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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: hw_light.c,v 1.42 2001/12/28 16:57:45 hurdler Exp $
//
// Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
//
// $Log: hw_light.c,v $
// Revision 1.42 2001/12/28 16:57:45 hurdler
// Add setcorona command to FS
//
// Revision 1.41 2001/12/26 17:24:47 hurdler
// Update Linux version
//
// Revision 1.40 2001/08/27 19:59:35 hurdler
// Fix colormap in heretic + opengl, fixedcolormap and NEWCORONA
//
// Revision 1.39 2001/08/26 15:27:29 bpereira
// added fov for glide and fixed newcoronas code
//
// Revision 1.38 2001/08/11 01:24:30 hurdler
// Fix backface culling problem with floors/ceiling
//
// Revision 1.37 2001/08/09 21:35:23 hurdler
// Add translucent 3D water in hw mode
//
// Revision 1.36 2001/08/08 20:34:43 hurdler
// Big TANDL update
//
// Revision 1.35 2001/08/06 14:13:45 hurdler
// Crappy MD2 implementation (still need lots of work)
//
// Revision 1.34 2001/04/28 15:18:46 hurdler
// newcoronas defined again
//
// Revision 1.33 2001/04/17 22:30:40 hurdler
// fix some (strange!) problems
//
// Revision 1.32 2001/04/09 14:17:45 hurdler
// no message
//
// Revision 1.31 2001/02/28 17:50:56 bpereira
// no message
//
// Revision 1.30 2001/02/24 13:35:22 bpereira
// no message
//
// Revision 1.29 2001/01/25 18:56:27 bpereira
// no message
//
// Revision 1.28 2000/11/18 15:51:25 bpereira
// no message
//
// Revision 1.27 2000/11/02 19:49:39 bpereira
// no message
//
// Revision 1.26 2000/10/04 16:21:57 hurdler
// small clean-up
//
// Revision 1.25 2000/09/28 20:57:20 bpereira
// no message
//
// Revision 1.24 2000/09/21 16:45:11 bpereira
// no message
//
// Revision 1.23 2000/08/31 14:30:57 bpereira
// no message
//
// Revision 1.22 2000/08/11 19:11:57 metzgermeister
// *** empty log message ***
//
// Revision 1.21 2000/08/11 12:27:43 hurdler
// latest changes for v1.30
//
// Revision 1.20 2000/08/10 19:58:04 bpereira
// no message
//
// Revision 1.19 2000/08/10 14:16:25 hurdler
// no message
//
// Revision 1.18 2000/08/03 17:57:42 bpereira
// no message
//
// Revision 1.17 2000/07/01 09:23:50 bpereira
// no message
//
// Revision 1.16 2000/05/09 21:09:18 hurdler
// people prefer coronas on plasma riffles
//
// Revision 1.15 2000/04/24 20:24:38 bpereira
// no message
//
// Revision 1.14 2000/04/24 15:46:34 hurdler
// Support colormap for text
//
// Revision 1.13 2000/04/23 16:19:52 bpereira
// no message
//
// Revision 1.12 2000/04/18 12:52:21 hurdler
// join with Boris' code
//
// Revision 1.10 2000/04/14 16:34:26 hurdler
// some nice changes for coronas
//
// Revision 1.9 2000/04/12 16:03:51 hurdler
// ready for T&L code and true static lighting
//
// Revision 1.8 2000/04/11 01:00:59 hurdler
// Better coronas support
//
// Revision 1.7 2000/04/09 17:18:01 hurdler
// modified coronas' code for 16 bits video mode
//
// Revision 1.6 2000/04/06 20:50:23 hurdler
// add Boris' changes for coronas in doom3.wad
//
// Revision 1.5 2000/03/29 19:39:49 bpereira
// no message
//
// Revision 1.4 2000/03/07 03:31:45 hurdler
// fix linux compilation
//
// Revision 1.3 2000/03/05 17:10:56 bpereira
// no message
//
// Revision 1.2 2000/02/27 00:42:11 hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1 2000/02/22 20:32:33 hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
// Dynamic/Static lighting & coronas add on by Hurdler
// !!! Under construction !!!
//
//-----------------------------------------------------------------------------
#include "hw_light.h"
#include "../i_video.h"
#include "../z_zone.h"
#include "../m_random.h"
#include "../m_bbox.h"
#include "../w_wad.h"
#include "../r_state.h"
#include "../r_main.h"
#include "../p_local.h"
//=============================================================================
// DEFINES
//=============================================================================
#define DL_SQRRADIUS(x) dynlights->p_lspr[(x)]->dynamic_sqrradius
#define DL_RADIUS(x) dynlights->p_lspr[(x)]->dynamic_radius
#define LIGHT_POS(i) dynlights->position[(i)]
#define DL_HIGH_QUALITY
//#define LIGHTMAPFLAGS (PF_Masked|PF_Clip|PF_NoAlphaTest) // debug see overdraw
#define LIGHTMAPFLAGS (PF_Modulated|PF_Additive|PF_Clip)
//=============================================================================
// GLOBAL
//=============================================================================
void CV_grMonsterDL_OnChange (void);
consvar_t cv_grdynamiclighting = {"gr_dynamiclighting", "On", CV_SAVE, CV_OnOff };
consvar_t cv_grstaticlighting = {"gr_staticlighting", "On", CV_SAVE, CV_OnOff };
consvar_t cv_grcoronas = {"gr_coronas", "On", CV_SAVE, CV_OnOff };
consvar_t cv_grcoronasize = {"gr_coronasize", "1", CV_SAVE| CV_FLOAT,0 };
consvar_t cv_grmblighting = {"gr_mblighting", "On", CV_SAVE|CV_CALL
, CV_OnOff, CV_grMonsterDL_OnChange };
static dynlights_t view_dynlights[2]; // 2 players in splitscreen mode
static dynlights_t *dynlights = &view_dynlights[0];
typedef enum {
NOLIGHT = 0,
PLASMA_L,
PLASMAEXP_L,
ROCKET_L,
ROCKETEXP_L,
BFG_L,
BFGEXP_L,
BLUETALL_L,
GREENTALL_L,
REDTALL_L,
BLUESMALL_L,
GREENSMALL_L,
REDSMALL_L,
TECHLAMP_L,
TECHLAMP2_L,
COLUMN_L,
CANDLE_L,
CANDLEABRE_L,
REDBALL_L,
GREENBALL_L,
ROCKET2_L,
NUMLIGHTS
} lightspritenum_t;
#define UNDEFINED_SPR 0x0 // actually just for testing
#define CORONA_SPR 0x1 // a light source which only emit a corona
#define DYNLIGHT_SPR 0x2 // a light source which is only used for dynamic lighting
#define LIGHT_SPR (DYNLIGHT_SPR|CORONA_SPR)
#define ROCKET_SPR (DYNLIGHT_SPR|CORONA_SPR|0x10)
//#define MONSTER_SPR 4
//#define AMMO_SPR 8
//#define BONUS_SPR 16
//Hurdler: now we can change those values via FS :)
light_t lspr[NUMLIGHTS] = {
// type offset x, y coronas color, c_size,light color,l_radius, sqr radius computed at init
// UNDEFINED: 0
{ UNDEFINED_SPR, 0.0f, 0.0f, 0x0, 24.0f, 0x0, 0.0f },
// weapons
// PLASMA_L
{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x60ff7750, 24.0f, 0x20f77760, 80.0f },
// PLASMAEXP_L
{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x60ff7750, 24.0f, 0x40f77760, 120.0f },
// ROCKET_L
{ ROCKET_SPR, 0.0f, 0.0f, 0x606060f0, 20.0f, 0x4020f7f7, 120.0f },
// ROCKETEXP_L
{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060f0, 20.0f, 0x6020f7f7, 200.0f },
// BFG_L
{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x6077f777, 120.0f, 0x8060f060, 200.0f },
// BFGEXP_L
{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x6077f777, 120.0f, 0x6060f060, 400.0f },
// tall lights
// BLUETALL_L
{ LIGHT_SPR, 0.0f, 27.0f, 0x80ff7070, 75.0f, 0x40ff5050, 100.0f },
// GREENTALL_L
{ LIGHT_SPR, 0.0f, 27.0f, 0x5060ff60, 75.0f, 0x4070ff70, 100.0f },
// REDTALL_L
{ LIGHT_SPR, 0.0f, 27.0f, 0x705070ff, 75.0f, 0x405070ff, 100.0f },
// small lights
// BLUESMALL_L
{ LIGHT_SPR, 0.0f, 14.0f, 0x80ff7070, 60.0f, 0x40ff5050, 100.0f },
// GREENSMALL_L
{ LIGHT_SPR, 0.0f, 14.0f, 0x6070ff70, 60.0f, 0x4070ff70, 100.0f },
// REDSMALL_L
{ LIGHT_SPR, 0.0f, 14.0f, 0x705070ff, 60.0f, 0x405070ff, 100.0f },
// other lights
// TECHLAMP_L
{ LIGHT_SPR, 0.0f, 33.0f, 0x80ffb0b0, 75.0f, 0x40ffb0b0, 100.0f },
// TECHLAMP2_L
{ LIGHT_SPR, 0.0f, 26.0f, 0x80ffb0b0, 60.0f, 0x40ffb0b0, 100.0f },
// COLUMN_L
{ LIGHT_SPR, 3.0f, 19.0f, 0x80b0f0f0, 60.0f, 0x40b0f0f0, 100.0f },
// CANDLE_L
{ LIGHT_SPR, 0.0f, 6.0f, 0x60b0f0f0, 20.0f, 0x30b0f0f0, 30.0f },
// CANDLEABRE_L
{ LIGHT_SPR, 0.0f, 30.0f, 0x60b0f0f0, 60.0f, 0x30b0f0f0, 100.0f },
// monsters
// REDBALL_L
{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060f0, 0.0f, 0x302070ff, 100.0f },
// GREENBALL_L
{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x6077f777, 120.0f, 0x3060f060, 100.0f },
// ROCKET2_L
{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060f0, 20.0f, 0x4020f7f7, 120.0f },
};
static light_t *t_lspr[NUMSPRITES] = {
&lspr[NOLIGHT], // SPR_TROO
&lspr[NOLIGHT], // SPR_SHTG
&lspr[NOLIGHT], // SPR_PUNG
&lspr[NOLIGHT], // SPR_PISG
&lspr[NOLIGHT], // SPR_PISF
&lspr[NOLIGHT], // SPR_SHTF
&lspr[NOLIGHT], // SPR_SHT2
&lspr[NOLIGHT], // SPR_CHGG
&lspr[NOLIGHT], // SPR_CHGF
&lspr[NOLIGHT], // SPR_MISG
&lspr[NOLIGHT], // SPR_MISF
&lspr[NOLIGHT], // SPR_SAWG
&lspr[NOLIGHT], // SPR_PLSG
&lspr[NOLIGHT], // SPR_PLSF
&lspr[NOLIGHT], // SPR_BFGG
&lspr[NOLIGHT], // SPR_BFGF
&lspr[NOLIGHT], // SPR_BLUD
&lspr[NOLIGHT], // SPR_PUFF
&lspr[REDBALL_L], // SPR_BAL1 * // imp
&lspr[REDBALL_L], // SPR_BAL2 * // cacodemon
&lspr[PLASMA_L], // SPR_PLSS * // plasma
&lspr[PLASMAEXP_L], // SPR_PLSE * // plasma explosion
&lspr[ROCKET_L], // SPR_MISL * // rocket
&lspr[BFG_L], // SPR_BFS1 * // bfg
&lspr[BFGEXP_L], // SPR_BFE1 * // bfg explosion
&lspr[NOLIGHT], // SPR_BFE2
&lspr[GREENBALL_L], // SPR_TFOG * teleport fog
&lspr[PLASMA_L], // SPR_IFOG * respaw fog
&lspr[NOLIGHT], // SPR_PLAY
&lspr[NOLIGHT], // SPR_POSS
&lspr[NOLIGHT], // SPR_SPOS
&lspr[NOLIGHT], // SPR_VILE
&lspr[NOLIGHT], // SPR_FIRE
&lspr[REDBALL_L], // SPR_FATB * // revenent tracer
&lspr[NOLIGHT], // SPR_FBXP
&lspr[NOLIGHT], // SPR_SKEL
&lspr[ROCKET2_L], // SPR_MANF * // mancubus
&lspr[NOLIGHT], // SPR_FATT
&lspr[NOLIGHT], // SPR_CPOS
&lspr[NOLIGHT], // SPR_SARG
&lspr[NOLIGHT], // SPR_HEAD
&lspr[GREENBALL_L], // SPR_BAL7 * // hell knight / baron of hell
&lspr[NOLIGHT], // SPR_BOSS
&lspr[NOLIGHT], // SPR_BOS2
&lspr[REDBALL_L], // SPR_SKUL // lost soul
&lspr[NOLIGHT], // SPR_SPID
&lspr[NOLIGHT], // SPR_BSPI
&lspr[GREENBALL_L], // SPR_APLS * // arachnotron
&lspr[GREENBALL_L], // SPR_APBX * // arachnotron explosion
&lspr[NOLIGHT], // SPR_CYBR
&lspr[NOLIGHT], // SPR_PAIN
&lspr[NOLIGHT], // SPR_SSWV
&lspr[NOLIGHT], // SPR_KEEN
&lspr[NOLIGHT], // SPR_BBRN
&lspr[NOLIGHT], // SPR_BOSF
&lspr[NOLIGHT], // SPR_ARM1
&lspr[NOLIGHT], // SPR_ARM2
&lspr[NOLIGHT], // SPR_BAR1
&lspr[ROCKETEXP_L], // SPR_BEXP // barrel explosion
&lspr[NOLIGHT], // SPR_FCAN
&lspr[NOLIGHT], // SPR_BON1
&lspr[NOLIGHT], // SPR_BON2
&lspr[NOLIGHT], // SPR_BKEY
&lspr[NOLIGHT], // SPR_RKEY
&lspr[NOLIGHT], // SPR_YKEY
&lspr[NOLIGHT], // SPR_BSKU
&lspr[NOLIGHT], // SPR_RSKU
&lspr[NOLIGHT], // SPR_YSKU
&lspr[NOLIGHT], // SPR_STIM
&lspr[NOLIGHT], // SPR_MEDI
&lspr[NOLIGHT], // SPR_SOUL
&lspr[NOLIGHT], // SPR_PINV
&lspr[NOLIGHT], // SPR_PSTR
&lspr[NOLIGHT], // SPR_PINS
&lspr[NOLIGHT], // SPR_MEGA
&lspr[NOLIGHT], // SPR_SUIT
&lspr[NOLIGHT], // SPR_PMAP
&lspr[NOLIGHT], // SPR_PVIS
&lspr[NOLIGHT], // SPR_CLIP
&lspr[NOLIGHT], // SPR_AMMO
&lspr[NOLIGHT], // SPR_ROCK
&lspr[NOLIGHT], // SPR_BROK
&lspr[NOLIGHT], // SPR_CELL
&lspr[NOLIGHT], // SPR_CELP
&lspr[NOLIGHT], // SPR_SHEL
&lspr[NOLIGHT], // SPR_SBOX
&lspr[NOLIGHT], // SPR_BPAK
&lspr[NOLIGHT], // SPR_BFUG
&lspr[NOLIGHT], // SPR_MGUN
&lspr[NOLIGHT], // SPR_CSAW
&lspr[NOLIGHT], // SPR_LAUN
&lspr[NOLIGHT], // SPR_PLAS
&lspr[NOLIGHT], // SPR_SHOT
&lspr[NOLIGHT], // SPR_SGN2
&lspr[COLUMN_L], // SPR_COLU * // yellow little light column
&lspr[NOLIGHT], // SPR_SMT2
&lspr[NOLIGHT], // SPR_GOR1
&lspr[NOLIGHT], // SPR_POL2
&lspr[NOLIGHT], // SPR_POL5
&lspr[NOLIGHT], // SPR_POL4
&lspr[NOLIGHT], // SPR_POL3
&lspr[NOLIGHT], // SPR_POL1
&lspr[NOLIGHT], // SPR_POL6
&lspr[NOLIGHT], // SPR_GOR2
&lspr[NOLIGHT], // SPR_GOR3
&lspr[NOLIGHT], // SPR_GOR4
&lspr[NOLIGHT], // SPR_GOR5
&lspr[NOLIGHT], // SPR_SMIT
&lspr[NOLIGHT], // SPR_COL1
&lspr[NOLIGHT], // SPR_COL2
&lspr[NOLIGHT], // SPR_COL3
&lspr[NOLIGHT], // SPR_COL4
&lspr[CANDLE_L], // SPR_CAND * // candle
&lspr[CANDLEABRE_L],// SPR_CBRA * // candleabre
&lspr[NOLIGHT], // SPR_COL6
&lspr[NOLIGHT], // SPR_TRE1
&lspr[NOLIGHT], // SPR_TRE2
&lspr[NOLIGHT], // SPR_ELEC
&lspr[NOLIGHT], // SPR_CEYE
&lspr[NOLIGHT], // SPR_FSKU
&lspr[NOLIGHT], // SPR_COL5
&lspr[BLUETALL_L], // SPR_TBLU *
&lspr[GREENTALL_L], // SPR_TGRN *
&lspr[REDTALL_L], // SPR_TRED *
&lspr[BLUESMALL_L], // SPR_SMBT *
&lspr[GREENSMALL_L],// SPR_SMGT *
&lspr[REDSMALL_L], // SPR_SMRT *
&lspr[NOLIGHT], // SPR_HDB1
&lspr[NOLIGHT], // SPR_HDB2
&lspr[NOLIGHT], // SPR_HDB3
&lspr[NOLIGHT], // SPR_HDB4
&lspr[NOLIGHT], // SPR_HDB5
&lspr[NOLIGHT], // SPR_HDB6
&lspr[NOLIGHT], // SPR_POB1
&lspr[NOLIGHT], // SPR_POB2
&lspr[NOLIGHT], // SPR_BRS1
&lspr[TECHLAMP_L], // SPR_TLMP *
&lspr[TECHLAMP2_L], // SPR_TLP2 *
&lspr[NOLIGHT], // SPR_SMOK
&lspr[NOLIGHT], // SPR_SPLA
// heretic sprites
&lspr[NOLIGHT], // SPR_IMPX,
&lspr[NOLIGHT], // SPR_ACLO,
&lspr[NOLIGHT], // SPR_PTN1,
&lspr[NOLIGHT], // SPR_SHLD,
&lspr[NOLIGHT], // SPR_SHD2,
&lspr[NOLIGHT], // SPR_BAGH,
&lspr[NOLIGHT], // SPR_SPMP,
&lspr[NOLIGHT], // SPR_INVS,
&lspr[NOLIGHT], // SPR_PTN2,
&lspr[NOLIGHT], // SPR_SOAR,
&lspr[NOLIGHT], // SPR_INVU,
&lspr[NOLIGHT], // SPR_PWBK,
&lspr[NOLIGHT], // SPR_EGGC,
&lspr[NOLIGHT], // SPR_EGGM,
&lspr[NOLIGHT], // SPR_FX01,
&lspr[NOLIGHT], // SPR_SPHL,
&lspr[NOLIGHT], // SPR_TRCH,
&lspr[NOLIGHT], // SPR_FBMB,
&lspr[NOLIGHT], // SPR_XPL1,
&lspr[NOLIGHT], // SPR_ATLP,
&lspr[NOLIGHT], // SPR_PPOD,
&lspr[NOLIGHT], // SPR_AMG1,
&lspr[NOLIGHT], // SPR_SPSH,
&lspr[NOLIGHT], // SPR_LVAS,
&lspr[NOLIGHT], // SPR_SLDG,
&lspr[NOLIGHT], // SPR_SKH1,
&lspr[NOLIGHT], // SPR_SKH2,
&lspr[NOLIGHT], // SPR_SKH3,
&lspr[NOLIGHT], // SPR_SKH4,
&lspr[NOLIGHT], // SPR_CHDL,
&lspr[NOLIGHT], // SPR_SRTC,
&lspr[NOLIGHT], // SPR_SMPL,
&lspr[NOLIGHT], // SPR_STGS,
&lspr[NOLIGHT], // SPR_STGL,
&lspr[NOLIGHT], // SPR_STCS,
&lspr[NOLIGHT], // SPR_STCL,
&lspr[NOLIGHT], // SPR_KFR1,
&lspr[NOLIGHT], // SPR_BARL,
&lspr[NOLIGHT], // SPR_BRPL,
&lspr[NOLIGHT], // SPR_MOS1,
&lspr[NOLIGHT], // SPR_MOS2,
&lspr[NOLIGHT], // SPR_WTRH,
&lspr[NOLIGHT], // SPR_HCOR,
&lspr[NOLIGHT], // SPR_KGZ1,
&lspr[NOLIGHT], // SPR_KGZB,
&lspr[NOLIGHT], // SPR_KGZG,
&lspr[NOLIGHT], // SPR_KGZY,
&lspr[NOLIGHT], // SPR_VLCO,
&lspr[NOLIGHT], // SPR_VFBL,
&lspr[NOLIGHT], // SPR_VTFB,
&lspr[NOLIGHT], // SPR_SFFI,
&lspr[NOLIGHT], // SPR_TGLT,
&lspr[NOLIGHT], // SPR_TELE,
&lspr[NOLIGHT], // SPR_STFF,
&lspr[NOLIGHT], // SPR_PUF3,
&lspr[NOLIGHT], // SPR_PUF4,
&lspr[NOLIGHT], // SPR_BEAK,
&lspr[NOLIGHT], // SPR_WGNT,
&lspr[NOLIGHT], // SPR_GAUN,
&lspr[NOLIGHT], // SPR_PUF1,
&lspr[NOLIGHT], // SPR_WBLS,
&lspr[NOLIGHT], // SPR_BLSR,
&lspr[NOLIGHT], // SPR_FX18,
&lspr[NOLIGHT], // SPR_FX17,
&lspr[NOLIGHT], // SPR_WMCE,
&lspr[NOLIGHT], // SPR_MACE,
&lspr[NOLIGHT], // SPR_FX02,
&lspr[NOLIGHT], // SPR_WSKL,
&lspr[NOLIGHT], // SPR_HROD,
&lspr[NOLIGHT], // SPR_FX00,
&lspr[NOLIGHT], // SPR_FX20,
&lspr[NOLIGHT], // SPR_FX21,
&lspr[NOLIGHT], // SPR_FX22,
&lspr[NOLIGHT], // SPR_FX23,
&lspr[NOLIGHT], // SPR_GWND,
&lspr[NOLIGHT], // SPR_PUF2,
&lspr[NOLIGHT], // SPR_WPHX,
&lspr[NOLIGHT], // SPR_PHNX,
&lspr[NOLIGHT], // SPR_FX04,
&lspr[NOLIGHT], // SPR_FX08,
&lspr[NOLIGHT], // SPR_FX09,
&lspr[NOLIGHT], // SPR_WBOW,
&lspr[NOLIGHT], // SPR_CRBW,
&lspr[NOLIGHT], // SPR_FX03,
// &lspr[NOLIGHT], // SPR_BLOD,
&lspr[NOLIGHT], // SPR_PLAY,
&lspr[NOLIGHT], // SPR_FDTH,
&lspr[NOLIGHT], // SPR_BSKL,
&lspr[NOLIGHT], // SPR_CHKN,
&lspr[NOLIGHT], // SPR_MUMM,
&lspr[NOLIGHT], // SPR_FX15,
&lspr[NOLIGHT], // SPR_BEAS,
&lspr[NOLIGHT], // SPR_FRB1,
&lspr[NOLIGHT], // SPR_SNKE,
&lspr[NOLIGHT], // SPR_SNFX,
&lspr[NOLIGHT], // SPR_HHEAD,
&lspr[NOLIGHT], // SPR_FX05,
&lspr[NOLIGHT], // SPR_FX06,
&lspr[NOLIGHT], // SPR_FX07,
&lspr[NOLIGHT], // SPR_CLNK,
&lspr[NOLIGHT], // SPR_WZRD,
&lspr[NOLIGHT], // SPR_FX11,
&lspr[NOLIGHT], // SPR_FX10,
&lspr[NOLIGHT], // SPR_KNIG,
&lspr[NOLIGHT], // SPR_SPAX,
&lspr[NOLIGHT], // SPR_RAXE,
&lspr[NOLIGHT], // SPR_SRCR,
&lspr[NOLIGHT], // SPR_FX14,
&lspr[NOLIGHT], // SPR_SOR2,
&lspr[NOLIGHT], // SPR_SDTH,
&lspr[NOLIGHT], // SPR_FX16,
&lspr[NOLIGHT], // SPR_MNTR,
&lspr[NOLIGHT], // SPR_FX12,
&lspr[NOLIGHT], // SPR_FX13,
&lspr[NOLIGHT], // SPR_AKYY,
&lspr[NOLIGHT], // SPR_BKYY,
&lspr[NOLIGHT], // SPR_CKYY,
&lspr[NOLIGHT], // SPR_AMG2,
&lspr[NOLIGHT], // SPR_AMM1,
&lspr[NOLIGHT], // SPR_AMM2,
&lspr[NOLIGHT], // SPR_AMC1,
&lspr[NOLIGHT], // SPR_AMC2,
&lspr[NOLIGHT], // SPR_AMS1,
&lspr[NOLIGHT], // SPR_AMS2,
&lspr[NOLIGHT], // SPR_AMP1,
&lspr[NOLIGHT], // SPR_AMP2,
&lspr[NOLIGHT], // SPR_AMB1,
&lspr[NOLIGHT], // SPR_AMB2,
};
//=============================================================================
// EXTERN
//=============================================================================
extern float gr_viewludsin;
extern float gr_viewludcos;
//=============================================================================
// EXTERN
//=============================================================================
extern float gr_viewludsin;
extern float gr_viewludcos;
//=============================================================================
// PROTOS
//=============================================================================
static void HWR_SetLight( void );
void CV_grMonsterDL_OnChange (void)
{
if (cv_grmblighting.value)
{
t_lspr[SPR_BAL1] = &lspr[REDBALL_L];
t_lspr[SPR_BAL2] = &lspr[REDBALL_L];
t_lspr[SPR_MANF] = &lspr[ROCKET2_L];
t_lspr[SPR_BAL7] = &lspr[GREENBALL_L];
t_lspr[SPR_APLS] = &lspr[GREENBALL_L];
t_lspr[SPR_APBX] = &lspr[GREENBALL_L];
t_lspr[SPR_SKUL] = &lspr[REDBALL_L];
t_lspr[SPR_FATB] = &lspr[REDBALL_L];
}
else
{
t_lspr[SPR_BAL1] = &lspr[NOLIGHT];
t_lspr[SPR_BAL2] = &lspr[NOLIGHT];
t_lspr[SPR_MANF] = &lspr[NOLIGHT];
t_lspr[SPR_BAL7] = &lspr[NOLIGHT];
t_lspr[SPR_APLS] = &lspr[NOLIGHT];
t_lspr[SPR_APBX] = &lspr[NOLIGHT];
t_lspr[SPR_SKUL] = &lspr[NOLIGHT];
t_lspr[SPR_FATB] = &lspr[NOLIGHT];
}
}
// --------------------------------------------------------------------------
// calcul la projection d'un point sur une droite (determine par deux
// points) et ensuite calcul la distance (au carr) de ce point au point
// project sur cette droite
// --------------------------------------------------------------------------
static float HWR_DistP2D(FOutVector *p1, FOutVector *p2, FVector *p3, FVector *inter)
{
if (p1->z == p2->z) {
inter->x = p3->x;
inter->z = p1->z;
} else if (p1->x == p2->x) {
inter->x = p1->x;
inter->z = p3->z;
} else {
register float local, pente;
// Wat een mooie formula! Hurdler's math ;-)
pente = ( p1->z-p2->z ) / ( p1->x-p2->x );
local = p1->z - p1->x*pente;
inter->x = (p3->z - local + p3->x/pente) * (pente/(pente*pente+1));
inter->z = inter->x*pente + local;
}
return (p3->x-inter->x)*(p3->x-inter->x) + (p3->z-inter->z)*(p3->z-inter->z);
}
// check if sphere (radius r) centred in p3 touch the bounding box defined by p1, p2
static boolean SphereTouchBBox3D(FOutVector *p1, FOutVector *p2, FVector *p3, float r)
{
float minx=p1->x,maxx=p2->x,miny=p2->y,maxy=p1->y,minz=p2->z,maxz=p1->z;
if( minx>maxx )
{
minx=maxx;
maxx=p1->x;
}
if( miny>maxy )
{
miny=maxy;
maxy=p2->y;
}
if( minz>maxz )
{
minz=maxz;
maxz=p2->z;
}
if( minx-r > p3->x ) return false;
if( maxx+r < p3->x ) return false;
if( miny-r > p3->y ) return false;
if( maxy+r < p3->y ) return false;
if( minz-r > p3->z ) return false;
if( maxz+r < p3->z ) return false;
return true;
}
// Hurdler: The old code was removed by me because I don't think it will be used one day.
// (It's still available on the CVS for educational purpose: Revision 1.8)
// --------------------------------------------------------------------------
// calcul du dynamic lighting sur les murs
// lVerts contient les coords du mur sans le mlook (up/down)
// --------------------------------------------------------------------------
void HWR_WallLighting(FOutVector *wlVerts)
{
int i, j;
// dynlights->nb == 0 if cv_grdynamiclighting.value is not set
for (j=0; j<dynlights->nb; j++) {
FVector inter;
FSurfaceInfo Surf;
float dist_p2d, d[4], s;
// check bounding box first
if( SphereTouchBBox3D(&wlVerts[2], &wlVerts[0], &LIGHT_POS(j), DL_RADIUS(j))==false )
continue;
d[0] = wlVerts[2].x - wlVerts[0].x;
d[1] = wlVerts[2].z - wlVerts[0].z;
d[2] = LIGHT_POS(j).x - wlVerts[0].x;
d[3] = LIGHT_POS(j).z - wlVerts[0].z;
// backface cull
if( d[2]*d[1] - d[3]*d[0] < 0 )
continue;
// check exact distance
dist_p2d = HWR_DistP2D(&wlVerts[2], &wlVerts[0], &LIGHT_POS(j), &inter);
if (dist_p2d >= DL_SQRRADIUS(j))
continue;
d[0] = sqrt((wlVerts[0].x-inter.x)*(wlVerts[0].x-inter.x)+(wlVerts[0].z-inter.z)*(wlVerts[0].z-inter.z));
d[1] = sqrt((wlVerts[2].x-inter.x)*(wlVerts[2].x-inter.x)+(wlVerts[2].z-inter.z)*(wlVerts[2].z-inter.z));
//dAB = sqrt((wlVerts[0].x-wlVerts[2].x)*(wlVerts[0].x-wlVerts[2].x)+(wlVerts[0].z-wlVerts[2].z)*(wlVerts[0].z-wlVerts[2].z));
//if ( (d[0] < dAB) && (d[1] < dAB) ) // test if the intersection is on the wall
//{
// d[0] = -d[0]; // if yes, the left distcance must be negative for texcoord
//}
// test if the intersection is on the wall
if ( (wlVerts[0].x<inter.x && wlVerts[2].x>inter.x) ||
(wlVerts[0].x>inter.x && wlVerts[2].x<inter.x) ||
(wlVerts[0].z<inter.z && wlVerts[2].z>inter.z) ||
(wlVerts[0].z>inter.z && wlVerts[2].z<inter.z) )
{
d[0] = -d[0]; // if yes, the left distcance must be negative for texcoord
}
d[2] = d[1]; d[3] = d[0];
#ifdef DL_HIGH_QUALITY
s = 0.5 / DL_RADIUS(j);
#else
s = 0.5 / sqrt(DL_SQRRADIUS(j)-dist_p2d);
#endif
for (i=0; i<4; i++) {
wlVerts[i].sow = 0.5 + d[i]*s;
wlVerts[i].tow = 0.5 + (wlVerts[i].y-LIGHT_POS(j).y)*s*1.2f;
}
HWR_SetLight();
Surf.FlatColor.rgba = LONG(dynlights->p_lspr[j]->dynamic_color);
#ifdef DL_HIGH_QUALITY
Surf.FlatColor.s.alpha *= (1-dist_p2d/DL_SQRRADIUS(j));
#endif
if( !dynlights->mo[j]->state )
return;
// next state is null so fade out with alpha
if( (dynlights->mo[j]->state->nextstate == S_NULL) )
Surf.FlatColor.s.alpha *= (float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics;
HWD.pfnDrawPolygon ( &Surf, wlVerts, 4, LIGHTMAPFLAGS );
} // end for (j=0; j<dynlights->nb; j++)
}
// BP: big hack for a test in lighting ref:1249753487AB
extern int *bbox;
extern FTransform atransform;
// --------------------------------------------------------------------------
// calcul du dynamic lighting sur le sol
// clVerts contient les coords du sol avec le mlook (up/down)
// --------------------------------------------------------------------------
void HWR_PlaneLighting(FOutVector *clVerts, int nrClipVerts)
{
int i, j;
FOutVector p1,p2;
p1.z=bbox[BOXTOP]*crapmul;
p1.x=bbox[BOXLEFT]*crapmul;
p2.z=bbox[BOXBOTTOM]*crapmul;
p2.x=bbox[BOXRIGHT]*crapmul;
p2.y=clVerts[0].y;
p1.y=clVerts[0].y;
for (j=0; j<dynlights->nb; j++) {
FSurfaceInfo Surf;
float dist_p2d, s;
// BP: The kickass Optimization: check if light touch bounding box
if( SphereTouchBBox3D(&p1, &p2, &dynlights->position[j], DL_RADIUS(j))==false )
continue;
// backface cull
//Hurdler: doesn't work with new TANDL code
if( (clVerts[0].y > atransform.z) // true mean it is a ceiling false is a floor
^ (LIGHT_POS(j).y < clVerts[0].y) ) // true mean light is down plane false light is up plane
continue;
dist_p2d = (clVerts[0].y-LIGHT_POS(j).y);
dist_p2d *= dist_p2d;
// done in SphereTouchBBox3D
//if (dist_p2d >= DL_SQRRADIUS(j))
// continue;
#ifdef DL_HIGH_QUALITY
s = 0.5f / DL_RADIUS(j);
#else
s = 0.5f / sqrt(DL_SQRRADIUS(j)-dist_p2d);
#endif
for (i=0; i<nrClipVerts; i++) {
clVerts[i].sow = 0.5f + (clVerts[i].x-LIGHT_POS(j).x)*s;
clVerts[i].tow = 0.5f + (clVerts[i].z-LIGHT_POS(j).z)*s*1.2f;
}
HWR_SetLight();
Surf.FlatColor.rgba = LONG(dynlights->p_lspr[j]->dynamic_color);
#ifdef DL_HIGH_QUALITY
Surf.FlatColor.s.alpha *= (1-dist_p2d/DL_SQRRADIUS(j));
#endif
if( !dynlights->mo[j]->state )
return;
// next state is null so fade out with alpha
if( (dynlights->mo[j]->state->nextstate == S_NULL) )
Surf.FlatColor.s.alpha *= (float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics;
HWD.pfnDrawPolygon ( &Surf, clVerts, nrClipVerts, LIGHTMAPFLAGS );
} // end for (j=0; j<dynlights->nb; j++)
}
static int coronalumpnum;
#ifndef NEWCORONAS
// --------------------------------------------------------------------------
// coronas lighting
// --------------------------------------------------------------------------
void HWR_DoCoronasLighting(FOutVector *outVerts, gr_vissprite_t *spr)
{
light_t *p_lspr;
//CONS_Printf("sprite (type): %d (%s)\n", spr->type, sprnames[spr->type]);
p_lspr = t_lspr[spr->mobj->sprite];
if( (spr->mobj->state>=&states[S_EXPLODE1] && spr->mobj->state<=&states[S_EXPLODE3])
|| (spr->mobj->state>=&states[S_FATSHOTX1] && spr->mobj->state<=&states[S_FATSHOTX3]))
{
p_lspr = &lspr[ROCKETEXP_L];
}
if ( cv_grcoronas.value && (p_lspr->type & CORONA_SPR) ) { // it's an object which emits light
FOutVector light[4];
FSurfaceInfo Surf;
float cx=0.0f, cy=0.0f, cz=0.0f; // gravity center
float size;
int i;
switch (p_lspr->type)
{
case LIGHT_SPR:
size = p_lspr->corona_radius * ((outVerts[0].z+120.0f)/950.0f); // d'ou vienne ces constante ?
break;
case ROCKET_SPR:
p_lspr->corona_color = (((M_Random()>>1)&0xff)<<24)|0x0040ff;
// don't need a break
case CORONA_SPR:
size = p_lspr->corona_radius * ((outVerts[0].z+60.0f)/100.0f); // d'ou vienne ces constante ?
break;
default:
I_Error("HWR_DoCoronasLighting: unknow light type %d",p_lspr->type);
return;
}
if (size > p_lspr->corona_radius)
size = p_lspr->corona_radius;
size *= FIXED_TO_FLOAT(cv_grcoronasize.value<<1);
// compute position doing average
for (i=0; i<4; i++) {
cx += outVerts[i].x;
cy += outVerts[i].y;
cz += outVerts[i].z;
}
cx /= 4.0f; cy /= 4.0f; cz /= 4.0f;
// more realistique corona !
if( cz>=255*8+250 )
return;
Surf.FlatColor.rgba = p_lspr->corona_color;
if( cz>250.0f )
Surf.FlatColor.s.alpha = 0xff-((int)cz-250)/8;
else
Surf.FlatColor.s.alpha = 0xff;
// do not be hide by sprite of the light itself !
cz = cz - 2.0f;
// Bp; je comprend pas, ou est la rotation haut/bas ?
// tu ajoute un offset a y mais si la tu la reguarde de haut
// sa devrais pas marcher ... comprend pas :(
// (...) bon je croit que j'ai comprit il est tout pourit le code ?
// car comme l'offset est minime sa ce voit pas !
light[0].x = cx-size; light[0].z = cz;
light[0].y = cy-size*1.33f+p_lspr->light_yoffset;
light[0].sow = 0.0f; light[0].tow = 0.0f;
light[1].x = cx+size; light[1].z = cz;
light[1].y = cy-size*1.33f+p_lspr->light_yoffset;
light[1].sow = 1.0f; light[1].tow = 0.0f;
light[2].x = cx+size; light[2].z = cz;
light[2].y = cy+size*1.33f+p_lspr->light_yoffset;
light[2].sow = 1.0f; light[2].tow = 1.0f;
light[3].x = cx-size; light[3].z = cz;
light[3].y = cy+size*1.33f+p_lspr->light_yoffset;
light[3].sow = 0.0f; light[3].tow = 1.0f;
HWR_GetPic(coronalumpnum); // TODO: use different coronas
HWD.pfnDrawPolygon ( &Surf, light, 4, PF_Modulated | PF_Additive | PF_Clip | PF_Corona | PF_NoDepthTest);
}
}
#endif
#ifdef NEWCORONAS
void transform(float *cx, float *cy, float *cz);
// use the lightlist of the frame to draw the coronas at the top of everythink
void HWR_DrawCoronas( void )
{
int j;
if( !cv_grcoronas.value || dynlights->nb<=0)
return;
HWR_GetPic(coronalumpnum); // TODO: use different coronas
for( j=0;j<dynlights->nb;j++ )
{
FOutVector light[4];
FSurfaceInfo Surf;
float cx=LIGHT_POS(j).x;
float cy=LIGHT_POS(j).y;
float cz=LIGHT_POS(j).z; // gravity center
float size;
light_t *p_lspr = dynlights->p_lspr[j];
// it's an object which emits light
if ( !(p_lspr->type & CORONA_SPR) )
continue;
transform(&cx,&cy,&cz);
// more realistique corona !
if( cz>=255*8+250 )
continue;
Surf.FlatColor.rgba = p_lspr->corona_color;
if( cz>250.0f )
Surf.FlatColor.s.alpha = 0xff-((int)cz-250)/8;
else
Surf.FlatColor.s.alpha = 0xff;
switch (p_lspr->type)
{
case LIGHT_SPR:
size = p_lspr->corona_radius * ((cz+120.0f)/950.0f); // d'ou vienne ces constante ?
break;
case ROCKET_SPR:
Surf.FlatColor.s.alpha = (M_Random()>>1)&0xff;
// don't need a break
case CORONA_SPR:
size = p_lspr->corona_radius * ((cz+60.0f)/100.0f); // d'ou vienne ces constante ?
break;
default:
I_Error("HWR_DoCoronasLighting: unknow light type %d",p_lspr->type);
continue;
}
if (size > p_lspr->corona_radius)
size = p_lspr->corona_radius;
size *= FIXED_TO_FLOAT(cv_grcoronasize.value<<1);
// put light little forward the sprite so there is no
// z-buffer problem (coplanaire polygones)
// BP: use PF_Decal do not help :(
cz = cz - 5.0f;
light[0].x = cx-size; light[0].z = cz;
light[0].y = cy-size*1.33f;
light[0].sow = 0.0f; light[0].tow = 0.0f;
light[1].x = cx+size; light[1].z = cz;
light[1].y = cy-size*1.33f;
light[1].sow = 1.0f; light[1].tow = 0.0f;
light[2].x = cx+size; light[2].z = cz;
light[2].y = cy+size*1.33f;
light[2].sow = 1.0f; light[2].tow = 1.0f;
light[3].x = cx-size; light[3].z = cz;
light[3].y = cy+size*1.33f;
light[3].sow = 0.0f; light[3].tow = 1.0f;
HWD.pfnDrawPolygon ( &Surf, light, 4, PF_Modulated | PF_Additive | PF_Clip | PF_NoDepthTest | PF_Corona );
}
}
#endif
// --------------------------------------------------------------------------
// Remove all the dynamic lights at eatch frame
// --------------------------------------------------------------------------
void HWR_ResetLights(void)
{
dynlights->nb = 0;
}
// --------------------------------------------------------------------------
// Change view, thus change lights (splitscreen)
// --------------------------------------------------------------------------
void HWR_SetLights(int viewnumber)
{
dynlights = &view_dynlights[viewnumber];
}
// --------------------------------------------------------------------------
// Add a light for dynamic lighting
// The light position is already transformed execpt for mlook
// --------------------------------------------------------------------------
void HWR_DL_AddLight(gr_vissprite_t *spr, GlidePatch_t *patch)
{
light_t *p_lspr;
//Hurdler: moved here because it's better ;-)
if (!cv_grdynamiclighting.value)
return;
#ifdef PARANOIA
if(!spr->mobj)
I_Error("vissprite without mobj !!!");
#endif
// check if sprite contain dynamic light
p_lspr = t_lspr[spr->mobj->sprite];
if ( (p_lspr->type&DYNLIGHT_SPR)
&& ((p_lspr->type!=LIGHT_SPR) || cv_grstaticlighting.value)
&& (dynlights->nb < DL_MAX_LIGHT)
&& spr->mobj->state )
{
LIGHT_POS(dynlights->nb).x = spr->mobj->x*crapmul;
LIGHT_POS(dynlights->nb).y = spr->mobj->z*crapmul+FIXED_TO_FLOAT(spr->mobj->height>>1)+p_lspr->light_yoffset;
LIGHT_POS(dynlights->nb).z = spr->mobj->y*crapmul;
dynlights->mo[dynlights->nb] = spr->mobj;
if( (spr->mobj->state>=&states[S_EXPLODE1] && spr->mobj->state<=&states[S_EXPLODE3])
|| (spr->mobj->state>=&states[S_FATSHOTX1] && spr->mobj->state<=&states[S_FATSHOTX3]))
{
p_lspr = &lspr[ROCKETEXP_L];
}
dynlights->p_lspr[dynlights->nb] = p_lspr;
dynlights->nb++;
}
}
static GlidePatch_t lightmappatch;
void HWR_InitLight( void )
{
int i;
// precalculate sqr radius
for(i=0;i<NUMLIGHTS;i++)
lspr[i].dynamic_sqrradius = lspr[i].dynamic_radius*lspr[i].dynamic_radius;
lightmappatch.mipmap.downloaded = false;
coronalumpnum = W_GetNumForName("corona");
}
// -----------------+
// HWR_SetLight : Download a disc shaped alpha map for rendering fake lights
// -----------------+
void HWR_SetLight( void )
{
int i, j;
if (!lightmappatch.mipmap.downloaded && !lightmappatch.mipmap.grInfo.data)
{
USHORT *Data = Z_Malloc( 128*128*sizeof(USHORT), PU_HWRCACHE, &lightmappatch.mipmap.grInfo.data );
for( i=0; i<128; i++ )
{
for( j=0; j<128; j++ )
{
int pos = ((i-64)*(i-64))+((j-64)*(j-64));
if (pos <= 63*63)
Data[i*128+j] = ((byte)(255-(4*sqrt(pos)))) << 8 | 0xff;
else
Data[i*128+j] = 0;
}
}
lightmappatch.mipmap.grInfo.format = GR_TEXFMT_ALPHA_INTENSITY_88;
lightmappatch.width = 128;
lightmappatch.height = 128;
lightmappatch.mipmap.width = 128;
lightmappatch.mipmap.height = 128;
lightmappatch.mipmap.grInfo.smallLodLog2 = GR_LOD_LOG2_128;
lightmappatch.mipmap.grInfo.largeLodLog2 = GR_LOD_LOG2_128;
lightmappatch.mipmap.grInfo.aspectRatioLog2 = GR_ASPECT_LOG2_1x1;
lightmappatch.mipmap.flags = 0; //TF_WRAPXY; // DEBUG: view the overdraw !
}
HWD.pfnSetTexture( &lightmappatch.mipmap );
}
void HWR_DynamicShadowing(FOutVector *clVerts, int nrClipVerts, player_t *p)
{
int i;
FSurfaceInfo Surf;
if (!cv_grdynamiclighting.value)
return;
for (i=0; i<nrClipVerts; i++) {
clVerts[i].sow = 0.5f + clVerts[i].x*0.01;
clVerts[i].tow = 0.5f + clVerts[i].z*0.01*1.2f;
}
HWR_SetLight();
Surf.FlatColor.rgba = 0x70707070;
HWD.pfnDrawPolygon ( &Surf, clVerts, nrClipVerts, LIGHTMAPFLAGS );
//HWD.pfnDrawPolygon ( &Surf, clVerts, nrClipVerts, PF_Modulated|PF_Environment|PF_Clip );
}
//**********************************************************
// Hurdler: new code for faster static lighting and and T&L
//**********************************************************
// est ce bien necessaire ?
//static sector_t *gr_frontsector;
static sector_t *gr_backsector ;
static seg_t *gr_curline;
/*
static void HWR_StoreWallRange (int startfrac, int endfrac)
{
...(voir hw_main.c)...
}
*/
// p1 et p2 c'est le deux bou du seg en float
void HWR_BuildWallLightmaps(FVector *p1, FVector *p2, int lighnum, seg_t *line)
{
lightmap_t *lp;
// (...) calcul presit de la projection et de la distance
// if (dist_p2d >= DL_SQRRADIUS(lightnum))
// return;
// (...) attention faire le backfase cull histoir de faire mieux que Q3 !
lp = malloc(sizeof(lightmap_t));
lp->next = line->lightmaps;
line->lightmaps = lp;
// (...) encore des b calcul bien lourd et on stock tout sa dans la lightmap
}
static void HWR_AddLightMapForLine( int lightnum, seg_t *line)
{
/*
int x1;
int x2;
angle_t angle1;
angle_t angle2;
angle_t span;
angle_t tspan;
*/
FVector p1,p2;
gr_curline = line;
gr_backsector = line->backsector;
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
/*
if ( gr_backsector->ceilingpic == gr_frontsector->ceilingpic
&& gr_backsector->floorpic == gr_frontsector->floorpic
&& gr_backsector->lightlevel == gr_frontsector->lightlevel
&& gr_curline->sidedef->midtexture == 0)
{
return;
}
*/
p1.y=gr_curline->v1->y*crapmul;
p1.x=gr_curline->v1->x*crapmul;
p2.y=gr_curline->v2->y*crapmul;
p2.x=gr_curline->v2->x*crapmul;
// check bbox of the seg
// if( CircleTouchBBox(&p1, &p2, &LIGHT_POS(lightnum), DL_RADIUS(lightnum))==false )
// return;
HWR_BuildWallLightmaps(&p1, &p2, lightnum, line);
}
//TODO: see what HWR_AddLine does
static void HWR_CheckSubsector( int num, fixed_t *bbox )
{
int count;
seg_t *line;
subsector_t *sub;
FVector p1,p2;
int lightnum;
p1.y=bbox[BOXTOP]*crapmul;
p1.x=bbox[BOXLEFT]*crapmul;
p2.y=bbox[BOXBOTTOM]*crapmul;
p2.x=bbox[BOXRIGHT]*crapmul;
if (num < numsubsectors)
{
sub = &subsectors[num]; // subsector
for(lightnum=0; lightnum<dynlights->nb; lightnum++)
{
// if( CircleTouchBBox(&p1, &p2, &LIGHT_POS(lightnum), DL_RADIUS(lightnum))==false )
// continue;
count = sub->numlines; // how many linedefs
line = &segs[sub->firstline]; // first line seg
while (count--)
{
HWR_AddLightMapForLine (lightnum, line); // compute lightmap
line++;
}
}
}
}
// --------------------------------------------------------------------------
// Hurdler: this adds lights by mobj.
// --------------------------------------------------------------------------
static void HWR_AddMobjLights(mobj_t *thing)
{
if ( t_lspr[thing->sprite]->type & CORONA_SPR )
{
LIGHT_POS(dynlights->nb).x = (float)thing->x * crapmul;
LIGHT_POS(dynlights->nb).y = (float)thing->z * crapmul + t_lspr[thing->sprite]->light_yoffset;
LIGHT_POS(dynlights->nb).z = (float)thing->y * crapmul;
dynlights->p_lspr[dynlights->nb] = t_lspr[thing->sprite];
dynlights->nb++;
if (dynlights->nb>DL_MAX_LIGHT)
dynlights->nb = DL_MAX_LIGHT;
}
}
//Hurdler: The goal of this function is to walk through all the bsp starting
// on the top.
// We need to do that to know all the lights in the map and all the walls
static void HWR_ComputeLightMapsInBSPNode(int bspnum, fixed_t *bbox)
{
if (bspnum & NF_SUBSECTOR) // Found a subsector?
{
if (bspnum == -1)
HWR_CheckSubsector(0, bbox); // probably unecessary: see boris' comment in hw_bsp
else
HWR_CheckSubsector(bspnum&(~NF_SUBSECTOR), bbox);
return;
}
HWR_ComputeLightMapsInBSPNode(nodes[bspnum].children[0], nodes[bspnum].bbox[0]);
HWR_ComputeLightMapsInBSPNode(nodes[bspnum].children[1], nodes[bspnum].bbox[1]);
}
static void HWR_SearchLightsInMobjs(void)
{
thinker_t* th;
//mobj_t* mobj;
// search in the list of thinkers
for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
{
// a mobj ?
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
HWR_AddMobjLights((mobj_t *)th);
}
}
//
// HWR_CreateStaticLightmaps()
//
void HWR_CreateStaticLightmaps(int bspnum)
{
return; //Hurdler: TODO!
CONS_Printf("HWR_CreateStaticLightmaps\n");
dynlights->nb = 0;
// First: Searching for lights
// BP: if i was you, I will make it in create mobj since mobj can be create
// at runtime now with fragle scipt
HWR_SearchLightsInMobjs();
CONS_Printf("%d lights found\n", dynlights->nb);
// Second: Build all lightmap for walls covered by lights
validcount++; // to be sure
HWR_ComputeLightMapsInBSPNode(bspnum, NULL);
dynlights->nb = 0;
}
/*
TODO:
- Les coronas ne sont pas grer avec le nouveau systeme, seul le dynamic lighting l'est
- calculer l'offset des coronas au chargement du level et non faire la moyenne
au moment de l'afficher
BP: euh non en fait il faux encoder la position de la light dans le sprite
car c'est pas focement au mileux de plus il peut en y avoir plusieur (chandelier)
- changer la comparaison pour l'affichage des coronas (+ un epsilon)
BP: non non j'ai trouver mieux :) : lord du AddSprite tu rajoute aussi la coronas
dans la sprite list ! avec un z de epsilon (attention au ZCLIP_PLANE) et donc on
l'affiche en dernier histoir qu'il puisse etre cacher par d'autre sprite :)
Bon fait metre pas mal de code special dans hwr_project sprite mais sa vaux le
coup
- gerer dynamic et static : retenir le nombre de lightstatic et clearer toute les
light>lightstatic (les dynamique) et les lightmap correspondant dans les segs
puit refaire une passe avec le code si dessus mais rien que pour les dynamiques
(tres petite modification)
- finalement virer le hack splitscreen, il n'est plus necessaire !
*/
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