FossilOrigin-Name: ea7418102a3ee6b415e50bea95694727a4f62ae112b570a07310817614ea3063
214 lines
6 KiB
C++
214 lines
6 KiB
C++
// worldlight.cpp
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#include "cube.h"
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extern bool hasoverbright;
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VAR(lightscale,1,4,100);
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void lightray(float bx, float by, persistent_entity &light) // done in realtime, needs to be fast
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{
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float lx = light.x+(rnd(21)-10)*0.1f;
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float ly = light.y+(rnd(21)-10)*0.1f;
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float dx = bx-lx;
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float dy = by-ly;
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float dist = (float)sqrt(dx*dx+dy*dy);
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if(dist<1.0f) return;
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int reach = light.attr1;
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int steps = (int)(reach*reach*1.6f/dist); // can change this for speedup/quality?
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const int PRECBITS = 12;
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const float PRECF = 4096.0f;
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int x = (int)(lx*PRECF);
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int y = (int)(ly*PRECF);
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int l = light.attr2<<PRECBITS;
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int stepx = (int)(dx/(float)steps*PRECF);
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int stepy = (int)(dy/(float)steps*PRECF);
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int stepl = fast_f2nat(l/(float)steps); // incorrect: light will fade quicker if near edge of the world
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if(hasoverbright)
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{
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l /= lightscale;
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stepl /= lightscale;
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if(light.attr3 || light.attr4) // coloured light version, special case because most lights are white
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{
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int dimness = rnd((255-(light.attr2+light.attr3+light.attr4)/3)/16+1);
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x += stepx*dimness;
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y += stepy*dimness;
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if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
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int g = light.attr3<<PRECBITS;
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int stepg = fast_f2nat(g/(float)steps);
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int b = light.attr4<<PRECBITS;
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int stepb = fast_f2nat(b/(float)steps);
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g /= lightscale;
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stepg /= lightscale;
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b /= lightscale;
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stepb /= lightscale;
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loopi(steps)
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{
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sqr *s = S(x>>PRECBITS, y>>PRECBITS);
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int tl = (l>>PRECBITS)+s->r;
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s->r = tl>255 ? 255 : tl;
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tl = (g>>PRECBITS)+s->g;
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s->g = tl>255 ? 255 : tl;
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tl = (b>>PRECBITS)+s->b;
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s->b = tl>255 ? 255 : tl;
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if(SOLID(s)) return;
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x += stepx;
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y += stepy;
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l -= stepl;
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g -= stepg;
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b -= stepb;
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stepl -= 25;
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stepg -= 25;
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stepb -= 25;
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};
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}
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else // white light, special optimized version
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{
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int dimness = rnd((255-light.attr2)/16+1);
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x += stepx*dimness;
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y += stepy*dimness;
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if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
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loopi(steps)
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{
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sqr *s = S(x>>PRECBITS, y>>PRECBITS);
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int tl = (l>>PRECBITS)+s->r;
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s->r = s->g = s->b = tl>255 ? 255 : tl;
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if(SOLID(s)) return;
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x += stepx;
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y += stepy;
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l -= stepl;
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stepl -= 25;
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};
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};
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}
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else // the old (white) light code, here for the few people with old video cards that don't support overbright
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{
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loopi(steps)
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{
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sqr *s = S(x>>PRECBITS, y>>PRECBITS);
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int light = l>>PRECBITS;
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if(light>s->r) s->r = s->g = s->b = (uchar)light;
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if(SOLID(s)) return;
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x += stepx;
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y += stepy;
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l -= stepl;
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};
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};
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};
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void calclightsource(persistent_entity &l)
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{
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int reach = l.attr1;
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int sx = l.x-reach;
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int ex = l.x+reach;
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int sy = l.y-reach;
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int ey = l.y+reach;
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rndreset();
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const float s = 0.8f;
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for(float sx2 = (float)sx; sx2<=ex; sx2+=s*2) { lightray(sx2, (float)sy, l); lightray(sx2, (float)ey, l); };
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for(float sy2 = sy+s; sy2<=ey-s; sy2+=s*2) { lightray((float)sx, sy2, l); lightray((float)ex, sy2, l); };
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rndtime();
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};
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void postlightarea(block &a) // median filter, smooths out random noise in light and makes it more mipable
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{
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loop(x,a.xs) loop(y,a.ys) // assumes area not on edge of world
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{
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sqr *s = S(x+a.x,y+a.y);
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#define median(m) s->m = (s->m*2 + SW(s,1,0)->m*2 + SW(s,0,1)->m*2 \
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+ SW(s,-1,0)->m*2 + SW(s,0,-1)->m*2 \
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+ SW(s,1,1)->m + SW(s,1,-1)->m \
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+ SW(s,-1,1)->m + SW(s,-1,-1)->m)/14; // median is 4/2/1 instead
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median(r);
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median(g);
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median(b);
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};
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remip(a);
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};
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void calclight()
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{
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loop(x,ssize) loop(y,ssize)
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{
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sqr *s = S(x,y);
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s->r = s->g = s->b = 10;
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};
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type==LIGHT) calclightsource(e);
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};
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block b = { 1, 1, ssize-2, ssize-2 };
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postlightarea(b);
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setvar("fullbright", 0);
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};
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VARP(dynlight, 0, 16, 32);
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vector<block *> dlights;
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void cleardlights()
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{
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while(!dlights.empty())
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{
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block *backup = dlights.pop();
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blockpaste(*backup);
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free(backup);
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};
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};
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void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
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{
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if(!reach) reach = dynlight;
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if(owner->monsterstate) reach = reach/2;
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if(!reach) return;
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if(v.x<0 || v.y<0 || v.x>ssize || v.y>ssize) return;
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int creach = reach+16; // dependant on lightray random offsets!
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block b = { (int)v.x-creach, (int)v.y-creach, creach*2+1, creach*2+1 };
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if(b.x<1) b.x = 1;
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if(b.y<1) b.y = 1;
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if(b.xs+b.x>ssize-2) b.xs = ssize-2-b.x;
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if(b.ys+b.y>ssize-2) b.ys = ssize-2-b.y;
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dlights.add(blockcopy(b)); // backup area before rendering in dynlight
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persistent_entity l = { (int)v.x, (int)v.y, (int)v.z, reach, LIGHT, strength, 0, 0 };
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calclightsource(l);
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postlightarea(b);
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};
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// utility functions also used by editing code
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block *blockcopy(block &s)
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{
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block *b = (block *)alloc(sizeof(block)+s.xs*s.ys*sizeof(sqr));
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*b = s;
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sqr *q = (sqr *)(b+1);
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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);
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return b;
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};
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void blockpaste(block &b)
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{
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sqr *q = (sqr *)((&b)+1);
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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++;
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remipmore(b);
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};
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