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ac03ce39c8
P_RandomChance is now a macro for something that should happen a certain percentage of time. P_SignedRandom was moved to a macro. Nobody cared. # Conflicts: # src/p_inter.c
1333 lines
39 KiB
C
1333 lines
39 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//-----------------------------------------------------------------------------
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/// \file
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/// \brief Corona/Dynamic/Static lighting add on by Hurdler
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/// !!! Under construction !!!
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#include "../doomdef.h"
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#ifdef HWRENDER
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#include "hw_light.h"
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#include "hw_drv.h"
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#include "../i_video.h"
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#include "../z_zone.h"
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#include "../m_random.h"
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#include "../m_bbox.h"
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#include "../w_wad.h"
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#include "../r_state.h"
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#include "../r_main.h"
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#include "../p_local.h"
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//=============================================================================
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// DEFINES
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//=============================================================================
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#define DL_SQRRADIUS(x) dynlights->p_lspr[(x)]->dynamic_sqrradius
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#define DL_RADIUS(x) dynlights->p_lspr[(x)]->dynamic_radius
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#define LIGHT_POS(i) dynlights->position[(i)]
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#define DL_HIGH_QUALITY
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//#define STATICLIGHT //Hurdler: TODO!
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//#define LIGHTMAPFLAGS (PF_Masked|PF_Clip|PF_NoAlphaTest) // debug see overdraw
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#define LIGHTMAPFLAGS (PF_Modulated|PF_Additive|PF_Clip)
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#ifdef ALAM_LIGHTING
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static dynlights_t view_dynlights[2]; // 2 players in splitscreen mode
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static dynlights_t *dynlights = &view_dynlights[0];
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#endif
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#define UNDEFINED_SPR 0x0 // actually just for testing
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#define CORONA_SPR 0x1 // a light source which only emit a corona
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#define DYNLIGHT_SPR 0x2 // a light source which is only used for dynamic lighting
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#define LIGHT_SPR (DYNLIGHT_SPR|CORONA_SPR)
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#define ROCKET_SPR (DYNLIGHT_SPR|CORONA_SPR|0x10)
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//#define MONSTER_SPR 4
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//#define AMMO_SPR 8
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//#define BONUS_SPR 16
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//Hurdler: now we can change those values via FS :)
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light_t lspr[NUMLIGHTS] =
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{
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// type offset x, y coronas color, c_size,light color,l_radius, sqr radius computed at init
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// UNDEFINED: 0
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{ UNDEFINED_SPR, 0.0f, 0.0f, 0x00000000, 24.0f, 0x00000000, 0.0f, 0.0f},
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// weapons
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// RINGSPARK_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0x0000e0ff, 16.0f, 0x0000e0ff, 32.0f, 0.0f}, // Tails 09-08-2002
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// SUPERSONIC_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0xff00e0ff, 32.0f, 0xff00e0ff, 128.0f, 0.0f}, // Tails 09-08-2002
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// SUPERSPARK_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xe0ffffff, 8.0f, 0xe0ffffff, 64.0f, 0.0f},
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// INVINCIBLE_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x10ffaaaa, 16.0f, 0x10ffaaaa, 128.0f, 0.0f},
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// GREENSHIELD_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x602b7337, 32.0f, 0x602b7337, 128.0f, 0.0f},
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// BLUESHIELD_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x60cb0000, 32.0f, 0x60cb0000, 128.0f, 0.0f},
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// tall lights
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// YELLOWSHIELD_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x601f7baf, 32.0f, 0x601f7baf, 128.0f, 0.0f},
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// REDSHIELD_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x600000cb, 32.0f, 0x600000cb, 128.0f, 0.0f},
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// BLACKSHIELD_L // Black light? lol
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x60010101, 32.0f, 0x60ff00ff, 128.0f, 0.0f},
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// WHITESHIELD_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x60ffffff, 32.0f, 0x60ffffff, 128.0f, 0.0f},
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// SMALLREDBALL_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060f0, 0.0f, 0x302070ff, 32.0f, 0.0f},
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// small lights
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// RINGLIGHT_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x60b0f0f0, 0.0f, 0x30b0f0f0, 100.0f, 0.0f},
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// GREENSMALL_L
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{ LIGHT_SPR, 0.0f, 14.0f, 0x6070ff70, 60.0f, 0x4070ff70, 100.0f, 0.0f},
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// REDSMALL_L
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{ LIGHT_SPR, 0.0f, 14.0f, 0x705070ff, 60.0f, 0x405070ff, 100.0f, 0.0f},
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// type offset x, y coronas color, c_size,light color,l_radius, sqr radius computed at init
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// GREENSHINE_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xff00ff00, 64.0f, 0xff00ff00, 256.0f, 0.0f},
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// ORANGESHINE_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xff0080ff, 64.0f, 0xff0080ff, 256.0f, 0.0f},
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// PINKSHINE_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xffe080ff, 64.0f, 0xffe080ff, 256.0f, 0.0f},
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// BLUESHINE_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xffff0000, 64.0f, 0xffff0000, 256.0f, 0.0f},
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// REDSHINE_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xff0000ff, 64.0f, 0xff0000ff, 256.0f, 0.0f},
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// LBLUESHINE_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xffff8080, 64.0f, 0xffff8080, 256.0f, 0.0f},
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// GREYSHINE_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xffe0e0e0, 64.0f, 0xffe0e0e0, 256.0f, 0.0f},
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// monsters
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// REDBALL_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x606060ff, 0.0f, 0x606060ff, 100.0f, 0.0f},
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// GREENBALL_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x6060ff60, 120.0f, 0x6060ff60, 100.0f, 0.0f},
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// BLUEBALL_L
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{ DYNLIGHT_SPR, 0.0f, 0.0f, 0x60ff6060, 120.0f, 0x60ff6060, 100.0f, 0.0f},
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// NIGHTSLIGHT_L
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{ LIGHT_SPR, 0.0f, 6.0f, 0x60ffffff, 16.0f, 0x30ffffff, 32.0f, 0.0f},
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// JETLIGHT_L
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{ DYNLIGHT_SPR, 0.0f, 6.0f, 0x60ffaaaa, 16.0f, 0x30ffaaaa, 64.0f, 0.0f},
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// GOOPLIGHT_L
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{ DYNLIGHT_SPR, 0.0f, 6.0f, 0x60ff00ff, 16.0f, 0x30ff00ff, 32.0f, 0.0f},
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// STREETLIGHT_L
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{ LIGHT_SPR, 0.0f, 0.0f, 0xe0ffffff, 64.0f, 0xe0ffffff, 384.0f, 0.0f},
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};
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light_t *t_lspr[NUMSPRITES] =
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{
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&lspr[NOLIGHT], // SPR_NULL
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&lspr[NOLIGHT], // SPR_UNKN
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&lspr[NOLIGHT], // SPR_THOK
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&lspr[SUPERSONIC_L],// SPR_PLAY
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// Enemies
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&lspr[NOLIGHT], // SPR_POSS
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&lspr[NOLIGHT], // SPR_SPOS
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&lspr[NOLIGHT], // SPR_FISH
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&lspr[NOLIGHT], // SPR_BUZZ Graue 03-10-2004
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&lspr[NOLIGHT], // SPR_RBUZ Graue 03-10-2004
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&lspr[NOLIGHT], // SPR_JETB
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&lspr[NOLIGHT], // SPR_JETW
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&lspr[NOLIGHT], // SPR_JETG
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&lspr[NOLIGHT], // SPR_CCOM
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&lspr[NOLIGHT], // SPR_DETN
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&lspr[NOLIGHT], // SPR_SKIM
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&lspr[NOLIGHT], // SPR_TRET
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&lspr[NOLIGHT], // SPR_TURR
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&lspr[NOLIGHT], // SPR_SHRP
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&lspr[NOLIGHT], // SPR_JJAW
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&lspr[NOLIGHT], // SPR_SNLR
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&lspr[NOLIGHT], // SPR_VLTR
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&lspr[NOLIGHT], // SPR_PNTY
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&lspr[NOLIGHT], // SPR_ARCH
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&lspr[NOLIGHT], // SPR_CBFS
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&lspr[NOLIGHT], // SPR_SPSH
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&lspr[NOLIGHT], // SPR_ESHI
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&lspr[NOLIGHT], // SPR_GSNP
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&lspr[NOLIGHT], // SPR_MNUS
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&lspr[NOLIGHT], // SPR_SSHL
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&lspr[NOLIGHT], // SPR_UNID
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&lspr[NOLIGHT], // SPR_BBUZ
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// Generic Boos Items
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&lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes
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// Boss 1, (Greenflower)
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&lspr[NOLIGHT], // SPR_EGGM
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// Boss 2, (Techno Hill)
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&lspr[NOLIGHT], // SPR_EGGN
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&lspr[NOLIGHT], // SPR_TNKA
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&lspr[NOLIGHT], // SPR_TNKB
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&lspr[NOLIGHT], // SPR_SPNK
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&lspr[NOLIGHT], // SPR_GOOP
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// Boss 3 (Deep Sea)
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&lspr[NOLIGHT], // SPR_EGGO
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&lspr[NOLIGHT], // SPR_PRPL
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&lspr[NOLIGHT], // SPR_FAKE
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// Boss 4 (Castle Eggman)
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&lspr[NOLIGHT], // SPR_EGGP
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&lspr[REDBALL_L], // SPR_EFIR
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// Boss 5 (Arid Canyon)
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&lspr[NOLIGHT], // SPR_EGGQ
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// Boss 6 (Red Volcano)
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&lspr[NOLIGHT], // SPR_EEGR
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// Boss 7 (Dark City)
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&lspr[NOLIGHT], // SPR_BRAK
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&lspr[NOLIGHT], // SPR_BGOO
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&lspr[NOLIGHT], // SPR_BMSL
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// Boss 8 (Egg Rock)
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&lspr[NOLIGHT], // SPR_EGGT
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&lspr[NOLIGHT], //SPR_RCKT
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&lspr[NOLIGHT], //SPR_ELEC
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&lspr[NOLIGHT], //SPR_TARG
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&lspr[NOLIGHT], //SPR_NPLM
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&lspr[NOLIGHT], //SPR_MNPL
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// Metal Sonic
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&lspr[NOLIGHT], // SPR_METL
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&lspr[NOLIGHT], // SPR_MSCF
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&lspr[NOLIGHT], // SPR_MSCB
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// Collectible Items
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&lspr[NOLIGHT], // SPR_RING
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&lspr[NOLIGHT], // SPR_TRNG
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&lspr[NOLIGHT], // SPR_EMMY
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&lspr[BLUEBALL_L], // SPR_TOKE
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&lspr[REDBALL_L], // SPR_RFLG
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&lspr[BLUEBALL_L], // SPR_BFLG
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&lspr[NOLIGHT], // SPR_NWNG
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&lspr[NOLIGHT], // SPR_EMBM
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&lspr[NOLIGHT], // SPR_CEMG
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&lspr[NOLIGHT], // SPR_EMER
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// Interactive Objects
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&lspr[NOLIGHT], // SPR_FANS
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&lspr[NOLIGHT], // SPR_BUBL
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&lspr[NOLIGHT], // SPR_SIGN
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&lspr[NOLIGHT], // SPR_STEM
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&lspr[NOLIGHT], // SPR_SPIK
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&lspr[NOLIGHT], // SPR_SFLM
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&lspr[NOLIGHT], // SPR_USPK
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&lspr[NOLIGHT], // SPR_STPT
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&lspr[NOLIGHT], // SPR_BMNE
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// Monitor Boxes
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&lspr[NOLIGHT], // SPR_SRBX
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&lspr[NOLIGHT], // SPR_RRBX
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&lspr[NOLIGHT], // SPR_BRBX
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&lspr[NOLIGHT], // SPR_SHTV
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&lspr[NOLIGHT], // SPR_PINV
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&lspr[NOLIGHT], // SPR_YLTV
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&lspr[NOLIGHT], // SPR_BLTV
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&lspr[NOLIGHT], // SPR_BKTV
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&lspr[NOLIGHT], // SPR_WHTV
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&lspr[NOLIGHT], // SPR_GRTV
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&lspr[NOLIGHT], // SPR_ELTV
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&lspr[NOLIGHT], // SPR_EGGB
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&lspr[NOLIGHT], // SPR_MIXU
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&lspr[NOLIGHT], // SPR_RECY
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&lspr[NOLIGHT], // SPR_QUES
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&lspr[NOLIGHT], // SPR_GBTV
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&lspr[NOLIGHT], // SPR_PRUP
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&lspr[NOLIGHT], // SPR_PTTV
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// Monitor Miscellany
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&lspr[NOLIGHT], // SPR_MTEX
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// Projectiles
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&lspr[NOLIGHT], // SPR_MISL
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&lspr[NOLIGHT], // SPR_TORP
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&lspr[NOLIGHT], // SPR_ENRG
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&lspr[NOLIGHT], // SPR_MINE
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&lspr[NOLIGHT], // SPR_JBUL
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&lspr[SMALLREDBALL_L], // SPR_TRLS
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&lspr[NOLIGHT], // SPR_CBLL
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&lspr[NOLIGHT], // SPR_AROW
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&lspr[NOLIGHT], // SPR_CFIR
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// Greenflower Scenery
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&lspr[NOLIGHT], // SPR_FWR1
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&lspr[NOLIGHT], // SPR_FWR2
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&lspr[NOLIGHT], // SPR_FWR3
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&lspr[NOLIGHT], // SPR_FWR4
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&lspr[NOLIGHT], // SPR_BUS1
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&lspr[NOLIGHT], // SPR_BUS2
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// Techno Hill Scenery
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&lspr[NOLIGHT], // SPR_THZP
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&lspr[REDBALL_L], // SPR_ALRM
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// Deep Sea Scenery
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&lspr[NOLIGHT], // SPR_GARG
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&lspr[NOLIGHT], // SPR_SEWE
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&lspr[NOLIGHT], // SPR_DRIP
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&lspr[NOLIGHT], // SPR_CRL1
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&lspr[NOLIGHT], // SPR_CRL2
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&lspr[NOLIGHT], // SPR_CRL3
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&lspr[NOLIGHT], // SPR_BCRY
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// Castle Eggman Scenery
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&lspr[NOLIGHT], // SPR_CHAN
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&lspr[REDBALL_L], // SPR_FLAM
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&lspr[NOLIGHT], // SPR_ESTA
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&lspr[NOLIGHT], // SPR_SMCH
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&lspr[NOLIGHT], // SPR_BMCH
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&lspr[NOLIGHT], // SPR_SMCE
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&lspr[NOLIGHT], // SPR_BMCE
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// Arid Canyon Scenery
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&lspr[NOLIGHT], // SPR_BTBL
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&lspr[NOLIGHT], // SPR_STBL
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&lspr[NOLIGHT], // SPR_CACT
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// Red Volcano Scenery
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&lspr[REDBALL_L], // SPR_FLME
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&lspr[REDBALL_L], // SPR_DFLM
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// Dark City Scenery
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// Egg Rock Scenery
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// Christmas Scenery
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&lspr[NOLIGHT], // SPR_XMS1
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&lspr[NOLIGHT], // SPR_XMS2
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&lspr[NOLIGHT], // SPR_XMS3
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// Botanic Serenity Scenery
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&lspr[NOLIGHT], // SPR_BSZ1
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&lspr[NOLIGHT], // SPR_BSZ2
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&lspr[NOLIGHT], // SPR_BSZ3
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&lspr[NOLIGHT], // SPR_BSZ4
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&lspr[NOLIGHT], // SPR_BSZ5
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&lspr[NOLIGHT], // SPR_BSZ6
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&lspr[NOLIGHT], // SPR_BSZ7
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&lspr[NOLIGHT], // SPR_BSZ8
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// Stalagmites
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&lspr[NOLIGHT], // SPR_STLG
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// Disco Ball
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&lspr[NOLIGHT], // SPR_DBAL
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// ATZ Red Crystal
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&lspr[NOLIGHT], // SPR_RCRY
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// Powerup Indicators
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&lspr[NOLIGHT], // SPR_ARMA
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&lspr[NOLIGHT], // SPR_ARMF
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&lspr[NOLIGHT], // SPR_ARMB
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&lspr[NOLIGHT], // SPR_WIND
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&lspr[NOLIGHT], // SPR_MAGN
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&lspr[NOLIGHT], // SPR_ELEM
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&lspr[NOLIGHT], // SPR_FORC
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&lspr[NOLIGHT], // SPR_PITY
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&lspr[INVINCIBLE_L], // SPR_IVSP
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&lspr[SUPERSPARK_L], // SPR_SSPK
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&lspr[NOLIGHT], // SPR_GOAL
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// Freed Animals
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&lspr[NOLIGHT], // SPR_BIRD
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&lspr[NOLIGHT], // SPR_BUNY
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&lspr[NOLIGHT], // SPR_MOUS
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&lspr[NOLIGHT], // SPR_CHIC
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&lspr[NOLIGHT], // SPR_COWZ
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&lspr[NOLIGHT], // SPR_RBRD
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// Springs
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&lspr[NOLIGHT], // SPR_SPRY
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&lspr[NOLIGHT], // SPR_SPRR
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&lspr[NOLIGHT], // SPR_SPRB Graue
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&lspr[NOLIGHT], // SPR_YSPR
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&lspr[NOLIGHT], // SPR_RSPR
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// Environmentals Effects
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&lspr[NOLIGHT], // SPR_RAIN
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&lspr[NOLIGHT], // SPR_SNO1
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&lspr[NOLIGHT], // SPR_SPLH
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&lspr[NOLIGHT], // SPR_SPLA
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&lspr[NOLIGHT], // SPR_SMOK
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&lspr[NOLIGHT], // SPR_BUBP
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&lspr[NOLIGHT], // SPR_BUBO
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&lspr[NOLIGHT], // SPR_BUBN
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&lspr[NOLIGHT], // SPR_BUBM
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&lspr[NOLIGHT], // SPR_POPP
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&lspr[SUPERSPARK_L], // SPR_TFOG
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&lspr[NIGHTSLIGHT_L], // SPR_SEED // Sonic CD flower seed
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&lspr[NOLIGHT], // SPR_PRTL
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// Game Indicators
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&lspr[NOLIGHT], // SPR_SCOR
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&lspr[NOLIGHT], // SPR_DRWN
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&lspr[NOLIGHT], // SPR_TTAG
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&lspr[NOLIGHT], // SPR_GFLG
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// 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<69> par deux
|
||
// points) et ensuite calcul la distance (au carr<72> de ce point au point
|
||
// project<63>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_RandomByte()>>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_RandomByte()>>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
|