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- // worldlight.cpp
-
- #include "cube.h"
-
- VAR(lightscale,1,4,100);
-
- void lightray(float bx, float by, persistent_entity &light) // done in realtime, needs to be fast
- {
- float lx = light.x+(rnd(21)-10)*0.1f;
- float ly = light.y+(rnd(21)-10)*0.1f;
- float dx = bx-lx;
- float dy = by-ly;
- float dist = (float)sqrt(dx*dx+dy*dy);
- if(dist<1.0f) return;
- int reach = light.attr1;
- int steps = (int)(reach*reach*1.6f/dist); // can change this for speedup/quality?
- const int PRECBITS = 12;
- const float PRECF = 4096.0f;
- int x = (int)(lx*PRECF);
- int y = (int)(ly*PRECF);
- int l = light.attr2<<PRECBITS;
- int stepx = (int)(dx/(float)steps*PRECF);
- int stepy = (int)(dy/(float)steps*PRECF);
- int stepl = (int)(l/(float)steps); // incorrect: light will fade quicker if near edge of the world
-
- if(maxtmus)
- {
- l /= lightscale;
- stepl /= lightscale;
-
- if(light.attr3 || light.attr4) // coloured light version, special case because most lights are white
- {
- int dimness = rnd((255-(light.attr2+light.attr3+light.attr4)/3)/16+1);
- x += stepx*dimness;
- y += stepy*dimness;
-
- if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
-
- int g = light.attr3<<PRECBITS;
- int stepg = (int)(g/(float)steps);
- int b = light.attr4<<PRECBITS;
- int stepb = (int)(b/(float)steps);
- g /= lightscale;
- stepg /= lightscale;
- b /= lightscale;
- stepb /= lightscale;
- loopi(steps)
- {
- sqr *s = S(x>>PRECBITS, y>>PRECBITS);
- int tl = (l>>PRECBITS)+s->r;
- s->r = tl>255 ? 255 : tl;
- tl = (g>>PRECBITS)+s->g;
- s->g = tl>255 ? 255 : tl;
- tl = (b>>PRECBITS)+s->b;
- s->b = tl>255 ? 255 : tl;
- if(SOLID(s)) return;
- x += stepx;
- y += stepy;
- l -= stepl;
- g -= stepg;
- b -= stepb;
- stepl -= 25;
- stepg -= 25;
- stepb -= 25;
- }
- }
- else // white light, special optimized version
- {
- int dimness = rnd((255-light.attr2)/16+1);
- x += stepx*dimness;
- y += stepy*dimness;
-
- if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
-
- loopi(steps)
- {
- sqr *s = S(x>>PRECBITS, y>>PRECBITS);
- int tl = (l>>PRECBITS)+s->r;
- s->r = s->g = s->b = tl>255 ? 255 : tl;
- if(SOLID(s)) return;
- x += stepx;
- y += stepy;
- l -= stepl;
- stepl -= 25;
- }
- }
- }
- else // the old (white) light code, here for the few people with old video cards that don't support overbright
- {
- loopi(steps)
- {
- sqr *s = S(x>>PRECBITS, y>>PRECBITS);
- int light = l>>PRECBITS;
- if(light>s->r) s->r = s->g = s->b = (uchar)light;
- if(SOLID(s)) return;
- x += stepx;
- y += stepy;
- l -= stepl;
- }
- }
-
- }
-
- void calclightsource(persistent_entity &l)
- {
- int reach = l.attr1;
- int sx = l.x-reach;
- int ex = l.x+reach;
- int sy = l.y-reach;
- int ey = l.y+reach;
-
- rndreset();
-
- const float s = 0.8f;
-
- for(float sx2 = (float)sx; sx2<=ex; sx2+=s*2) { lightray(sx2, (float)sy, l); lightray(sx2, (float)ey, l); }
- for(float sy2 = sy+s; sy2<=ey-s; sy2+=s*2) { lightray((float)sx, sy2, l); lightray((float)ex, sy2, l); }
-
- rndtime();
- }
-
- void postlightarea(block &a) // median filter, smooths out random noise in light and makes it more mipable
- {
- loop(x,a.xs) loop(y,a.ys) // assumes area not on edge of world
- {
- sqr *s = S(x+a.x,y+a.y);
- #define median(m) s->m = (s->m*2 + SW(s,1,0)->m*2 + SW(s,0,1)->m*2 \
- + SW(s,-1,0)->m*2 + SW(s,0,-1)->m*2 \
- + SW(s,1,1)->m + SW(s,1,-1)->m \
- + SW(s,-1,1)->m + SW(s,-1,-1)->m)/14; // median is 4/2/1 instead
- median(r);
- median(g);
- median(b);
- }
-
- remip(a);
- }
-
- void calclight()
- {
- loop(x,ssize) loop(y,ssize)
- {
- sqr *s = S(x,y);
- s->r = s->g = s->b = 10;
- }
-
- loopv(ents)
- {
- entity &e = ents[i];
- if(e.type==LIGHT) calclightsource(e);
- }
-
- block b = { 1, 1, ssize-2, ssize-2 };
- postlightarea(b);
- setvar("fullbright", 0);
- }
-
- VARP(dynlight, 0, 16, 32);
-
- vector<block *> dlights;
-
- void cleardlights()
- {
- while(!dlights.empty())
- {
- block *backup = dlights.pop();
- blockpaste(*backup);
- freeblock(backup);
- }
- }
-
- void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
- {
- if(!reach) reach = dynlight;
- if(!reach) return;
-
- int creach = reach+16; // dependant on lightray random offsets!
- block b = { (int)v.x-creach, (int)v.y-creach, creach*2+1, creach*2+1 };
-
- if(b.x<1) b.x = 1;
- if(b.y<1) b.y = 1;
- if(b.xs+b.x>ssize-2) b.xs = ssize-2-b.x;
- if(b.ys+b.y>ssize-2) b.ys = ssize-2-b.y;
-
- dlights.add(blockcopy(b)); // backup area before rendering in dynlight
-
- persistent_entity l = { (int)v.x, (int)v.y, (int)v.z, reach, LIGHT, strength, 0, 0 };
- calclightsource(l);
- postlightarea(b);
- }
-
- // utility functions also used by editing code
-
- block *blockcopy(block &s)
- {
- block *b = (block *)new uchar[sizeof(block)+s.xs*s.ys*sizeof(sqr)];
- *b = s;
- sqr *q = (sqr *)(b+1);
- for(int x = s.x; x<s.xs+s.x; x++) for(int y = s.y; y<s.ys+s.y; y++) *q++ = *S(x,y);
- return b;
- }
-
- void blockpaste(block &b)
- {
- sqr *q = (sqr *)((&b)+1);
- for(int x = b.x; x<b.xs+b.x; x++) for(int y = b.y; y<b.ys+b.y; y++) *S(x,y) = *q++;
- remipmore(b);
- }
-
- void freeblock(block *&b)
- {
- if(b) { delete[] (uchar *)b; b = NULL; }
- }
-
-