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fs2open.github.com/code/lighting/lighting.cpp
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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Lighting/Lighting.cpp $
* $Revision: 2.18 $
* $Date: 2006-01-19 16:00:04 $
* $Author: wmcoolmon $
*
* Code to calculate dynamic lighting on a vertex.
*
* $Log: not supported by cvs2svn $
* Revision 2.17 2005/04/05 05:53:18 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.16 2005/03/01 06:55:41 bobboau
* oh, hey look I've commited something :D
* animation system, weapon models detail box alt-tab bug, probly other stuff
*
* Revision 2.15 2004/07/26 20:47:35 Kazan
* remove MCD complete
*
* Revision 2.14 2004/07/12 16:32:52 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.13 2004/03/05 09:02:04 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.12 2003/10/16 00:17:17 randomtiger
* Added incomplete code to allow selection of non-standard modes in D3D (requires new launcher).
* As well as initialised in a different mode, bitmaps are stretched and for these modes
* previously point filtered textures now use linear to keep them smooth.
* I also had to shuffle some of the GR_1024 a bit.
* Put my HT&L flags in ready for my work to sort out some of the render order issues.
* Tided some other stuff up.
*
* Revision 2.11 2003/10/14 17:39:14 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
* Also tided up some D3D stuff, a cmdline variable name and changed a small bit of
* the htl code to use the existing D3D engine instead of work around it.
* And added extra information in version number on bottom left of frontend screen.
*
* Revision 2.10 2003/10/13 19:39:20 matt
* prelim reworking of lighting code, dynamic lights work properly now
* albeit at only 8 lights per object, although it looks just as good as
* the old software version --Sticks
*
* Revision 2.9 2003/10/10 03:59:41 matt
* Added -nohtl command line param to disable HT&L, nothing is IFDEFd
* out now. -Sticks
*
* Revision 2.8 2003/09/26 14:37:14 bobboau
* commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
* still needs a lot of work, ubt the frame rates were getting with it are incredable
* the biggest problem it still has is a bad lightmanegment system, and the zbuffer
* doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
* and weapons, I think these should be modifyed to be sent through hardware,
* it would be slightly faster and it would likely fix the problem
*
* also the thruster glow/particle stuff I did is now in.
*
* Revision 2.7 2003/09/14 19:00:36 wmcoolmon
* Changed "nospec" to "Cmdline_nospec" -C
*
* Revision 2.6 2003/09/09 21:26:23 fryday
* Fixed specular for dynamic lights, optimized it a bit
*
* Revision 2.5 2003/09/09 17:10:55 matt
* Added -nospec cmd line param to disable specular -Sticks
*
* Revision 2.4 2003/08/22 07:35:09 bobboau
* specular code should be bugless now,
* cell shadeing has been added activated via the comand line '-cell',
* 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
*
* Revision 2.3 2003/08/16 03:52:23 bobboau
* update for the specmapping code includeing
* suport for seperate specular levels on lights and
* optional strings for the stars table
* code has been made more organised,
* though there seems to be a bug in the state selecting code
* resulting in the HUD being rendered incorectly
* and specmapping failing ocasionaly
*
* Revision 2.2 2003/08/12 03:18:33 bobboau
* Specular 'shine' mapping;
* useing a phong lighting model I have made specular highlights
* that are mapped to the model,
* rendering them is still slow, but they look real purdy
*
* also 4 new (untested) comand lines, the XX is a floating point value
* -spec_exp XX
* the n value, you can set this from 0 to 200 (actualy more than that, but this is the recomended range), it will make the highlights bigger or smaller, defalt is 16.0 so start playing around there
* -spec_point XX
* -spec_static XX
* -spec_tube XX
* these are factors for the three diferent types of lights that FS uses, defalt is 1.0,
* static is the local stars,
* point is weapons/explosions/warp in/outs,
* tube is beam weapons,
* for thouse of you who think any of these lights are too bright you can configure them you're self for personal satisfaction
*
* Revision 2.1 2002/08/01 01:41:06 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:24 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/04 04:52:22 mharris
* 1st draft at porting
*
* Revision 1.1 2002/05/02 18:03:09 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 5 6/22/99 2:22p Dave
* Doh. Fixed a type bug.
*
* 4 6/18/99 5:16p Dave
* Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD
* dialog to PXO screen.
*
* 3 5/09/99 6:00p Dave
* Lots of cool new effects. E3 build tweaks.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 37 4/12/98 9:56a John
* Made lighting detail flags work. Made explosions cast light on
* highest.
*
* 36 4/10/98 5:20p John
* Changed RGB in lighting structure to be ubytes. Removed old
* not-necessary 24 bpp software stuff.
*
* 35 4/04/98 5:17p John
* Added sun stuff. Made Glide optionally use 8-bpp textures. (looks
* bad)
*
* 34 3/14/98 3:07p Adam
* re-added some lighting changes
*
* 33 3/13/98 4:10p John
* Put back in Adam's old lighting values.
*
* 32 3/12/98 8:42a John
* Checked in Adam's new lighting values.
* Checked in changes to timing models code
*
* 31 2/26/98 5:42p John
*
* 30 2/26/98 3:25p John
* Added code to turn on/off lighting. Made lighting used dist*dist
* instead of dist
*
* 29 2/19/98 10:51p John
* Enabled colored lighting for hardware (Glide)
*
* 28 2/13/98 5:00p John
* Made lighting push functions return number of releveent lights.
*
* 27 1/29/98 3:36p Johnson
* JAS: Fixed some problems with pre_player_entry.
*
* 26 1/29/98 3:16p Allender
* fix compiler warnings
*
* 25 1/29/98 8:14a John
* Added support for RGB lighting
*
* 24 1/23/98 5:08p John
* Took L out of vertex structure used B (blue) instead. Took all small
* fireballs out of fireball types and used particles instead. Fixed some
* debris explosion things. Restructured fireball code. Restructured
* some lighting code. Made dynamic lighting on by default. Made groups
* of lasers only cast one light. Made fireballs not cast light.
*
* 23 1/10/98 1:14p John
* Added explanation to debug console commands
*
* 22 1/02/98 11:53a Adam
* Changed lighting mode to darken. Changed ambient and reflect to .75
* and .50 to compensate.
*
* 21 1/02/98 11:28a Adam
* Changed default ambient to 0.55f from 0.45f.
*
* 20 12/21/97 4:33p John
* Made debug console functions a class that registers itself
* automatically, so you don't need to add the function to
* debugfunctions.cpp.
*
* 19 12/17/97 7:53p John
* Fixed a bug where gunpoint for flashes were in world coordinates,
* should have been object.
*
* 18 12/17/97 5:11p John
* Added brightening back into fade table. Added code for doing the fast
* dynamic gun flashes and thruster flashes.
*
* 17 12/12/97 3:02p John
* First Rev of Ship Shadows
*
* 16 11/07/97 7:24p John
* changed lighting to take two ranges.
* In textest, added test code to draw nebulas
*
* 15 11/04/97 9:19p John
* Optimized dynamic lighting more.
*
* 14 10/29/97 5:05p John
* Changed dynamic lighting to only rotate and calculate lighting for
* point lights that are close to an object. Changed lower framerate cap
* from 4 to .5.
*
* 13 9/24/97 12:37p Mike
* Crank ambient lighting from 0.2 to 0.6
*
* 12 9/17/97 9:44a John
* fixed bug with lighting set to default
*
* 11 9/11/97 5:36p Jasen
* Changed ambient and reflective lighting values to give a bit more
* realism to the game. Yeah, yeah, I know I am not a programmer.
*
* 10 4/24/97 2:58p John
*
* 9 4/24/97 11:49a John
* added new lighting commands to console.
*
* 8 4/23/97 5:26p John
* First rev of new debug console stuff.
*
* 7 4/22/97 3:14p John
* upped the ambient light
*
* 6 4/17/97 6:06p John
* New code/data for v19 of BSPGEN with smoothing and zbuffer
* optimizations.
*
* 5 4/08/97 5:18p John
* First rev of decent (dynamic, correct) lighting in FreeSpace.
*
* 4 2/17/97 5:18p John
* Added a bunch of RCS headers to a bunch of old files that don't have
* them.
*
* 3 1/30/97 9:35a Hoffoss
* Added header for files.
*
* $NoKeywords: $
*/
#include "math/vecmat.h"
#include "render/3d.h"
#include "lighting/lighting.h"
#include "globalincs/systemvars.h"
#include "graphics/2d.h"
#include "cmdline/cmdline.h"
#define MAX_LIGHTS 256
#define MAX_LIGHT_LEVELS 16
#define LT_DIRECTIONAL 0 // A light like a sun
#define LT_POINT 1 // A point light, like an explosion
#define LT_TUBE 2 // A tube light, like a fluorescent light
int cell_shaded_lightmap = -1;
typedef struct light {
int type; // What type of light this is
vec3d vec; // location in world space of a point light or the direction of a directional light or the first point on the tube for a tube light
vec3d vec2; // second point on a tube light
vec3d local_vec; // rotated light vector
vec3d local_vec2; // rotated 2nd light vector for a tube light
float intensity; // How bright the light is.
float rad1, rad1_squared; // How big of an area a point light affect. Is equal to l->intensity / MIN_LIGHT;
float rad2, rad2_squared; // How big of an area a point light affect. Is equal to l->intensity / MIN_LIGHT;
float r,g,b; // The color components of the light
float spec_r,spec_g,spec_b; // The specular color components of the light
int ignore_objnum; // Don't light this object. Used to optimize weapons casting light on parents.
int affected_objnum; // for "unique lights". ie, lights which only affect one object (trust me, its useful)
int instance;
} light;
light Lights[MAX_LIGHTS];
int Num_lights=0;
extern int Cmdline_nohtl;
light *Relevent_lights[MAX_LIGHTS][MAX_LIGHT_LEVELS];
int Num_relevent_lights[MAX_LIGHT_LEVELS];
int Num_light_levels = 0;
#define MAX_STATIC_LIGHTS 10
light * Static_light[MAX_STATIC_LIGHTS];
int Static_light_count = 0;
static int Light_in_shadow = 0; // If true, this means we're in a shadow
#define LM_BRIGHTEN 0
#define LM_DARKEN 1
#define MIN_LIGHT 0.03f // When light drops below this level, ignore it. Must be non-zero! (1/32)
int Lighting_off = 0;
// For lighting values, 0.75 is full intensity
#if 1 // ADAM'S new stuff
int Lighting_mode = LM_BRIGHTEN;
#define AMBIENT_LIGHT_DEFAULT 0.15f //0.10f
#define REFLECTIVE_LIGHT_DEFAULT 0.75f //0.90f
#else
int Lighting_mode = LM_DARKEN;
#define AMBIENT_LIGHT_DEFAULT 0.75f //0.10f
#define REFLECTIVE_LIGHT_DEFAULT 0.50f //0.90f
#endif
float Ambient_light = AMBIENT_LIGHT_DEFAULT;
float Reflective_light = REFLECTIVE_LIGHT_DEFAULT;
int Lighting_flag = 1;
DCF(light,"Changes lighting parameters")
{
if ( Dc_command ) {
dc_get_arg(ARG_STRING);
if ( !strcmp( Dc_arg, "ambient" )) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
Dc_help = 1;
} else {
Ambient_light = Dc_arg_float;
}
} else if ( !strcmp( Dc_arg, "reflect" )) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
Dc_help = 1;
} else {
Reflective_light = Dc_arg_float;
}
} else if ( !strcmp( Dc_arg, "default" )) {
Lighting_mode = LM_BRIGHTEN;
Ambient_light = AMBIENT_LIGHT_DEFAULT;
Reflective_light = REFLECTIVE_LIGHT_DEFAULT;
Lighting_flag = 0;
} else if ( !strcmp( Dc_arg, "mode" )) {
dc_get_arg(ARG_STRING);
if ( !strcmp(Dc_arg, "light") ) {
Lighting_mode = LM_BRIGHTEN;
} else if ( !strcmp(Dc_arg, "darken")) {
Lighting_mode = LM_DARKEN;
} else {
Dc_help = 1;
}
} else if ( !strcmp( Dc_arg, "dynamic" )) {
dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
if ( Dc_arg_type & ARG_TRUE ) Lighting_flag = 1;
else if ( Dc_arg_type & ARG_FALSE ) Lighting_flag = 0;
else if ( Dc_arg_type & ARG_NONE ) Lighting_flag ^= 1;
} else if ( !strcmp( Dc_arg, "on" ) ) {
Lighting_off = 0;
} else if ( !strcmp( Dc_arg, "off" ) ) {
Lighting_off = 1;
} else {
// print usage, not stats
Dc_help = 1;
}
}
if ( Dc_help ) {
dc_printf( "Usage: light keyword\nWhere keyword can be in the following forms:\n" );
dc_printf( "light on|off Turns all lighting on/off\n" );
dc_printf( "light default Resets lighting to all default values\n" );
dc_printf( "light ambient X Where X is the ambient light between 0 and 1.0\n" );
dc_printf( "light reflect X Where X is the material reflectiveness between 0 and 1.0\n" );
dc_printf( "light dynamic [bool] Toggles dynamic lighting on/off\n" );
dc_printf( "light mode [light|darken] Changes the lighting mode.\n" );
dc_printf( " Where 'light' means the global light adds light.\n");
dc_printf( " and 'darken' means the global light subtracts light.\n");
Dc_status = 0; // don't print status if help is printed. Too messy.
}
if ( Dc_status ) {
dc_printf( "Ambient light is set to %.2f\n", Ambient_light );
dc_printf( "Reflective light is set to %.2f\n", Reflective_light );
dc_printf( "Dynamic lighting is: %s\n", (Lighting_flag?"on":"off") );
switch( Lighting_mode ) {
case LM_BRIGHTEN: dc_printf( "Lighting mode is: light\n" ); break;
case LM_DARKEN: dc_printf( "Lighting mode is: darken\n" ); break;
default: dc_printf( "Lighting mode is: UNKNOWN\n" ); break;
}
}
}
void light_reset()
{
int idx;
// reset static (sun) lights
for(idx=0; idx<MAX_STATIC_LIGHTS; idx++){
Static_light[idx] = NULL;
}
Static_light_count = 0;
Num_lights = 0;
light_filter_reset();
if(!Cmdline_nohtl) {
for(int i = 0; i<MAX_LIGHTS; i++)gr_destroy_light(i);
}
}
extern vec3d Object_position;
// Rotates the light into the current frame of reference
void light_rotate(light * l)
{
switch( l->type ) {
case LT_DIRECTIONAL:
// Rotate the light direction into local coodinates
if(!Cmdline_nohtl) {
light_data L = *(light_data*)(void*)l;
gr_modify_light(&L,l->instance, 2);
}
vm_vec_rotate(&l->local_vec, &l->vec, &Light_matrix );
break;
case LT_POINT: {
vec3d tempv;
// Rotate the point into local coordinates
vm_vec_sub(&tempv, &l->vec, &Light_base );
vm_vec_rotate(&l->local_vec, &tempv, &Light_matrix );
if(!Cmdline_nohtl) {
light_data L = *(light_data*)(void*)l;
gr_modify_light(&L,l->instance, 2);
}
}
break;
case LT_TUBE:{
vec3d tempv;
// Rotate the point into local coordinates
vm_vec_sub(&tempv, &l->vec, &Light_base );
vm_vec_rotate(&l->local_vec, &tempv, &Light_matrix );
// Rotate the point into local coordinates
vm_vec_sub(&tempv, &l->vec2, &Light_base );
vm_vec_rotate(&l->local_vec2, &tempv, &Light_matrix );
if(!Cmdline_nohtl) {
//move the point to the neares to the object on the line
vec3d pos;
/* vm_vec_unrotate(&temp2, &temp, &obj->orient);
vm_vec_add2(&temp, &temp2);
vm_vec_scale_add(&temp, &temp2, &obj->orient.vec.fvec, Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].b_info.range);
*/
switch(vm_vec_dist_to_line(&Object_position, &l->local_vec, &l->local_vec2, &pos, NULL)){
// behind the beam, so use the start pos
case -1:
pos = l->vec;
break;
// use the closest point
case 0:
// already calculated in vm_vec_dist_to_line(...)
break;
// past the beam, so use the shot pos
case 1:
pos = l->vec2;
break;
}
light_data L = *(light_data*)(void*)l;
L.vec = pos;
L.local_vec = pos;
gr_modify_light(&L,l->instance, 2);
}
}
break;
default:
Int3(); // Invalid light type
}
}
// Sets the ambient lighting level.
// Ignored for now.
void light_set_ambient(float ambient_light)
{
}
void light_add_directional( vec3d *dir, float intensity, float r, float g, float b, float spec_r, float spec_g, float spec_b, bool specular )
{
if(!specular){
spec_r = r;
spec_g = g;
spec_b = b;
}
light * l;
if ( Lighting_off ) return;
if ( Num_lights >= MAX_LIGHTS ) return;
l = &Lights[Num_lights++];
l->type = LT_DIRECTIONAL;
if ( Lighting_mode == LM_BRIGHTEN ) {
vm_vec_copy_scale( &l->vec, dir, -1.0f );
} else {
vm_vec_copy_scale( &l->vec, dir, 1.0f );
}
l->r = r;
l->g = g;
l->b = b;
l->spec_r = spec_r;
l->spec_g = spec_g;
l->spec_b = spec_b;
l->intensity = intensity;
l->rad1 = 0.0f;
l->rad2 = 0.0f;
l->rad1_squared = l->rad1*l->rad1;
l->rad2_squared = l->rad2*l->rad2;
l->ignore_objnum = -1;
l->affected_objnum = -1;
l->instance = Num_lights-1;
Assert( Num_light_levels <= 1 );
// Relevent_lights[Num_relevent_lights[Num_light_levels-1]++][Num_light_levels-1] = l;
if(Static_light_count < MAX_STATIC_LIGHTS){
Static_light[Static_light_count++] = l;
}
if(!Cmdline_nohtl) {
light_data *L = (light_data*)(void*)l;
gr_make_light(L,Num_lights-1, 1);
}
}
void light_add_point( vec3d * pos, float rad1, float rad2, float intensity, float r, float g, float b, int ignore_objnum, float spec_r, float spec_g, float spec_b, bool specular )
{
Assert(rad1 >0);
Assert(rad2 >0);
if(!specular){
spec_r = r;
spec_g = g;
spec_b = b;
}
light * l;
if ( Lighting_off ) return;
if (!Lighting_flag) return;
// if ( keyd_pressed[KEY_LSHIFT] ) return;
if ( Num_lights >= MAX_LIGHTS ) {
mprintf(( "Out of lights!\n" ));
return;
}
l = &Lights[Num_lights++];
l->type = LT_POINT;
l->vec = *pos;
l->r = r;
l->g = g;
l->b = b;
l->spec_r = spec_r;
l->spec_g = spec_g;
l->spec_b = spec_b;
l->intensity = intensity;
l->rad1 = rad1;
l->rad2 = rad2;
l->rad1_squared = l->rad1*l->rad1;
l->rad2_squared = l->rad2*l->rad2;
l->ignore_objnum = ignore_objnum;
l->affected_objnum = -1;
l->instance = Num_lights-1;
Assert( Num_light_levels <= 1 );
if(!Cmdline_nohtl) {
light_data *L = (light_data*)(void*)l;
gr_make_light(L,Num_lights-1, 2);
}
// Relevent_lights[Num_relevent_lights[Num_light_levels-1]++][Num_light_levels-1] = l;
// light_data *L = (light_data*)(void*)l;
// l->API_index = gr_make_light(L);
}
void light_add_point_unique( vec3d * pos, float rad1, float rad2, float intensity, float r, float g, float b, int affected_objnum, float spec_r, float spec_g, float spec_b, bool specular )
{
Assert(rad1 >0);
Assert(rad2 >0);
if(!specular){
spec_r = r;
spec_g = g;
spec_b = b;
}
light * l;
if ( Lighting_off ) return;
if (!Lighting_flag) return;
// if ( keyd_pressed[KEY_LSHIFT] ) return;
if ( Num_lights >= MAX_LIGHTS ) {
mprintf(( "Out of lights!\n" ));
return;
}
l = &Lights[Num_lights++];
l->type = LT_POINT;
l->vec = *pos;
l->r = r;
l->g = g;
l->b = b;
l->spec_r = spec_r;
l->spec_g = spec_g;
l->spec_b = spec_b;
l->intensity = intensity;
l->rad1 = rad1;
l->rad2 = rad2;
l->rad1_squared = l->rad1*l->rad1;
l->rad2_squared = l->rad2*l->rad2;
l->ignore_objnum = -1;
l->affected_objnum = affected_objnum;
l->instance = Num_lights-1;
Assert( Num_light_levels <= 1 );
if(!Cmdline_nohtl) {
light_data *L = (light_data*)(void*)l;
gr_make_light(L,Num_lights-1, 2);
}
// light_data *L = (light_data*)(void*)l;
// l->API_index = gr_make_light(L);
}
// for now, tube lights only affect one ship (to keep the filter stuff simple)
void light_add_tube(vec3d *p0, vec3d *p1, float r1, float r2, float intensity, float r, float g, float b, int affected_objnum, float spec_r, float spec_g, float spec_b, bool specular )
{
Assert(r1 >0);
Assert(r2 >0);
if(!specular){
spec_r = r;
spec_g = g;
spec_b = b;
}
light * l;
if ( Lighting_off ) return;
if (!Lighting_flag) return;
// if ( keyd_pressed[KEY_LSHIFT] ) return;
if ( Num_lights >= MAX_LIGHTS ) {
mprintf(( "Out of lights!\n" ));
return;
}
l = &Lights[Num_lights++];
l->type = LT_TUBE;
l->vec = *p0;
l->vec2 = *p1;
l->r = r;
l->g = g;
l->b = b;
l->spec_r = spec_r;
l->spec_g = spec_g;
l->spec_b = spec_b;
l->intensity = intensity;
l->rad1 = r1;
l->rad2 = r2;
l->rad1_squared = l->rad1*l->rad1;
l->rad2_squared = l->rad2*l->rad2;
l->ignore_objnum = -1;
l->affected_objnum = affected_objnum;
l->instance = Num_lights-1;
Assert( Num_light_levels <= 1 );
if(!Cmdline_nohtl) {
light_data *L = (light_data*)(void*)l;
gr_make_light(L,Num_lights-1, 3);
}
// light_data *L = (light_data*)(void*)l;
// l->API_index = gr_make_light(L);
}
// Reset the list of lights to point to all lights.
void light_filter_reset()
{
int i;
light *l;
if ( Lighting_off ) return;
Num_light_levels = 1;
int n = Num_light_levels-1;
Num_relevent_lights[n] = 0;
l = Lights;
for (i=0; i<Num_lights; i++, l++ ) {
Relevent_lights[Num_relevent_lights[n]++][n] = l;
}
}
// Makes a list of only the lights that will affect
// the sphere specified by 'pos' and 'rad' and 'objnum'
int light_filter_push( int objnum, vec3d *pos, float rad )
{
int i;
light *l;
if ( Lighting_off ) return 0;
light_filter_reset();
int n1,n2;
n1 = Num_light_levels-1;
n2 = Num_light_levels;
Num_light_levels++;
Assert( Num_light_levels < MAX_LIGHT_LEVELS );
Num_relevent_lights[n2] = 0;
for (i=0; i<Num_relevent_lights[n1]; i++ ) {
l = Relevent_lights[i][n1];
switch( l->type ) {
case LT_DIRECTIONAL:
//Relevent_lights[Num_relevent_lights[n2]++][n2] = l;
break;
case LT_POINT: {
// if this is a "unique" light source, it only affects one guy
if(l->affected_objnum >= 0){
if(objnum == l->affected_objnum){
vec3d to_light;
float dist_squared, max_dist_squared;
vm_vec_sub( &to_light, &l->vec, pos );
dist_squared = vm_vec_mag_squared(&to_light);
max_dist_squared = l->rad2+rad;
max_dist_squared *= max_dist_squared;
if ( dist_squared < max_dist_squared ) {
Relevent_lights[Num_relevent_lights[n2]++][n2] = l;
}
}
}
// otherwise check all relevant objects
else {
// if ( (l->ignore_objnum<0) || (l->ignore_objnum != objnum) ) {
vec3d to_light;
float dist_squared, max_dist_squared;
vm_vec_sub( &to_light, &l->vec, pos );
dist_squared = vm_vec_mag_squared(&to_light);
max_dist_squared = l->rad2+rad;
max_dist_squared *= max_dist_squared;
if ( dist_squared < max_dist_squared ) {
Relevent_lights[Num_relevent_lights[n2]++][n2] = l;
}
// }
}
}
break;
// hmm. this could probably be more optimal
case LT_TUBE:
// all tubes are "unique" light sources for now
if((l->affected_objnum >= 0) && (objnum == l->affected_objnum)){
Relevent_lights[Num_relevent_lights[n2]++][n2] = l;
}
break;
default:
Int3(); // Invalid light type
}
}
return Num_relevent_lights[n2];
}
int is_inside( vec3d *min, vec3d *max, vec3d * p0, float rad )
{
float *origin = (float *)&p0->xyz.x;
float *minB = (float *)min;
float *maxB = (float *)max;
int i;
for (i=0; i<3; i++ ) {
if ( origin[i] < minB[i] - rad ) {
return 0;
} else if (origin[i] > maxB[i] + rad ) {
return 0;
}
}
return 1;
}
int light_filter_push_box( vec3d *min, vec3d *max )
{
int i;
light *l;
if ( Lighting_off ) return 0;
int n1,n2;
n1 = Num_light_levels-1;
n2 = Num_light_levels;
Num_light_levels++;
// static int mll = -1;
// if ( Num_light_levels > mll ) {
// mll = Num_light_levels;
// mprintf(( "Max level = %d\n", mll ));
// }
Assert( Num_light_levels < MAX_LIGHT_LEVELS );
Num_relevent_lights[n2] = 0;
for (i=0; i<Num_relevent_lights[n1]; i++ ) {
l = Relevent_lights[i][n1];
switch( l->type ) {
case LT_DIRECTIONAL:
Int3(); //Relevent_lights[Num_relevent_lights[n2]++][n2] = l;
break;
case LT_POINT: {
// l->local_vec
if ( is_inside( min, max, &l->local_vec, l->rad2 ) ) {
Relevent_lights[Num_relevent_lights[n2]++][n2] = l;
}
}
break;
case LT_TUBE:
if ( is_inside(min, max, &l->local_vec, l->rad2) || is_inside(min, max, &l->local_vec2, l->rad2) ) {
Relevent_lights[Num_relevent_lights[n2]++][n2] = l;
}
break;
default:
Int3(); // Invalid light type
}
}
return Num_relevent_lights[n2];
}
void light_filter_pop()
{
if ( Lighting_off ) return;
Num_light_levels--;
Assert( Num_light_levels > 0 );
}
int l_num_points=0, l_num_lights=0;
void light_rotate_all()
{
int i;
light *l;
if ( Lighting_off ) return;
int n = Num_light_levels-1;
l = Lights;
for (i=0; i<Num_relevent_lights[n]; i++ ) {
l = Relevent_lights[i][n];
light_rotate(l);
}
for(i=0; i<Static_light_count; i++){
light_rotate(Static_light[i]);
}
// l = Lights;
// for (i=0; i<Num_lights; i++, l++ ) {
// light_rotate(l);
// }
}
// return the # of global light sources
int light_get_global_count()
{
return Static_light_count;
}
int light_get_global_dir(vec3d *pos, int n)
{
if((n > MAX_STATIC_LIGHTS) || (n > Static_light_count-1)){
return 0;
}
if ( Static_light[n] == NULL ) {
return 0;
}
if (pos) {
*pos = Static_light[n]->vec;
if ( Lighting_mode != LM_DARKEN ) {
vm_vec_scale( pos, -1.0f );
}
}
return 1;
}
void light_set_shadow( int state )
{
Light_in_shadow = state;
}
void light_set_all_relevent(){
int i = 0;
gr_reset_lighting();
for(int idx=0; idx<Static_light_count; idx++)gr_set_light((light_data*)(void*)Static_light[idx]);
// for simplicity sake were going to forget about dynamic lights for the moment
int n = Num_light_levels-1;
for( i=0; i<Num_relevent_lights[n]; i++ )gr_set_light((light_data*)(void*)Relevent_lights[i][n]);
}
ubyte light_apply( vec3d *pos, vec3d * norm, float static_light_level )
{
int i, idx;
float lval;
light *l;
if (Detail.lighting==0) {
// No static light
ubyte l = ubyte(fl2i(static_light_level*255.0f));
return l;
}
if ( Lighting_off ) return 191;
// Factor in ambient light
lval = Ambient_light;
// Factor in light from suns if there are any
if ( !Light_in_shadow ){
// apply all sun lights
for(idx=0; idx<Static_light_count; idx++){
float ltmp;
// sanity
if(Static_light[idx] == NULL){
continue;
}
// calculate light from surface normal
ltmp = -vm_vec_dot(&Static_light[idx]->local_vec, norm )*Static_light[idx]->intensity*Reflective_light; // reflective light
switch(Lighting_mode) {
case LM_BRIGHTEN:
if ( ltmp > 0.0f )
lval += ltmp;
break;
case LM_DARKEN:
if ( ltmp > 0.0f )
lval -= ltmp;
if ( lval < 0.0f )
lval = 0.0f;
break;
}
}
}
// At this point, l must be between 0 and 0.75 (0.75-1.0 is for dynamic light only)
if ( lval < 0.0f ) {
lval = 0.0f;
} else if ( lval > 0.75f ) {
lval = 0.75f;
}
lval *= static_light_level;
int n = Num_light_levels-1;
l_num_lights += Num_relevent_lights[n];
l_num_points++;
for (i=0; i<Num_relevent_lights[n]; i++ ) {
l = Relevent_lights[i][n];
vec3d to_light;
float dot, dist;
vm_vec_sub( &to_light, &l->local_vec, pos );
dot = vm_vec_dot(&to_light, norm );
if ( dot > 0.0f ) {
dist = vm_vec_mag_squared(&to_light);
if ( dist < l->rad1_squared ) {
lval += l->intensity*dot;
} else if ( dist < l->rad2_squared ) {
// dist from 0 to
float n = dist - l->rad1_squared;
float d = l->rad2_squared - l->rad1_squared;
float ltmp = (1.0f - n / d )*dot*l->intensity;
lval += ltmp;
}
if ( lval > 1.0f ) {
return 255;
}
}
}
return ubyte(fl2i(lval*255.0f));
}
int spec = 0;
float static_light_factor = 1.0f;
float static_tube_factor = 1.0f;
float static_point_factor = 1.0f;
double specular_exponent_value = 16.0;
void light_apply_specular(ubyte *param_r, ubyte *param_g, ubyte *param_b, vec3d *pos, vec3d * norm, vec3d * cam){
light *l;
float rval = 0, gval = 0, bval = 0;
if ( Cmdline_nospec ) {
*param_r = 0;
*param_g = 0;
*param_b = 0;
return;
}
if (Detail.lighting==0) {
*param_r = 0;
*param_g = 0;
*param_b = 0;
return;
}
if ( Lighting_off ) {
*param_r = 0;
*param_g = 0;
*param_b = 0;
return;
}
vec3d V, N;
vm_vec_sub(&V, cam,pos);
vm_vec_normalize(&V);
N = *norm;
vm_vec_normalize(&N);
// Factor in light from sun if there is one
// apply all sun lights
for(int idx=0; idx<Static_light_count; idx++){
float ltmp;
// sanity
if(Static_light[idx] == NULL){
continue;
}
vec3d R;
vm_vec_sub(&R,&V, &Static_light[idx]->local_vec);
vm_vec_normalize(&R);
ltmp = (float)pow((double)vm_vec_dot(&R, &N ), specular_exponent_value) * Static_light[idx]->intensity * static_light_factor; // reflective light
switch(Lighting_mode) {
case LM_BRIGHTEN:
if ( ltmp > 0.0f ) {
rval += Static_light[idx]->spec_r * ltmp;
gval += Static_light[idx]->spec_g * ltmp;
bval += Static_light[idx]->spec_b * ltmp;
}
break;
case LM_DARKEN:
if ( ltmp > 0.0f ) {
rval -= ltmp; if ( rval < 0.0f ) rval = 0.0f;
gval -= ltmp; if ( gval < 0.0f ) gval = 0.0f;
bval -= ltmp; if ( bval < 0.0f ) bval = 0.0f;
}
break;
}
}
if ( rval < 0.0f ) {
rval = 0.0f;
} else if ( rval > 0.75f ) {
rval = 0.75f;
}
if ( gval < 0.0f ) {
gval = 0.0f;
} else if ( gval > 0.75f ) {
gval = 0.75f;
}
if ( bval < 0.0f ) {
bval = 0.0f;
} else if ( bval > 0.75f ) {
bval = 0.75f;
}
//dynamic lights
int n = Num_light_levels-1;
l_num_lights += Num_relevent_lights[n];
l_num_points++;
vec3d to_light;
float dot, dist;
vec3d temp;
float factor = 1.0f;
for ( int i=0; i<Num_relevent_lights[n]; i++ ) {
l = Relevent_lights[i][n];
dist = -1.0f;
switch(l->type){
// point lights
case LT_POINT:
vm_vec_sub( &to_light, &l->local_vec, pos );
factor = static_point_factor;
break;
// tube lights
case LT_TUBE:
if(vm_vec_dist_to_line(pos, &l->local_vec, &l->local_vec2, &temp, &dist) != 0){
continue;
}
factor = static_tube_factor;
vm_vec_sub(&to_light, &temp, pos);
dist *= dist; // since we use radius squared
break;
// others. BAD
default:
Int3();
}
vec3d R;
vm_vec_normalize(&to_light);
vm_vec_add(&R,&V, &to_light);
vm_vec_normalize(&R);
dot = (float)pow((double)vm_vec_dot(&R, &N ), specular_exponent_value) * l->intensity * factor; // reflective light
if ( dot > 0.0f ) {
// indicating that we already calculated the distance (vm_vec_dist_to_line(...) does this for us)
if(dist < 0.0f){
dist = vm_vec_mag_squared(&to_light);
}
if ( dist < l->rad1_squared ) {
float ratio;
ratio = l->intensity*dot*factor;
ratio *= 0.25f;
rval += l->spec_r*ratio;
gval += l->spec_g*ratio;
bval += l->spec_b*ratio;
} else if ( dist < l->rad2_squared ) {
float ratio;
// dist from 0 to
float n = dist - l->rad1_squared;
float d = l->rad2_squared - l->rad1_squared;
ratio = (1.0f - n / d)*dot*l->intensity*factor;
ratio *= 0.25f;
rval += l->spec_r*ratio;
gval += l->spec_g*ratio;
bval += l->spec_b*ratio;
}
}
}
if ( rval < 0.0f ) {
rval = 0.0f;
} else if ( rval > 1.0f ) {
rval = 1.0f;
}
if ( gval < 0.0f ) {
gval = 0.0f;
} else if ( gval > 1.0f ) {
gval = 1.0f;
}
if ( bval < 0.0f ) {
bval = 0.0f;
} else if ( bval > 1.0f ) {
bval = 1.0f;
}
*param_r = ubyte(fl2i(rval*254.0f));
*param_g = ubyte(fl2i(gval*254.0f));
*param_b = ubyte(fl2i(bval*254.0f));
}
void light_apply_rgb( ubyte *param_r, ubyte *param_g, ubyte *param_b, vec3d *pos, vec3d * norm, float static_light_level )
{
int i, idx;
float rval, gval, bval;
light *l;
if (Detail.lighting==0) {
// No static light
ubyte l = ubyte(fl2i(static_light_level*255.0f));
*param_r = l;
*param_g = l;
*param_b = l;
return;
}
if ( Lighting_off ) {
*param_r = 255;
*param_g = 255;
*param_b = 255;
return;
}
// Factor in ambient light
rval = Ambient_light;
gval = Ambient_light;
bval = Ambient_light;
// Factor in light from sun if there is one
if ( !Light_in_shadow ){
// apply all sun lights
for(idx=0; idx<Static_light_count; idx++){
float ltmp;
// sanity
if(Static_light[idx] == NULL){
continue;
}
// calculate light from surface normal
ltmp = -vm_vec_dot(&Static_light[idx]->local_vec, norm )*Static_light[idx]->intensity*Reflective_light; // reflective light
switch(Lighting_mode) {
case LM_BRIGHTEN:
if ( ltmp > 0.0f ) {
rval += Static_light[idx]->r * ltmp;
gval += Static_light[idx]->g * ltmp;
bval += Static_light[idx]->b * ltmp;
}
break;
case LM_DARKEN:
if ( ltmp > 0.0f ) {
rval -= ltmp; if ( rval < 0.0f ) rval = 0.0f;
gval -= ltmp; if ( gval < 0.0f ) gval = 0.0f;
bval -= ltmp; if ( bval < 0.0f ) bval = 0.0f;
}
break;
}
}
}
// At this point, l must be between 0 and 0.75 (0.75-1.0 is for dynamic light only)
if ( rval < 0.0f ) {
rval = 0.0f;
} else if ( rval > 0.75f ) {
rval = 0.75f;
}
if ( gval < 0.0f ) {
gval = 0.0f;
} else if ( gval > 0.75f ) {
gval = 0.75f;
}
if ( bval < 0.0f ) {
bval = 0.0f;
} else if ( bval > 0.75f ) {
bval = 0.75f;
}
rval *= static_light_level;
gval *= static_light_level;
bval *= static_light_level;
int n = Num_light_levels-1;
l_num_lights += Num_relevent_lights[n];
l_num_points++;
vec3d to_light;
float dot, dist;
vec3d temp;
for (i=0; i<Num_relevent_lights[n]; i++ ) {
l = Relevent_lights[i][n];
break;
dist = -1.0f;
switch(l->type){
// point lights
case LT_POINT:
vm_vec_sub( &to_light, &l->local_vec, pos );
break;
// tube lights
case LT_TUBE:
if(vm_vec_dist_to_line(pos, &l->local_vec, &l->local_vec2, &temp, &dist) != 0){
continue;
}
vm_vec_sub(&to_light, &temp, pos);
dist *= dist; // since we use radius squared
break;
// others. BAD
default:
Int3();
}
dot = vm_vec_dot(&to_light, norm);
// dot = 1.0f;
if ( dot > 0.0f ) {
// indicating that we already calculated the distance (vm_vec_dist_to_line(...) does this for us)
if(dist < 0.0f){
dist = vm_vec_mag_squared(&to_light);
}
if ( dist < l->rad1_squared ) {
float ratio;
ratio = l->intensity*dot;
ratio *= 0.25f;
rval += l->r*ratio;
gval += l->g*ratio;
bval += l->b*ratio;
} else if ( dist < l->rad2_squared ) {
float ratio;
// dist from 0 to
float n = dist - l->rad1_squared;
float d = l->rad2_squared - l->rad1_squared;
ratio = (1.0f - n / d)*dot*l->intensity;
ratio *= 0.25f;
rval += l->r*ratio;
gval += l->g*ratio;
bval += l->b*ratio;
}
}
}
float m = rval;
if ( gval > m ) m = gval;
if ( bval > m ) m = bval;
if ( m > 1.0f ) {
float im = 1.0f / m;
rval *= im;
gval *= im;
bval *= im;
}
if ( rval < 0.0f ) {
rval = 0.0f;
} else if ( rval > 1.0f ) {
rval = 1.0f;
}
if ( gval < 0.0f ) {
gval = 0.0f;
} else if ( gval > 1.0f ) {
gval = 1.0f;
}
if ( bval < 0.0f ) {
bval = 0.0f;
} else if ( bval > 1.0f ) {
bval = 1.0f;
}
*param_r = ubyte(fl2i(rval*255.0f));
*param_g = ubyte(fl2i(gval*255.0f));
*param_b = ubyte(fl2i(bval*255.0f));
}
/*
float light_apply( vec3d *pos, vec3d * norm )
{
#if 1
float r,g,b;
light_apply_rgb( &r, &g, &b, pos, norm );
return (r+g+b) / 3.0f;
#else
return light_apply_ramp( pos, norm );
#endif
}
*/