -- Unused -- face_scale = f1_0/4 + face_light/2;
// -- Unused -- light = fixmul(light,face_scale);
// -- Unused --
// -- Unused -- if (use_beam) {
// -- Unused -- fix beam_scale;
// -- Unused --
// -- Unused -- if (face_light > f1_0*3/4 && point->z > i2f(12)) {
// -- Unused -- beam_scale = fixdiv(point->z,point_dist);
// -- Unused -- beam_scale = fixmul(beam_scale,beam_scale); //square it
// -- Unused -- light = fixmul(light,beam_scale);
// -- Unused -- }
// -- Unused -- }
// -- Unused -- }
// -- Unused -- }
// -- Unused --
// -- Unused -- return light;
// -- Unused -- }
//compute the average dynamic light in a segment. Takes the segment number
fix compute_seg_dynamic_light(int segnum)
{
fix sum;
segment *seg;
short *verts;
seg = &Segments[segnum];
verts = seg->verts;
sum = 0;
sum += Dynamic_light[*verts++];
sum += Dynamic_light[*verts++];
sum += Dynamic_light[*verts++];
sum += Dynamic_light[*verts++];
sum += Dynamic_light[*verts++];
sum += Dynamic_light[*verts++];
sum += Dynamic_light[*verts++];
sum += Dynamic_light[*verts];
return sum >> 3;
}
fix 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.
fix compute_object_light(object *obj,vms_vector *rotated_pnt)
{
fix light;
g3s_point objpnt;
int objnum = obj-Objects;
if (!rotated_pnt) {
g3_rotate_point(&objpnt,&obj->pos);
rotated_pnt = &objpnt.p3_vec;
}
//First, get static light for this segment
light = Segment2s[obj->segnum].static_light;
//return light;
//Now, maybe return different value to smooth transitions
if (!reset_lighting_hack && object_sig[objnum] == obj->signature) {
fix delta_light,frame_delta;
delta_light = light - object_light[objnum];
frame_delta = fixmul(LIGHT_RATE,FrameTime);
if (abs(delta_light) <= frame_delta)
object_light[objnum] = light; //we've hit the goal
else
if (delta_light < 0)
light = object_light[objnum] -= frame_delta;
else
light = object_light[objnum] += frame_delta;
}
else { //new object, initialize
object_sig[objnum] = obj->signature;
object_light[objnum] = light;
}
//Next, add in headlight on this object
// -- Matt code: light += compute_headlight_light(rotated_pnt,f1_0);
light += compute_headlight_light_on_object(obj);
//Finally, add in dynamic light for this segment
light += compute_seg_dynamic_light(obj->segnum);
return light;
}