// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // 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. //----------------------------------------------------------------------------- /// \file /// \brief Corona/Dynamic/Static lighting add on by Hurdler /// !!! Under construction !!! #include "../doomdef.h" #ifdef HWRENDER #include "hw_light.h" #include "hw_drv.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 STATICLIGHT //Hurdler: TODO! //#define LIGHTMAPFLAGS (PF_Masked|PF_Clip|PF_NoAlphaTest) // debug see overdraw #define LIGHTMAPFLAGS (PF_Modulated|PF_Additive|PF_Clip) #ifdef ALAM_LIGHTING static dynlights_t view_dynlights[2]; // 2 players in splitscreen mode static dynlights_t *dynlights = &view_dynlights[0]; #endif #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, 0x00000000, 24.0f, 0x00000000, 0.0f, 0.0f}, // weapons // RINGSPARK_L { LIGHT_SPR, 0.0f, 0.0f, 0x0000e0ff, 16.0f, 0x0000e0ff, 32.0f, 0.0f}, // Tails 09-08-2002 // SUPERSONIC_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0xff00e0ff, 32.0f, 0xff00e0ff, 128.0f, 0.0f}, // Tails 09-08-2002 // SUPERSPARK_L { LIGHT_SPR, 0.0f, 0.0f, 0xe0ffffff, 8.0f, 0xe0ffffff, 64.0f, 0.0f}, // INVINCIBLE_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x10ffaaaa, 16.0f, 0x10ffaaaa, 128.0f, 0.0f}, // GREENSHIELD_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x602b7337, 32.0f, 0x602b7337, 128.0f, 0.0f}, // BLUESHIELD_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60cb0000, 32.0f, 0x60cb0000, 128.0f, 0.0f}, // tall lights // YELLOWSHIELD_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x601f7baf, 32.0f, 0x601f7baf, 128.0f, 0.0f}, // REDSHIELD_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x600000cb, 32.0f, 0x600000cb, 128.0f, 0.0f}, // BLACKSHIELD_L // Black light? lol { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60010101, 32.0f, 0x60ff00ff, 128.0f, 0.0f}, // WHITESHIELD_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60ffffff, 32.0f, 0x60ffffff, 128.0f, 0.0f}, // SMALLREDBALL_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060f0, 0.0f, 0x302070ff, 32.0f, 0.0f}, // small lights // RINGLIGHT_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60b0f0f0, 0.0f, 0x30b0f0f0, 100.0f, 0.0f}, // GREENSMALL_L { LIGHT_SPR, 0.0f, 14.0f, 0x6070ff70, 60.0f, 0x4070ff70, 100.0f, 0.0f}, // REDSMALL_L { LIGHT_SPR, 0.0f, 14.0f, 0x705070ff, 60.0f, 0x405070ff, 100.0f, 0.0f}, // type offset x, y coronas color, c_size,light color,l_radius, sqr radius computed at init // GREENSHINE_L { LIGHT_SPR, 0.0f, 0.0f, 0xff00ff00, 64.0f, 0xff00ff00, 256.0f, 0.0f}, // ORANGESHINE_L { LIGHT_SPR, 0.0f, 0.0f, 0xff0080ff, 64.0f, 0xff0080ff, 256.0f, 0.0f}, // PINKSHINE_L { LIGHT_SPR, 0.0f, 0.0f, 0xffe080ff, 64.0f, 0xffe080ff, 256.0f, 0.0f}, // BLUESHINE_L { LIGHT_SPR, 0.0f, 0.0f, 0xffff0000, 64.0f, 0xffff0000, 256.0f, 0.0f}, // REDSHINE_L { LIGHT_SPR, 0.0f, 0.0f, 0xff0000ff, 64.0f, 0xff0000ff, 256.0f, 0.0f}, // LBLUESHINE_L { LIGHT_SPR, 0.0f, 0.0f, 0xffff8080, 64.0f, 0xffff8080, 256.0f, 0.0f}, // GREYSHINE_L { LIGHT_SPR, 0.0f, 0.0f, 0xffe0e0e0, 64.0f, 0xffe0e0e0, 256.0f, 0.0f}, // monsters // REDBALL_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060ff, 0.0f, 0x606060ff, 100.0f, 0.0f}, // GREENBALL_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x6060ff60, 120.0f, 0x6060ff60, 100.0f, 0.0f}, // BLUEBALL_L { DYNLIGHT_SPR, 0.0f, 0.0f, 0x60ff6060, 120.0f, 0x60ff6060, 100.0f, 0.0f}, // NIGHTSLIGHT_L { LIGHT_SPR, 0.0f, 6.0f, 0x60ffffff, 16.0f, 0x30ffffff, 32.0f, 0.0f}, // JETLIGHT_L { DYNLIGHT_SPR, 0.0f, 6.0f, 0x60ffaaaa, 16.0f, 0x30ffaaaa, 64.0f, 0.0f}, // GOOPLIGHT_L { DYNLIGHT_SPR, 0.0f, 6.0f, 0x60ff00ff, 16.0f, 0x30ff00ff, 32.0f, 0.0f}, // STREETLIGHT_L { LIGHT_SPR, 0.0f, 0.0f, 0xe0ffffff, 64.0f, 0xe0ffffff, 384.0f, 0.0f}, }; light_t *t_lspr[NUMSPRITES] = { &lspr[NOLIGHT], // SPR_NULL &lspr[NOLIGHT], // SPR_UNKN &lspr[NOLIGHT], // SPR_THOK &lspr[SUPERSONIC_L],// SPR_PLAY // Enemies &lspr[NOLIGHT], // SPR_POSS &lspr[NOLIGHT], // SPR_SPOS &lspr[NOLIGHT], // SPR_FISH &lspr[NOLIGHT], // SPR_BUZZ Graue 03-10-2004 &lspr[NOLIGHT], // SPR_RBUZ Graue 03-10-2004 &lspr[NOLIGHT], // SPR_JETB &lspr[NOLIGHT], // SPR_JETW &lspr[NOLIGHT], // SPR_JETG &lspr[NOLIGHT], // SPR_CCOM &lspr[NOLIGHT], // SPR_DETN &lspr[NOLIGHT], // SPR_SKIM &lspr[NOLIGHT], // SPR_TRET &lspr[NOLIGHT], // SPR_TURR &lspr[NOLIGHT], // SPR_SHRP &lspr[NOLIGHT], // SPR_JJAW &lspr[NOLIGHT], // SPR_SNLR &lspr[NOLIGHT], // SPR_VLTR &lspr[NOLIGHT], // SPR_PNTY &lspr[NOLIGHT], // SPR_ARCH &lspr[NOLIGHT], // SPR_CBFS &lspr[NOLIGHT], // SPR_SPSH &lspr[NOLIGHT], // SPR_ESHI &lspr[NOLIGHT], // SPR_GSNP &lspr[NOLIGHT], // SPR_MNUS &lspr[NOLIGHT], // SPR_SSHL &lspr[NOLIGHT], // SPR_UNID &lspr[NOLIGHT], // SPR_BBUZ // Generic Boos Items &lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes // Boss 1, (Greenflower) &lspr[NOLIGHT], // SPR_EGGM // Boss 2, (Techno Hill) &lspr[NOLIGHT], // SPR_EGGN &lspr[NOLIGHT], // SPR_TNKA &lspr[NOLIGHT], // SPR_TNKB &lspr[NOLIGHT], // SPR_SPNK &lspr[NOLIGHT], // SPR_GOOP // Boss 3 (Deep Sea) &lspr[NOLIGHT], // SPR_EGGO &lspr[NOLIGHT], // SPR_PRPL &lspr[NOLIGHT], // SPR_FAKE // Boss 4 (Castle Eggman) &lspr[NOLIGHT], // SPR_EGGP &lspr[REDBALL_L], // SPR_EFIR // Boss 5 (Arid Canyon) &lspr[NOLIGHT], // SPR_EGGQ // Boss 6 (Red Volcano) &lspr[NOLIGHT], // SPR_EEGR // Boss 7 (Dark City) &lspr[NOLIGHT], // SPR_BRAK &lspr[NOLIGHT], // SPR_BGOO &lspr[NOLIGHT], // SPR_BMSL // Boss 8 (Egg Rock) &lspr[NOLIGHT], // SPR_EGGT &lspr[NOLIGHT], //SPR_RCKT &lspr[NOLIGHT], //SPR_ELEC &lspr[NOLIGHT], //SPR_TARG &lspr[NOLIGHT], //SPR_NPLM &lspr[NOLIGHT], //SPR_MNPL // Metal Sonic &lspr[NOLIGHT], // SPR_METL &lspr[NOLIGHT], // SPR_MSCF &lspr[NOLIGHT], // SPR_MSCB // Collectible Items &lspr[NOLIGHT], // SPR_RING &lspr[NOLIGHT], // SPR_TRNG &lspr[NOLIGHT], // SPR_EMMY &lspr[BLUEBALL_L], // SPR_TOKE &lspr[REDBALL_L], // SPR_RFLG &lspr[BLUEBALL_L], // SPR_BFLG &lspr[NOLIGHT], // SPR_NWNG &lspr[NOLIGHT], // SPR_EMBM &lspr[NOLIGHT], // SPR_CEMG &lspr[NOLIGHT], // SPR_EMER // Interactive Objects &lspr[NOLIGHT], // SPR_FANS &lspr[NOLIGHT], // SPR_BUBL &lspr[NOLIGHT], // SPR_SIGN &lspr[NOLIGHT], // SPR_STEM &lspr[NOLIGHT], // SPR_SPIK &lspr[NOLIGHT], // SPR_SFLM &lspr[NOLIGHT], // SPR_USPK &lspr[NOLIGHT], // SPR_STPT &lspr[NOLIGHT], // SPR_BMNE // Monitor Boxes &lspr[NOLIGHT], // SPR_SRBX &lspr[NOLIGHT], // SPR_RRBX &lspr[NOLIGHT], // SPR_BRBX &lspr[NOLIGHT], // SPR_SHTV &lspr[NOLIGHT], // SPR_PINV &lspr[NOLIGHT], // SPR_YLTV &lspr[NOLIGHT], // SPR_BLTV &lspr[NOLIGHT], // SPR_BKTV &lspr[NOLIGHT], // SPR_WHTV &lspr[NOLIGHT], // SPR_GRTV &lspr[NOLIGHT], // SPR_ELTV &lspr[NOLIGHT], // SPR_EGGB &lspr[NOLIGHT], // SPR_MIXU &lspr[NOLIGHT], // SPR_RECY &lspr[NOLIGHT], // SPR_QUES &lspr[NOLIGHT], // SPR_GBTV &lspr[NOLIGHT], // SPR_PRUP &lspr[NOLIGHT], // SPR_PTTV // Monitor Miscellany &lspr[NOLIGHT], // SPR_MTEX // Projectiles &lspr[NOLIGHT], // SPR_MISL &lspr[NOLIGHT], // SPR_TORP &lspr[NOLIGHT], // SPR_ENRG &lspr[NOLIGHT], // SPR_MINE &lspr[NOLIGHT], // SPR_JBUL &lspr[SMALLREDBALL_L], // SPR_TRLS &lspr[NOLIGHT], // SPR_CBLL &lspr[NOLIGHT], // SPR_AROW &lspr[NOLIGHT], // SPR_CFIR // Greenflower Scenery &lspr[NOLIGHT], // SPR_FWR1 &lspr[NOLIGHT], // SPR_FWR2 &lspr[NOLIGHT], // SPR_FWR3 &lspr[NOLIGHT], // SPR_FWR4 &lspr[NOLIGHT], // SPR_BUS1 &lspr[NOLIGHT], // SPR_BUS2 // Techno Hill Scenery &lspr[NOLIGHT], // SPR_THZP &lspr[REDBALL_L], // SPR_ALRM // Deep Sea Scenery &lspr[NOLIGHT], // SPR_GARG &lspr[NOLIGHT], // SPR_SEWE &lspr[NOLIGHT], // SPR_DRIP &lspr[NOLIGHT], // SPR_CRL1 &lspr[NOLIGHT], // SPR_CRL2 &lspr[NOLIGHT], // SPR_CRL3 &lspr[NOLIGHT], // SPR_BCRY // Castle Eggman Scenery &lspr[NOLIGHT], // SPR_CHAN &lspr[REDBALL_L], // SPR_FLAM &lspr[NOLIGHT], // SPR_ESTA &lspr[NOLIGHT], // SPR_SMCH &lspr[NOLIGHT], // SPR_BMCH &lspr[NOLIGHT], // SPR_SMCE &lspr[NOLIGHT], // SPR_BMCE // Arid Canyon Scenery &lspr[NOLIGHT], // SPR_BTBL &lspr[NOLIGHT], // SPR_STBL &lspr[NOLIGHT], // SPR_CACT // Red Volcano Scenery &lspr[REDBALL_L], // SPR_FLME &lspr[REDBALL_L], // SPR_DFLM // Dark City Scenery // Egg Rock Scenery // Christmas Scenery &lspr[NOLIGHT], // SPR_XMS1 &lspr[NOLIGHT], // SPR_XMS2 &lspr[NOLIGHT], // SPR_XMS3 // Botanic Serenity Scenery &lspr[NOLIGHT], // SPR_BSZ1 &lspr[NOLIGHT], // SPR_BSZ2 &lspr[NOLIGHT], // SPR_BSZ3 &lspr[NOLIGHT], // SPR_BSZ4 &lspr[NOLIGHT], // SPR_BSZ5 &lspr[NOLIGHT], // SPR_BSZ6 &lspr[NOLIGHT], // SPR_BSZ7 &lspr[NOLIGHT], // SPR_BSZ8 // Stalagmites &lspr[NOLIGHT], // SPR_STLG // Disco Ball &lspr[NOLIGHT], // SPR_DBAL // ATZ Red Crystal &lspr[NOLIGHT], // SPR_RCRY // Powerup Indicators &lspr[NOLIGHT], // SPR_ARMA &lspr[NOLIGHT], // SPR_ARMF &lspr[NOLIGHT], // SPR_ARMB &lspr[NOLIGHT], // SPR_WIND &lspr[NOLIGHT], // SPR_MAGN &lspr[NOLIGHT], // SPR_ELEM &lspr[NOLIGHT], // SPR_FORC &lspr[NOLIGHT], // SPR_PITY &lspr[INVINCIBLE_L], // SPR_IVSP &lspr[SUPERSPARK_L], // SPR_SSPK &lspr[NOLIGHT], // SPR_GOAL // Freed Animals &lspr[NOLIGHT], // SPR_BIRD &lspr[NOLIGHT], // SPR_BUNY &lspr[NOLIGHT], // SPR_MOUS &lspr[NOLIGHT], // SPR_CHIC &lspr[NOLIGHT], // SPR_COWZ &lspr[NOLIGHT], // SPR_RBRD // Springs &lspr[NOLIGHT], // SPR_SPRY &lspr[NOLIGHT], // SPR_SPRR &lspr[NOLIGHT], // SPR_SPRB Graue &lspr[NOLIGHT], // SPR_YSPR &lspr[NOLIGHT], // SPR_RSPR // Environmentals Effects &lspr[NOLIGHT], // SPR_RAIN &lspr[NOLIGHT], // SPR_SNO1 &lspr[NOLIGHT], // SPR_SPLH &lspr[NOLIGHT], // SPR_SPLA &lspr[NOLIGHT], // SPR_SMOK &lspr[NOLIGHT], // SPR_BUBP &lspr[NOLIGHT], // SPR_BUBO &lspr[NOLIGHT], // SPR_BUBN &lspr[NOLIGHT], // SPR_BUBM &lspr[NOLIGHT], // SPR_POPP &lspr[SUPERSPARK_L], // SPR_TFOG &lspr[NIGHTSLIGHT_L], // SPR_SEED // Sonic CD flower seed &lspr[NOLIGHT], // SPR_PRTL // Game Indicators &lspr[NOLIGHT], // SPR_SCOR &lspr[NOLIGHT], // SPR_DRWN &lspr[NOLIGHT], // SPR_TTAG &lspr[NOLIGHT], // SPR_GFLG // Ring Weapons &lspr[RINGLIGHT_L], // SPR_RRNG &lspr[RINGLIGHT_L], // SPR_RNGB &lspr[RINGLIGHT_L], // SPR_RNGR &lspr[RINGLIGHT_L], // SPR_RNGI &lspr[RINGLIGHT_L], // SPR_RNGA &lspr[RINGLIGHT_L], // SPR_RNGE &lspr[RINGLIGHT_L], // SPR_RNGS &lspr[RINGLIGHT_L], // SPR_RNGG &lspr[RINGLIGHT_L], // SPR_PIKB &lspr[RINGLIGHT_L], // SPR_PIKR &lspr[RINGLIGHT_L], // SPR_PIKA &lspr[RINGLIGHT_L], // SPR_PIKE &lspr[RINGLIGHT_L], // SPR_PIKS &lspr[RINGLIGHT_L], // SPR_PIKG &lspr[RINGLIGHT_L], // SPR_TAUT &lspr[RINGLIGHT_L], // SPR_TGRE &lspr[RINGLIGHT_L], // SPR_TSCR // Mario-specific stuff &lspr[NOLIGHT], // SPR_COIN &lspr[NOLIGHT], // SPR_CPRK &lspr[NOLIGHT], // SPR_GOOM &lspr[NOLIGHT], // SPR_BGOM &lspr[REDBALL_L], // SPR_FFWR &lspr[SMALLREDBALL_L], // SPR_FBLL &lspr[NOLIGHT], // SPR_SHLL &lspr[REDBALL_L], // SPR_PUMA &lspr[NOLIGHT], // SPR_HAMM &lspr[NOLIGHT], // SPR_KOOP &lspr[REDBALL_L], // SPR_BFLM &lspr[NOLIGHT], // SPR_MAXE &lspr[NOLIGHT], // SPR_MUS1 &lspr[NOLIGHT], // SPR_MUS2 &lspr[NOLIGHT], // SPR_TOAD // NiGHTS Stuff &lspr[SUPERSONIC_L], // SPR_NDRN // NiGHTS drone &lspr[SUPERSONIC_L], // SPR_SUPE // NiGHTS character flying &lspr[SUPERSONIC_L], // SPR_SUPZ // NiGHTS hurt &lspr[SUPERSONIC_L], // SPR_NDRL // NiGHTS character drilling &lspr[NOLIGHT], // SPR_NSPK &lspr[NOLIGHT], // SPR_NBMP &lspr[NOLIGHT], // SPR_HOOP &lspr[NOLIGHT], // SPR_HSCR &lspr[NOLIGHT], // SPR_NPRU &lspr[NOLIGHT], // SPR_CAPS &lspr[SUPERSONIC_L], // SPR_SUPT // Debris &lspr[RINGSPARK_L], // SPR_SPRK &lspr[NOLIGHT], // SPR_BOM1 &lspr[SUPERSPARK_L], // SPR_BOM2 &lspr[SUPERSPARK_L], // SPR_BOM3 &lspr[NOLIGHT], // SPR_BOM4 // Crumbly rocks &lspr[NOLIGHT], // SPR_ROIA &lspr[NOLIGHT], // SPR_ROIB &lspr[NOLIGHT], // SPR_ROIC &lspr[NOLIGHT], // SPR_ROID &lspr[NOLIGHT], // SPR_ROIE &lspr[NOLIGHT], // SPR_ROIF &lspr[NOLIGHT], // SPR_ROIG &lspr[NOLIGHT], // SPR_ROIH &lspr[NOLIGHT], // SPR_ROII &lspr[NOLIGHT], // SPR_ROIJ &lspr[NOLIGHT], // SPR_ROIK &lspr[NOLIGHT], // SPR_ROIL &lspr[NOLIGHT], // SPR_ROIM &lspr[NOLIGHT], // SPR_ROIN &lspr[NOLIGHT], // SPR_ROIO &lspr[NOLIGHT], // SPR_ROIP // Blue Spheres &lspr[NOLIGHT], // SPR_BBAL // Gravity Well Objects &lspr[NOLIGHT], // SPR_GWLG &lspr[NOLIGHT], // SPR_GWLR // SRB1 Sprites &lspr[NOLIGHT], // SPR_SRBA &lspr[NOLIGHT], // SPR_SRBB &lspr[NOLIGHT], // SPR_SRBC &lspr[NOLIGHT], // SPR_SRBD &lspr[NOLIGHT], // SPR_SRBE &lspr[NOLIGHT], // SPR_SRBF &lspr[NOLIGHT], // SPR_SRBG &lspr[NOLIGHT], // SPR_SRBH &lspr[NOLIGHT], // SPR_SRBI &lspr[NOLIGHT], // SPR_SRBJ &lspr[NOLIGHT], // SPR_SRBK &lspr[NOLIGHT], // SPR_SRBL &lspr[NOLIGHT], // SPR_SRBM &lspr[NOLIGHT], // SPR_SRBN &lspr[NOLIGHT], // SPR_SRBO // Free slots &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], &lspr[NOLIGHT], }; #ifdef ALAM_LIGHTING //============================================================================= // PROTOS //============================================================================= static void HWR_SetLight(void); // -------------------------------------------------------------------------- // calcul la projection d'un point sur une droite (determin� 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] = (float)sqrt((wlVerts[0].x-inter.x)*(wlVerts[0].x-inter.x) + (wlVerts[0].z-inter.z)*(wlVerts[0].z-inter.z)); d[1] = (float)sqrt((wlVerts[2].x-inter.x)*(wlVerts[2].x-inter.x) + (wlVerts[2].z-inter.z)*(wlVerts[2].z-inter.z)); //dAB = sqrtf((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 = 0.5f / DL_RADIUS(j); #else s = 0.5f / sqrtf(DL_SQRRADIUS(j)-dist_p2d); #endif for (i = 0; i < 4; i++) { wlVerts[i].sow = (float)(0.5f + d[i]*s); wlVerts[i].tow = (float)(0.5f + (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 = (UINT8)((1-dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); #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 = (UINT8)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); HWD.pfnDrawPolygon (&Surf, wlVerts, 4, LIGHTMAPFLAGS); } // end for (j = 0; j < dynlights->nb; j++) } // -------------------------------------------------------------------------- // 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 = FIXED_TO_FLOAT(hwbbox[BOXTOP ]); p1.x = FIXED_TO_FLOAT(hwbbox[BOXLEFT ]); p2.z = FIXED_TO_FLOAT(hwbbox[BOXBOTTOM]); p2.x = FIXED_TO_FLOAT(hwbbox[BOXRIGHT ]); 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 / sqrtf(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 = (unsigned char)((1 - dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); #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 = (unsigned char)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); HWD.pfnDrawPolygon (&Surf, clVerts, nrClipVerts, LIGHTMAPFLAGS); } // end for (j = 0; j < dynlights->nb; j++) } static lumpnum_t coronalumpnum = LUMPERROR; #ifndef NEWCORONAS // -------------------------------------------------------------------------- // coronas lighting // -------------------------------------------------------------------------- void HWR_DoCoronasLighting(FOutVector *outVerts, gr_vissprite_t *spr) { light_t *p_lspr; if (coronalumpnum == LUMPERROR) return; //CONS_Debug(DBG_RENDER, "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; UINT8 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 // 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 || coronalumpnum == LUMPERROR) 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 = (UINT8)(0xff-(UINT8)(((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 = (UINT8)((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 = (float)(FIXED_TO_FLOAT(cv_grcoronasize.value<<1)*size); // put light little forward the sprite so there is no // z-buffer problem (coplanar polygons) // 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, GLPatch_t *patch) { light_t *p_lspr; //Hurdler: moved here because it's better;-) (void)patch; if (!cv_grdynamiclighting.value) return; if (!spr->mobj) #ifdef PARANOIA I_Error("vissprite without mobj !!!"); #else return; #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 = FIXED_TO_FLOAT(spr->mobj->x); LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(spr->mobj->z)+FIXED_TO_FLOAT(spr->mobj->height>>1)+p_lspr->light_yoffset; LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(spr->mobj->y); P_SetTarget(&dynlights->mo[dynlights->nb], spr->mobj); dynlights->p_lspr[dynlights->nb] = p_lspr; dynlights->nb++; } } static GLPatch_t lightmappatch; void HWR_InitLight(void) { size_t 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_CheckNumForName("CORONA"); } // -----------------+ // HWR_SetLight : Download a disc shaped alpha map for rendering fake lights // -----------------+ static void HWR_SetLight(void) { int i, j; if (!lightmappatch.mipmap.downloaded && !lightmappatch.mipmap.grInfo.data) { UINT16 *Data = Z_Malloc(129*128*sizeof (UINT16), 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] = (UINT16)(((UINT8)(255-(4*(float)sqrt((float)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); // The system-memory data can be purged now. Z_ChangeTag(lightmappatch.mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED); } //********************************************************** // Hurdler: new code for faster static lighting and and T&L //********************************************************** #ifdef STATICLIGHT // is this really necessary? static sector_t *lgr_backsector; static seg_t *lgr_curline; #endif // p1 et p2 c'est le deux bou du seg en float static inline 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 ! (void)lighnum; (void)p1; (void)p2; lp = malloc(sizeof (*lp)); lp->next = line->lightmaps; line->lightmaps = lp; // (...) encore des b�calcul bien lourd et on stock tout sa dans la lightmap } #ifdef STATICLIGHT 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; lgr_curline = line; lgr_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 ( lgr_backsector->ceilingpic == gr_frontsector->ceilingpic && lgr_backsector->floorpic == gr_frontsector->floorpic && lgr_backsector->lightlevel == gr_frontsector->lightlevel && lgr_curline->sidedef->midtexture == 0) { return; } */ p1.y = FIXED_TO_FLOAT(lgr_curline->v1->y); p1.x = FIXED_TO_FLOAT(lgr_curline->v1->x); p2.y = FIXED_TO_FLOAT(lgr_curline->v2->y); p2.x = FIXED_TO_FLOAT(lgr_curline->v2->x); // 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(size_t num, fixed_t *bbox) { int count; seg_t *line; subsector_t *sub; FVector p1,p2; int lightnum; p1.y = FIXED_TO_FLOAT(bbox[BOXTOP ]); p1.x = FIXED_TO_FLOAT(bbox[BOXLEFT ]); p2.y = FIXED_TO_FLOAT(bbox[BOXBOTTOM]); p2.x = FIXED_TO_FLOAT(bbox[BOXRIGHT ]); 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 = FIXED_TO_FLOAT(thing->x); LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(thing->z) + t_lspr[thing->sprite]->light_yoffset; LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(thing->y); 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); } } #endif // // HWR_CreateStaticLightmaps() // void HWR_CreateStaticLightmaps(int bspnum) { #ifdef STATICLIGHT CONS_Debug(DBG_RENDER, "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_Debug(DBG_RENDER, "%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; #else (void)bspnum; #endif } /** \todo - Les coronas ne sont pas g�er 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 ! */ #endif #endif // HWRENDER