1 /* $Id: seguvs.c,v 1.5 2005-03-06 08:25:52 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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12 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * u,v coordinate computation for segment faces
22 static char rcsid[] = "$Id: seguvs.c,v 1.5 2005-03-06 08:25:52 chris Exp $";
37 #include "editor/editor.h"
46 #include "editor/kdefs.h"
47 #include "bm.h" // Needed for TmapInfo
48 #include "effects.h" // Needed for effects_bm_num
51 void cast_all_light_in_mine(int quick_flag);
52 //--rotate_uvs-- vms_vector Rightvec;
54 // ---------------------------------------------------------------------------------------------
55 // Returns approximate area of a side
56 fix area_on_side(side *sidep)
58 fix du,dv,width,height;
60 du = sidep->uvls[1].u - sidep->uvls[0].u;
61 dv = sidep->uvls[1].v - sidep->uvls[0].v;
63 width = fix_sqrt(fixmul(du,du) + fixmul(dv,dv));
65 du = sidep->uvls[3].u - sidep->uvls[0].u;
66 dv = sidep->uvls[3].v - sidep->uvls[0].v;
68 height = fix_sqrt(fixmul(du,du) + fixmul(dv,dv));
70 return fixmul(width, height);
73 // -------------------------------------------------------------------------------------------
74 // DEBUG function -- callable from debugger.
75 // Returns approximate area of all sides which get mapped (ie, are not a connection).
76 // I wrote this because I was curious how much memory would be required to texture map all
77 // sides individually with custom artwork. For demo1.min on 2/18/94, it would be about 5 meg.
78 int area_on_all_sides(void)
83 for (i=0; i<=Highest_segment_index; i++) {
84 segment *segp = &Segments[i];
86 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
87 if (!IS_CHILD(segp->children[s]))
88 total_area += f2i(area_on_side(&segp->sides[s]));
94 fix average_connectivity(void)
97 int total_sides = 0, total_mapped_sides = 0;
99 for (i=0; i<=Highest_segment_index; i++) {
100 segment *segp = &Segments[i];
102 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
103 if (!IS_CHILD(segp->children[s]))
104 total_mapped_sides++;
109 return 6 * fixdiv(total_mapped_sides, total_sides);
112 #define MAX_LIGHT_SEGS 16
114 // ---------------------------------------------------------------------------------------------
115 // Scan all polys in all segments, return average light value for vnum.
116 // segs = output array for segments containing vertex, terminated by -1.
117 fix get_average_light_at_vertex(int vnum, short *segs)
119 int segnum, relvnum, sidenum;
122 // #ifndef NDEBUG //Removed this ifdef because the version of Assert that I used to get it to compile doesn't work without this symbol. -KRB
123 short *original_segs;
125 original_segs = segs;
132 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
133 segment *segp = &Segments[segnum];
134 short *vp = segp->verts;
136 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
140 if (relvnum < MAX_VERTICES_PER_SEGMENT) {
143 Assert(segs - original_segs < MAX_LIGHT_SEGS);
145 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
146 if (!IS_CHILD(segp->children[sidenum])) {
147 side *sidep = &segp->sides[sidenum];
148 sbyte *vp = Side_to_verts[sidenum];
152 if (*vp++ == relvnum) {
153 total_light += sidep->uvls[v].l;
164 return total_light/num_occurrences;
170 void set_average_light_at_vertex(int vnum)
172 int relvnum, sidenum;
173 short Segment_indices[MAX_LIGHT_SEGS];
178 average_light = get_average_light_at_vertex(vnum, Segment_indices);
184 while (Segment_indices[segind] != -1) {
185 int segnum = Segment_indices[segind++];
187 segment *segp = &Segments[segnum];
189 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
190 if (segp->verts[relvnum] == vnum)
193 if (relvnum < MAX_VERTICES_PER_SEGMENT) {
194 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
195 if (!IS_CHILD(segp->children[sidenum])) {
196 side *sidep = &segp->sides[sidenum];
197 sbyte *vp = Side_to_verts[sidenum];
201 if (*vp++ == relvnum)
202 sidep->uvls[v].l = average_light;
208 Update_flags |= UF_WORLD_CHANGED;
211 void set_average_light_on_side(segment *segp, int sidenum)
215 if (!IS_CHILD(segp->children[sidenum]))
216 for (v=0; v<4; v++) {
217 // mprintf((0,"Vertex %i\n", segp->verts[Side_to_verts[side][v]]));
218 set_average_light_at_vertex(segp->verts[Side_to_verts[sidenum][v]]);
223 int set_average_light_on_curside(void)
225 set_average_light_on_side(Cursegp, Curside);
229 // -----------------------------------------------------------------------------------------
230 void set_average_light_on_all_fast(void)
235 int seglist[MAX_LIGHT_SEGS];
240 // Set total light value for all vertices in array average_light.
241 for (v=0; v<=Highest_vertex_index; v++) {
245 if (Vertex_active[v]) {
248 for (s=0; s<=Highest_segment_index; s++) {
249 segment *segp = &Segments[s];
250 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
251 if (segp->verts[relvnum] == v)
254 if (relvnum != MAX_VERTICES_PER_SEGMENT) {
257 *segptr++ = s; // Note this segment in list, so we can process it below.
258 Assert(segptr - seglist < MAX_LIGHT_SEGS);
260 for (si=0; si<MAX_SIDES_PER_SEGMENT; si++) {
261 if (!IS_CHILD(segp->children[si])) {
262 side *sidep = &segp->sides[si];
263 sbyte *vp = Side_to_verts[si];
266 for (vv=0; vv<4; vv++)
267 if (*vp++ == relvnum) {
268 al += sidep->uvls[vv].l;
271 } // if (segp->children[si == -1) {
273 } // if (relvnum != ...
278 // Now, divide average_light by number of number of occurrences for each vertex
285 while (*segptr != -1) {
286 int segnum = *segptr++;
287 segment *segp = &Segments[segnum];
290 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
291 if (segp->verts[relvnum] == v)
294 Assert(relvnum < MAX_VERTICES_PER_SEGMENT); // IMPOSSIBLE! This segment is in seglist, but vertex v does not occur!
295 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
297 wid_result = WALL_IS_DOORWAY(segp, sidenum);
298 if ((wid_result != WID_FLY_FLAG) && (wid_result != WID_NO_WALL)) {
299 side *sidep = &segp->sides[sidenum];
300 sbyte *vp = Side_to_verts[sidenum];
304 if (*vp++ == relvnum)
305 sidep->uvls[v].l = al;
310 } // if (Vertex_active[v]...
316 extern int Doing_lighting_hack_flag; // If set, don't mprintf warning messages in gameseg.c/find_point_seg
317 int set_average_light_on_all(void)
319 // set_average_light_on_all_fast();
321 Doing_lighting_hack_flag = 1;
322 cast_all_light_in_mine(0);
323 Doing_lighting_hack_flag = 0;
324 Update_flags |= UF_WORLD_CHANGED;
328 // for (seg=0; seg<=Highest_segment_index; seg++)
329 // for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
330 // if (Segments[seg].segnum != -1)
331 // set_average_light_on_side(&Segments[seg], side);
335 int set_average_light_on_all_quick(void)
337 cast_all_light_in_mine(1);
338 Update_flags |= UF_WORLD_CHANGED;
343 // ---------------------------------------------------------------------------------------------
344 fix compute_uv_dist(uvl *uv0, uvl *uv1)
356 return vm_vec_dist(&v0,&v1);
359 // ---------------------------------------------------------------------------------------------
360 // Given a polygon, compress the uv coordinates so that they are as close to 0 as possible.
361 // Do this by adding a constant u and v to each uv pair.
362 void compress_uv_coordinates(side *sidep)
370 for (v=0; v<4; v++) {
371 uc += sidep->uvls[v].u;
372 vc += sidep->uvls[v].v;
377 uc = uc & 0xffff0000;
378 vc = vc & 0xffff0000;
380 for (v=0; v<4; v++) {
381 sidep->uvls[v].u -= uc;
382 sidep->uvls[v].v -= vc;
387 // ---------------------------------------------------------------------------------------------
388 void compress_uv_coordinates_on_side(side *sidep)
390 compress_uv_coordinates(sidep);
393 // ---------------------------------------------------------------------------------------------
394 void validate_uv_coordinates_on_side(segment *segp, int sidenum)
397 // fix uv_dist,threed_dist;
399 // fix dist_ratios[MAX_VERTICES_PER_POLY];
400 side *sidep = &segp->sides[sidenum];
401 // sbyte *vp = Side_to_verts[sidenum];
403 // This next hunk doesn't seem to affect anything. @mk, 02/13/94
404 // for (v=1; v<4; v++) {
405 // uv_dist = compute_uv_dist(&sidep->uvls[v],&sidep->uvls[0]);
406 // threed_dist = vm_vec_mag(vm_vec_sub(&tvec,&Vertices[segp->verts[vp[v]],&Vertices[vp[0]]));
407 // dist_ratios[v-1] = fixdiv(uv_dist,threed_dist);
410 compress_uv_coordinates_on_side(sidep);
413 void compress_uv_coordinates_in_segment(segment *segp)
417 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
418 compress_uv_coordinates_on_side(&segp->sides[side]);
421 void compress_uv_coordinates_all(void)
425 for (seg=0; seg<=Highest_segment_index; seg++)
426 if (Segments[seg].segnum != -1)
427 compress_uv_coordinates_in_segment(&Segments[seg]);
430 void check_lighting_side(segment *sp, int sidenum)
433 side *sidep = &sp->sides[sidenum];
436 if ((sidep->uvls[v].l > F1_0*16) || (sidep->uvls[v].l < 0))
437 Int3(); //mprintf(0,"Bogus lighting value in segment %i, side %i, vert %i = %x\n",sp-Segments, side, v, sidep->uvls[v].l);
440 void check_lighting_segment(segment *segp)
444 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
445 check_lighting_side(segp, side);
448 // Flag bogus lighting values.
449 void check_lighting_all(void)
453 for (seg=0; seg<=Highest_segment_index; seg++)
454 if (Segments[seg].segnum != -1)
455 check_lighting_segment(&Segments[seg]);
458 void assign_default_lighting_on_side(segment *segp, int sidenum)
461 side *sidep = &segp->sides[sidenum];
464 sidep->uvls[v].l = DEFAULT_LIGHTING;
467 void assign_default_lighting(segment *segp)
471 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++)
472 assign_default_lighting_on_side(segp, sidenum);
475 void assign_default_lighting_all(void)
479 for (seg=0; seg<=Highest_segment_index; seg++)
480 if (Segments[seg].segnum != -1)
481 assign_default_lighting(&Segments[seg]);
484 // ---------------------------------------------------------------------------------------------
485 void validate_uv_coordinates(segment *segp)
489 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
490 validate_uv_coordinates_on_side(segp,s);
494 // ---------------------------------------------------------------------------------------------
495 // For all faces in side, copy uv coordinates from uvs array to face.
496 void copy_uvs_from_side_to_faces(segment *segp, int sidenum, uvl uvls[])
499 side *sidep = &segp->sides[sidenum];
502 sidep->uvls[v] = uvls[v];
507 fix zhypot(fix a,fix b);
508 #pragma aux zhypot parm [eax] [ebx] value [eax] modify [eax ebx ecx edx] = \
517 fix zhypot(fix a,fix b) {
518 double x = (double)a / 65536;
519 double y = (double)b / 65536;
520 return (long)(sqrt(x * x + y * y) * 65536);
524 // ---------------------------------------------------------------------------------------------
525 // Assign lighting value to side, a function of the normal vector.
526 void assign_light_to_side(segment *sp, int sidenum)
529 side *sidep = &sp->sides[sidenum];
532 sidep->uvls[v].l = DEFAULT_LIGHTING;
535 fix Stretch_scale_x = F1_0;
536 fix Stretch_scale_y = F1_0;
538 // ---------------------------------------------------------------------------------------------
539 // Given u,v coordinates at two vertices, assign u,v coordinates to other two vertices on a side.
540 // (Actually, assign them to the coordinates in the faces.)
541 // va, vb = face-relative vertex indices corresponding to uva, uvb. Ie, they are always in 0..3 and should be looked up in
542 // Side_to_verts[side] to get the segment relative index.
543 void assign_uvs_to_side(segment *segp, int sidenum, uvl *uva, uvl *uvb, int va, int vb)
545 int vlo,vhi,v0,v1,v2,v3;
546 vms_vector fvec,rvec,tvec;
548 uvl uvls[4],ruvmag,fuvmag,uvlo,uvhi;
552 Assert( (va<4) && (vb<4) );
553 Assert((abs(va - vb) == 1) || (abs(va - vb) == 3)); // make sure the verticies specify an edge
555 vp = (sbyte *)&Side_to_verts[sidenum];
557 // We want vlo precedes vhi, ie vlo < vhi, or vlo = 3, vhi = 0
558 if (va == ((vb + 1) % 4)) { // va = vb + 1
570 Assert(((vlo+1) % 4) == vhi); // If we are on an edge, then uvhi is one more than uvlo (mod 4)
574 // Now we have vlo precedes vhi, compute vertices ((vhi+1) % 4) and ((vhi+2) % 4)
576 // Assign u,v scale to a unit length right vector.
577 fmag = zhypot(uvhi.v - uvlo.v,uvhi.u - uvlo.u);
578 if (fmag < 64) { // this is a fix, so 64 = 1/1024
579 mprintf((0,"Warning: fmag = %7.3f, using approximate u,v values\n",f2fl(fmag)));
585 ruvmag.u = uvhi.v - uvlo.v;
586 ruvmag.v = uvlo.u - uvhi.u;
588 fuvmag.u = uvhi.u - uvlo.u;
589 fuvmag.v = uvhi.v - uvlo.v;
592 v0 = segp->verts[vp[vlo]];
593 v1 = segp->verts[vp[vhi]];
594 v2 = segp->verts[vp[(vhi+1)%4]];
595 v3 = segp->verts[vp[(vhi+2)%4]];
597 // Compute right vector by computing orientation matrix from:
598 // forward vector = vlo:vhi
599 // right vector = vlo:(vhi+2) % 4
600 vm_vec_sub(&fvec,&Vertices[v1],&Vertices[v0]);
601 vm_vec_sub(&rvec,&Vertices[v3],&Vertices[v0]);
603 if (((fvec.x == 0) && (fvec.y == 0) && (fvec.z == 0)) || ((rvec.x == 0) && (rvec.y == 0) && (rvec.z == 0))) {
604 mprintf((1, "Trapped null vector in assign_uvs_to_side, using identity matrix.\n"));
605 rotmat = vmd_identity_matrix;
607 vm_vector_2_matrix(&rotmat,&fvec,0,&rvec);
609 rvec = rotmat.rvec; vm_vec_negate(&rvec);
612 // mprintf((0, "va = %i, vb = %i\n", va, vb));
613 mag01 = vm_vec_dist(&Vertices[v1],&Vertices[v0]);
614 if ((va == 0) || (va == 2))
615 mag01 = fixmul(mag01, Stretch_scale_x);
617 mag01 = fixmul(mag01, Stretch_scale_y);
619 if (mag01 < F1_0/1024 )
620 editor_status("U, V bogosity in segment #%i, probably on side #%i. CLEAN UP YOUR MESS!", segp-Segments, sidenum);
622 vm_vec_sub(&tvec,&Vertices[v2],&Vertices[v1]);
623 uvls[(vhi+1)%4].u = uvhi.u +
624 fixdiv(fixmul(ruvmag.u,vm_vec_dotprod(&rvec,&tvec)),mag01) +
625 fixdiv(fixmul(fuvmag.u,vm_vec_dotprod(&fvec,&tvec)),mag01);
627 uvls[(vhi+1)%4].v = uvhi.v +
628 fixdiv(fixmul(ruvmag.v,vm_vec_dotprod(&rvec,&tvec)),mag01) +
629 fixdiv(fixmul(fuvmag.v,vm_vec_dotprod(&fvec,&tvec)),mag01);
632 vm_vec_sub(&tvec,&Vertices[v3],&Vertices[v0]);
633 uvls[(vhi+2)%4].u = uvlo.u +
634 fixdiv(fixmul(ruvmag.u,vm_vec_dotprod(&rvec,&tvec)),mag01) +
635 fixdiv(fixmul(fuvmag.u,vm_vec_dotprod(&fvec,&tvec)),mag01);
637 uvls[(vhi+2)%4].v = uvlo.v +
638 fixdiv(fixmul(ruvmag.v,vm_vec_dotprod(&rvec,&tvec)),mag01) +
639 fixdiv(fixmul(fuvmag.v,vm_vec_dotprod(&fvec,&tvec)),mag01);
641 uvls[(vhi+1)%4].l = uvhi.l;
642 uvls[(vhi+2)%4].l = uvlo.l;
644 copy_uvs_from_side_to_faces(segp, sidenum, uvls);
651 // -----------------------------------------------------------------------------------------------------------
652 // Assign default uvs to side.
655 // v1 = k,0 where k is 3d size dependent
656 // v2, v3 assigned by assign_uvs_to_side
657 void assign_default_uvs_to_side(segment *segp,int side)
665 vp = Side_to_verts[side];
668 uv1.v = Num_tilings * fixmul(Vmag, vm_vec_dist(&Vertices[segp->verts[vp[1]]],&Vertices[segp->verts[vp[0]]]));
670 assign_uvs_to_side(segp, side, &uv0, &uv1, 0, 1);
673 // -----------------------------------------------------------------------------------------------------------
674 // Assign default uvs to side.
677 // v1 = k,0 where k is 3d size dependent
678 // v2, v3 assigned by assign_uvs_to_side
679 void stretch_uvs_from_curedge(segment *segp, int side)
687 uv0.u = segp->sides[side].uvls[v0].u;
688 uv0.v = segp->sides[side].uvls[v0].v;
690 uv1.u = segp->sides[side].uvls[v1].u;
691 uv1.v = segp->sides[side].uvls[v1].v;
693 assign_uvs_to_side(segp, side, &uv0, &uv1, v0, v1);
696 // --------------------------------------------------------------------------------------------------------------
697 // Assign default uvs to a segment.
698 void assign_default_uvs_to_segment(segment *segp)
702 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
703 assign_default_uvs_to_side(segp,s);
704 assign_light_to_side(segp, s);
709 // -- mk021394 -- // --------------------------------------------------------------------------------------------------------------
710 // -- mk021394 -- // Find the face:poly:vertex index in base_seg:base_common_side which is segment relative vertex v1
711 // -- mk021394 -- // This very specific routine is subsidiary to med_assign_uvs_to_side.
712 // -- mk021394 -- void get_face_and_vert(segment *base_seg, int base_common_side, int v1, int *ff, int *vv, int *pi)
714 // -- mk021394 -- int p,f,v;
716 // -- mk021394 -- for (f=0; f<base_seg->sides[base_common_side].num_faces; f++) {
717 // -- mk021394 -- face *fp = &base_seg->sides[base_common_side].faces[f];
718 // -- mk021394 -- for (p=0; p<fp->num_polys; p++) {
719 // -- mk021394 -- poly *pp = &fp->polys[p];
720 // -- mk021394 -- for (v=0; v<pp->num_vertices; v++)
721 // -- mk021394 -- if (pp->verts[v] == v1) {
722 // -- mk021394 -- *ff = f;
723 // -- mk021394 -- *vv = v;
724 // -- mk021394 -- *pi = p;
725 // -- mk021394 -- return;
730 // -- mk021394 -- Assert(0); // Error -- Couldn't find face:vertex which matched vertex v1 on base_seg:base_common_side
733 // -- mk021394 -- // --------------------------------------------------------------------------------------------------------------
734 // -- mk021394 -- // Find the vertex index in base_seg:base_common_side which is segment relative vertex v1
735 // -- mk021394 -- // This very specific routine is subsidiary to med_assign_uvs_to_side.
736 // -- mk021394 -- void get_side_vert(segment *base_seg,int base_common_side,int v1,int *vv)
738 // -- mk021394 -- int p,f,v;
740 // -- mk021394 -- Assert((base_seg->sides[base_common_side].tri_edge == 0) || (base_seg->sides[base_common_side].tri_edge == 1));
741 // -- mk021394 -- Assert(base_seg->sides[base_common_side].num_faces <= 2);
743 // -- mk021394 -- for (f=0; f<base_seg->sides[base_common_side].num_faces; f++) {
744 // -- mk021394 -- face *fp = &base_seg->sides[base_common_side].faces[f];
745 // -- mk021394 -- for (p=0; p<fp->num_polys; p++) {
746 // -- mk021394 -- poly *pp = &fp->polys[p];
747 // -- mk021394 -- for (v=0; v<pp->num_vertices; v++)
748 // -- mk021394 -- if (pp->verts[v] == v1) {
749 // -- mk021394 -- if (pp->num_vertices == 4) {
750 // -- mk021394 -- *vv = v;
751 // -- mk021394 -- return;
754 // -- mk021394 -- if (base_seg->sides[base_common_side].tri_edge == 0) { // triangulated 012, 023, so if f==0, *vv = v, if f==1, *vv = v if v=0, else v+1
755 // -- mk021394 -- if ((f == 1) && (v > 0))
756 // -- mk021394 -- v++;
757 // -- mk021394 -- *vv = v;
758 // -- mk021394 -- return;
759 // -- mk021394 -- } else { // triangulated 013, 123
760 // -- mk021394 -- if (f == 0) {
761 // -- mk021394 -- if (v == 2)
762 // -- mk021394 -- v++;
763 // -- mk021394 -- } else
764 // -- mk021394 -- v++;
765 // -- mk021394 -- *vv = v;
766 // -- mk021394 -- return;
772 // -- mk021394 -- Assert(0); // Error -- Couldn't find face:vertex which matched vertex v1 on base_seg:base_common_side
775 //--rotate_uvs-- // --------------------------------------------------------------------------------------------------------------
776 //--rotate_uvs-- // Rotate uvl coordinates uva, uvb about their center point by heading
777 //--rotate_uvs-- void rotate_uvs(uvl *uva, uvl *uvb, vms_vector *rvec)
779 //--rotate_uvs-- uvl uvc, uva1, uvb1;
781 //--rotate_uvs-- uvc.u = (uva->u + uvb->u)/2;
782 //--rotate_uvs-- uvc.v = (uva->v + uvb->v)/2;
784 //--rotate_uvs-- uva1.u = fixmul(uva->u - uvc.u, rvec->x) - fixmul(uva->v - uvc.v, rvec->z);
785 //--rotate_uvs-- uva1.v = fixmul(uva->u - uvc.u, rvec->z) + fixmul(uva->v - uvc.v, rvec->x);
787 //--rotate_uvs-- uva->u = uva1.u + uvc.u;
788 //--rotate_uvs-- uva->v = uva1.v + uvc.v;
790 //--rotate_uvs-- uvb1.u = fixmul(uvb->u - uvc.u, rvec->x) - fixmul(uvb->v - uvc.v, rvec->z);
791 //--rotate_uvs-- uvb1.v = fixmul(uvb->u - uvc.u, rvec->z) + fixmul(uvb->v - uvc.v, rvec->x);
793 //--rotate_uvs-- uvb->u = uvb1.u + uvc.u;
794 //--rotate_uvs-- uvb->v = uvb1.v + uvc.v;
798 // --------------------------------------------------------------------------------------------------------------
799 void med_assign_uvs_to_side(segment *con_seg, int con_common_side, segment *base_seg, int base_common_side, int abs_id1, int abs_id2)
802 int v,bv1,bv2, vv1, vv2;
807 // Find which vertices in segment match abs_id1, abs_id2
808 for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++) {
809 if (base_seg->verts[v] == abs_id1)
811 if (base_seg->verts[v] == abs_id2)
813 if (con_seg->verts[v] == abs_id1)
815 if (con_seg->verts[v] == abs_id2)
819 // Now, bv1, bv2 are segment relative vertices in base segment which are the same as absolute vertices abs_id1, abs_id2
820 // cv1, cv2 are segment relative vertices in conn segment which are the same as absolute vertices abs_id1, abs_id2
822 Assert((bv1 != -1) && (bv2 != -1) && (cv1 != -1) && (cv2 != -1));
824 // Now, scan 4 vertices in base side and 4 vertices in connected side.
825 // Set uv1, uv2 to uv coordinates from base side which correspond to vertices bv1, bv2.
826 // Set vv1, vv2 to relative vertex ids (in 0..3) in connecting side which correspond to cv1, cv2
828 for (v=0; v<4; v++) {
829 if (bv1 == Side_to_verts[base_common_side][v])
830 uv1 = base_seg->sides[base_common_side].uvls[v];
832 if (bv2 == Side_to_verts[base_common_side][v])
833 uv2 = base_seg->sides[base_common_side].uvls[v];
835 if (cv1 == Side_to_verts[con_common_side][v])
838 if (cv2 == Side_to_verts[con_common_side][v])
842 Assert((uv1.u != uv2.u) || (uv1.v != uv2.v));
843 Assert( (vv1 != -1) && (vv2 != -1) );
844 assign_uvs_to_side(con_seg, con_common_side, &uv1, &uv2, vv1, vv2);
848 // -----------------------------------------------------------------------------
849 // Given a base and a connecting segment, a side on each of those segments and two global vertex ids,
850 // determine which side in each of the segments shares those two vertices.
851 // This is used to propagate a texture map id to a connecting segment in an expected and desired way.
852 // Since we can attach any side of a segment to any side of another segment, and do so in each case in
853 // four different rotations (for a total of 6*6*4 = 144 ways), not having this nifty function will cause
855 void get_side_ids(segment *base_seg, segment *con_seg, int base_side, int con_side, int abs_id1, int abs_id2, int *base_common_side, int *con_common_side)
857 char *base_vp,*con_vp;
860 *base_common_side = -1;
862 // Find side in base segment which contains the two global vertex ids.
863 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++) {
864 if (side != base_side) {
865 base_vp = Side_to_verts[side];
866 for (v0=0; v0<4; v0++)
867 if (((base_seg->verts[(int) base_vp[v0]] == abs_id1) && (base_seg->verts[(int) base_vp[(v0+1) % 4]] == abs_id2)) || ((base_seg->verts[(int) base_vp[v0]] == abs_id2) && (base_seg->verts[(int)base_vp[ (v0+1) % 4]] == abs_id1))) {
868 Assert(*base_common_side == -1); // This means two different sides shared the same edge with base_side == impossible!
869 *base_common_side = side;
874 // Note: For connecting segment, process vertices in reversed order.
875 *con_common_side = -1;
877 // Find side in connecting segment which contains the two global vertex ids.
878 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++) {
879 if (side != con_side) {
880 con_vp = Side_to_verts[side];
881 for (v0=0; v0<4; v0++)
882 if (((con_seg->verts[(int) con_vp[(v0 + 1) % 4]] == abs_id1) && (con_seg->verts[(int) con_vp[v0]] == abs_id2)) || ((con_seg->verts[(int) con_vp[(v0 + 1) % 4]] == abs_id2) && (con_seg->verts[(int) con_vp[v0]] == abs_id1))) {
883 Assert(*con_common_side == -1); // This means two different sides shared the same edge with con_side == impossible!
884 *con_common_side = side;
889 // mprintf((0,"side %3i adjacent to side %3i\n",*base_common_side,*con_common_side));
891 Assert((*base_common_side != -1) && (*con_common_side != -1));
894 // -----------------------------------------------------------------------------
895 // Propagate texture map u,v coordinates from base_seg:base_side to con_seg:con_side.
896 // The two vertices abs_id1 and abs_id2 are the only two vertices common to the two sides.
897 // If uv_only_flag is 1, then don't assign texture map ids, only update the uv coordinates
898 // If uv_only_flag is -1, then ONLY assign texture map ids, don't update the uv coordinates
899 void propagate_tmaps_to_segment_side(segment *base_seg, int base_side, segment *con_seg, int con_side, int abs_id1, int abs_id2, int uv_only_flag)
901 int base_common_side,con_common_side;
904 Assert ((uv_only_flag == -1) || (uv_only_flag == 0) || (uv_only_flag == 1));
906 // Set base_common_side = side in base_seg which contains edge abs_id1:abs_id2
907 // Set con_common_side = side in con_seg which contains edge abs_id1:abs_id2
908 if (base_seg != con_seg)
909 get_side_ids(base_seg, con_seg, base_side, con_side, abs_id1, abs_id2, &base_common_side, &con_common_side);
911 base_common_side = base_side;
912 con_common_side = con_side;
915 // Now, all faces in con_seg which are on side con_common_side get their tmap_num set to whatever tmap is assigned
916 // to whatever face I find which is on side base_common_side.
917 // First, find tmap_num for base_common_side. If it doesn't exist (ie, there is a connection there), look at the segment
918 // that is connected through it.
919 if (!IS_CHILD(con_seg->children[con_common_side])) {
920 if (!IS_CHILD(base_seg->children[base_common_side])) {
921 // There is at least one face here, so get the tmap_num from there.
922 tmap_num = base_seg->sides[base_common_side].tmap_num;
924 // Now assign all faces in the connecting segment on side con_common_side to tmap_num.
925 if ((uv_only_flag == -1) || (uv_only_flag == 0))
926 con_seg->sides[con_common_side].tmap_num = tmap_num;
928 if (uv_only_flag != -1)
929 med_assign_uvs_to_side(con_seg, con_common_side, base_seg, base_common_side, abs_id1, abs_id2);
931 } else { // There are no faces here, there is a connection, trace through the connection.
934 cside = find_connect_side(base_seg, &Segments[base_seg->children[base_common_side]]);
935 propagate_tmaps_to_segment_side(&Segments[base_seg->children[base_common_side]], cside, con_seg, con_side, abs_id1, abs_id2, uv_only_flag);
941 sbyte Edge_between_sides[MAX_SIDES_PER_SEGMENT][MAX_SIDES_PER_SEGMENT][2] = {
942 // left top right bottom back front
943 { {-1,-1}, { 3, 7}, {-1,-1}, { 2, 6}, { 6, 7}, { 2, 3} }, // left
944 { { 3, 7}, {-1,-1}, { 0, 4}, {-1,-1}, { 4, 7}, { 0, 3} }, // top
945 { {-1,-1}, { 0, 4}, {-1,-1}, { 1, 5}, { 4, 5}, { 0, 1} }, // right
946 { { 2, 6}, {-1,-1}, { 1, 5}, {-1,-1}, { 5, 6}, { 1, 2} }, // bottom
947 { { 6, 7}, { 4, 7}, { 4, 5}, { 5, 6}, {-1,-1}, {-1,-1} }, // back
948 { { 2, 3}, { 0, 3}, { 0, 1}, { 1, 2}, {-1,-1}, {-1,-1} }}; // front
950 // -----------------------------------------------------------------------------
951 // Propagate texture map u,v coordinates to base_seg:back_side from base_seg:some-other-side
952 // There is no easy way to figure out which side is adjacent to another side along some edge, so we do a bit of searching.
953 void med_propagate_tmaps_to_back_side(segment *base_seg, int back_side, int uv_only_flag)
956 int s,ss,tmap_num,back_side_tmap;
958 if (IS_CHILD(base_seg->children[back_side]))
959 return; // connection, so no sides here.
961 // Scan all sides, look for an occupied side which is not back_side or Side_opposite[back_side]
962 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
963 if ((s != back_side) && (s != Side_opposite[back_side])) {
964 v1 = Edge_between_sides[s][back_side][0];
965 v2 = Edge_between_sides[s][back_side][1];
968 Assert(0); // Error -- couldn't find edge != back_side and Side_opposite[back_side]
970 Assert( (v1 != -1) && (v2 != -1)); // This means there was no shared edge between the two sides.
972 propagate_tmaps_to_segment_side(base_seg, s, base_seg, back_side, base_seg->verts[v1], base_seg->verts[v2], uv_only_flag);
974 // Assign an unused tmap id to the back side.
975 // Note that this can get undone by the caller if this was not part of a new attach, but a rotation or a scale (which
976 // both do attaches).
977 // First see if tmap on back side is anywhere else.
979 back_side_tmap = base_seg->sides[back_side].tmap_num;
980 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
982 if (base_seg->sides[s].tmap_num == back_side_tmap) {
983 for (tmap_num=0; tmap_num < MAX_SIDES_PER_SEGMENT; tmap_num++) {
984 for (ss=0; ss<MAX_SIDES_PER_SEGMENT; ss++)
986 if (base_seg->sides[ss].tmap_num == New_segment.sides[tmap_num].tmap_num)
987 goto found2; // current texture map (tmap_num) is used on current (ss) side, so try next one
988 // Current texture map (tmap_num) has not been used, assign to all faces on back_side.
989 base_seg->sides[back_side].tmap_num = New_segment.sides[tmap_num].tmap_num;
1000 int fix_bogus_uvs_on_side(void)
1002 med_propagate_tmaps_to_back_side(Cursegp, Curside, 1);
1006 void fix_bogus_uvs_on_side1(segment *sp, int sidenum, int uvonly_flag)
1008 side *sidep = &sp->sides[sidenum];
1010 if ((sidep->uvls[0].u == 0) && (sidep->uvls[1].u == 0) && (sidep->uvls[2].u == 0)) {
1011 mprintf((0,"Found bogus segment %i, side %i\n", sp-Segments, sidenum));
1012 med_propagate_tmaps_to_back_side(sp, sidenum, uvonly_flag);
1016 void fix_bogus_uvs_seg(segment *segp)
1020 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
1021 if (!IS_CHILD(segp->children[s]))
1022 fix_bogus_uvs_on_side1(segp, s, 1);
1026 int fix_bogus_uvs_all(void)
1030 for (seg=0; seg<=Highest_segment_index; seg++)
1031 if (Segments[seg].segnum != -1)
1032 fix_bogus_uvs_seg(&Segments[seg]);
1036 // -----------------------------------------------------------------------------
1037 // Propagate texture map u,v coordinates to base_seg:back_side from base_seg:some-other-side
1038 // There is no easy way to figure out which side is adjacent to another side along some edge, so we do a bit of searching.
1039 void med_propagate_tmaps_to_any_side(segment *base_seg, int back_side, int tmap_num, int uv_only_flag)
1044 // Scan all sides, look for an occupied side which is not back_side or Side_opposite[back_side]
1045 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
1046 if ((s != back_side) && (s != Side_opposite[back_side])) {
1047 v1 = Edge_between_sides[s][back_side][0];
1048 v2 = Edge_between_sides[s][back_side][1];
1051 Assert(0); // Error -- couldn't find edge != back_side and Side_opposite[back_side]
1053 Assert( (v1 != -1) && (v2 != -1)); // This means there was no shared edge between the two sides.
1055 propagate_tmaps_to_segment_side(base_seg, s, base_seg, back_side, base_seg->verts[v1], base_seg->verts[v2], uv_only_flag);
1057 base_seg->sides[back_side].tmap_num = tmap_num;
1061 // -----------------------------------------------------------------------------
1062 // Segment base_seg is connected through side base_side to segment con_seg on con_side.
1063 // For all walls in con_seg, find the wall in base_seg which shares an edge. Copy tmap_num
1064 // from that side in base_seg to the wall in con_seg. If the wall in base_seg is not present
1065 // (ie, there is another segment connected through it), follow the connection through that
1066 // segment to get the wall in the connected segment which shares the edge, and get tmap_num from there.
1067 void propagate_tmaps_to_segment_sides(segment *base_seg, int base_side, segment *con_seg, int con_side, int uv_only_flag)
1069 char *base_vp,*con_vp;
1070 short abs_id1,abs_id2;
1073 base_vp = Side_to_verts[base_side];
1074 con_vp = Side_to_verts[con_side];
1076 // Do for each edge on connecting face.
1077 for (v=0; v<4; v++) {
1078 abs_id1 = base_seg->verts[(int) base_vp[v]];
1079 abs_id2 = base_seg->verts[(int) base_vp[(v+1) % 4]];
1080 propagate_tmaps_to_segment_side(base_seg, base_side, con_seg, con_side, abs_id1, abs_id2, uv_only_flag);
1085 // -----------------------------------------------------------------------------
1086 // Propagate texture maps in base_seg to con_seg.
1087 // For each wall in con_seg, find the wall in base_seg which shared an edge. Copy tmap_num from that
1088 // wall in base_seg to the wall in con_seg. If the wall in base_seg is not present, then look at the
1089 // segment connected through base_seg through the wall. The wall with a common edge is the new wall
1090 // of interest. Continue searching in this way until a wall of interest is present.
1091 void med_propagate_tmaps_to_segments(segment *base_seg,segment *con_seg, int uv_only_flag)
1095 // mprintf((0,"Propagating segments from %i to %i\n",base_seg-Segments,con_seg-Segments));
1096 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
1097 if (base_seg->children[s] == con_seg-Segments)
1098 propagate_tmaps_to_segment_sides(base_seg, s, con_seg, find_connect_side(base_seg, con_seg), uv_only_flag);
1100 s2s2(con_seg)->static_light = s2s2(base_seg)->static_light;
1102 validate_uv_coordinates(con_seg);
1106 // -------------------------------------------------------------------------------
1107 // Copy texture map uvs from srcseg to destseg.
1108 // If two segments have different face structure (eg, destseg has two faces on side 3, srcseg has only 1)
1109 // then assign uvs according to side vertex id, not face vertex id.
1110 void copy_uvs_seg_to_seg(segment *destseg,segment *srcseg)
1114 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
1115 destseg->sides[s].tmap_num = srcseg->sides[s].tmap_num;
1116 destseg->sides[s].tmap_num2 = srcseg->sides[s].tmap_num2;
1119 s2s2(destseg)->static_light = s2s2(srcseg)->static_light;
1122 // _________________________________________________________________________________________________________________________
1123 // Maximum distance between a segment containing light to a segment to receive light.
1124 #define LIGHT_DISTANCE_THRESHOLD (F1_0*80)
1125 fix Magical_light_constant = (F1_0*16);
1132 sbyte flag, hit_type;
1136 #define FVI_HASH_SIZE 8
1137 #define FVI_HASH_AND_MASK (FVI_HASH_SIZE - 1)
1139 // Note: This should be malloced.
1140 // Also, the vector should not be 12 bytes, you should only care about some smaller portion of it.
1141 hash_info fvi_cache[FVI_HASH_SIZE];
1142 int Hash_hits=0, Hash_retries=0, Hash_calcs=0;
1144 // -----------------------------------------------------------------------------------------
1145 // Set light from a light source.
1146 // Light incident on a surface is defined by the light incident at its points.
1147 // Light at a point = K * (V . N) / d
1149 // K = some magical constant to make everything look good
1150 // V = normalized vector from light source to point
1151 // N = surface normal at point
1152 // d = distance from light source to point
1153 // (Note that the above equation can be simplified to K * (VV . N) / d^2 where VV = non-normalized V)
1154 // Light intensity emitted from a light source is defined to be cast from four points.
1155 // These four points are 1/64 of the way from the corners of the light source to the center
1156 // of its segment. By assuming light is cast from these points, rather than from on the
1157 // light surface itself, light will be properly cast on the light surface. Otherwise, the
1158 // vector V would be the null vector.
1159 // If quick_light set, then don't use find_vector_intersection
1160 void cast_light_from_side(segment *segp, int light_side, fix light_intensity, int quick_light)
1162 vms_vector segment_center;
1163 int segnum,sidenum,vertnum, lightnum;
1165 compute_segment_center(&segment_center, segp);
1167 //mprintf((0, "From [%i %i %7.3f]: ", segp-Segments, light_side, f2fl(light_intensity)));
1169 // Do for four lights, one just inside each corner of side containing light.
1170 for (lightnum=0; lightnum<4; lightnum++) {
1171 int light_vertex_num, i;
1172 vms_vector vector_to_center;
1173 vms_vector light_location;
1174 // fix inverse_segment_magnitude;
1176 light_vertex_num = segp->verts[Side_to_verts[light_side][lightnum]];
1177 light_location = Vertices[light_vertex_num];
1180 // New way, 5/8/95: Move towards center irrespective of size of segment.
1181 vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1182 vm_vec_normalize_quick(&vector_to_center);
1183 vm_vec_add2(&light_location, &vector_to_center);
1185 // -- Old way, before 5/8/95 -- // -- This way was kind of dumb. In larger segments, you move LESS towards the center.
1186 // -- Old way, before 5/8/95 -- // Main problem, though, is vertices don't illuminate themselves well in oblong segments because the dot product is small.
1187 // -- Old way, before 5/8/95 -- vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1188 // -- Old way, before 5/8/95 -- inverse_segment_magnitude = fixdiv(F1_0/5, vm_vec_mag(&vector_to_center));
1189 // -- Old way, before 5/8/95 -- vm_vec_scale_add(&light_location, &light_location, &vector_to_center, inverse_segment_magnitude);
1191 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1192 segment *rsegp = &Segments[segnum];
1193 vms_vector r_segment_center;
1196 for (i=0; i<FVI_HASH_SIZE; i++)
1197 fvi_cache[i].flag = 0;
1199 // efficiency hack (I hope!), for faraway segments, don't check each point.
1200 compute_segment_center(&r_segment_center, rsegp);
1201 dist_to_rseg = vm_vec_dist_quick(&r_segment_center, &segment_center);
1203 if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
1204 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1205 if (WALL_IS_DOORWAY(rsegp, sidenum) != WID_NO_WALL) {
1206 side *rsidep = &rsegp->sides[sidenum];
1207 vms_vector *side_normalp = &rsidep->normals[0]; // kinda stupid? always use vector 0.
1209 //mprintf((0, "[%i %i], ", rsegp-Segments, sidenum));
1210 for (vertnum=0; vertnum<4; vertnum++) {
1211 fix distance_to_point, light_at_point, light_dot;
1212 vms_vector vert_location, vector_to_light;
1215 abs_vertnum = rsegp->verts[Side_to_verts[sidenum][vertnum]];
1216 vert_location = Vertices[abs_vertnum];
1217 distance_to_point = vm_vec_dist_quick(&vert_location, &light_location);
1218 vm_vec_sub(&vector_to_light, &light_location, &vert_location);
1219 vm_vec_normalize(&vector_to_light);
1221 // Hack: In oblong segments, it's possible to get a very small dot product
1222 // but the light source is very nearby (eg, illuminating light itself!).
1223 light_dot = vm_vec_dot(&vector_to_light, side_normalp);
1224 if (distance_to_point < F1_0)
1226 light_dot = (light_dot + F1_0)/2;
1228 if (light_dot > 0) {
1229 light_at_point = fixdiv(fixmul(light_dot, light_dot), distance_to_point);
1230 light_at_point = fixmul(light_at_point, Magical_light_constant);
1231 if (light_at_point >= 0) {
1234 vms_vector vert_location_1, r_vector_to_center;
1235 fix inverse_segment_magnitude;
1237 vm_vec_sub(&r_vector_to_center, &r_segment_center, &vert_location);
1238 inverse_segment_magnitude = fixdiv(F1_0/3, vm_vec_mag(&r_vector_to_center));
1239 vm_vec_scale_add(&vert_location_1, &vert_location, &r_vector_to_center, inverse_segment_magnitude);
1240 vert_location = vert_location_1;
1242 //if ((segp-Segments == 199) && (rsegp-Segments==199))
1244 // Seg0 = segp-Segments;
1245 // Seg1 = rsegp-Segments;
1247 int hash_value = Side_to_verts[sidenum][vertnum];
1248 hash_info *hashp = &fvi_cache[hash_value];
1251 if ((hashp->vector.x == vector_to_light.x) && (hashp->vector.y == vector_to_light.y) && (hashp->vector.z == vector_to_light.z)) {
1252 //mprintf((0, "{CACHE %4x} ", hash_value));
1253 hit_type = hashp->hit_type;
1257 Int3(); // How is this possible? Should be no hits!
1259 hash_value = (hash_value+1) & FVI_HASH_AND_MASK;
1260 hashp = &fvi_cache[hash_value];
1263 //mprintf((0, "\nH:%04x ", hash_value));
1267 hashp->vector = vector_to_light;
1270 fq.p0 = &light_location;
1271 fq.startseg = segp-Segments;
1272 fq.p1 = &vert_location;
1275 fq.ignore_obj_list = NULL;
1278 hit_type = find_vector_intersection(&fq,&hit_data);
1279 hashp->hit_type = hit_type;
1284 hit_type = HIT_NONE;
1285 //mprintf((0, "hit=%i ", hit_type));
1288 light_at_point = fixmul(light_at_point, light_intensity);
1289 rsidep->uvls[vertnum].l += light_at_point;
1290 //mprintf((0, "(%5.2f) ", f2fl(light_at_point)));
1291 if (rsidep->uvls[vertnum].l > F1_0)
1292 rsidep->uvls[vertnum].l = F1_0;
1297 Int3(); // Hit object, should be ignoring objects!
1300 Int3(); // Ugh, this thing again, what happened, what does it mean?
1303 } // end if (light_at_point...
1304 } // end if (light_dot >...
1305 } // end for (vertnum=0...
1306 } // end if (rsegp...
1307 } // end for (sidenum=0...
1308 } // end if (dist_to_rseg...
1310 } // end for (segnum=0...
1312 } // end for (lightnum=0...
1314 //mprintf((0, "\n"));
1318 // ------------------------------------------------------------------------------------------
1319 // Zero all lighting values.
1320 void calim_zero_light_values(void)
1322 int segnum, sidenum, vertnum;
1324 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1325 segment *segp = &Segments[segnum];
1326 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1327 side *sidep = &segp->sides[sidenum];
1328 for (vertnum=0; vertnum<4; vertnum++)
1329 sidep->uvls[vertnum].l = F1_0/64; // Put a tiny bit of light here.
1331 Segment2s[segnum].static_light = F1_0 / 64;
1336 // ------------------------------------------------------------------------------------------
1337 // Used in setting average light value in a segment, cast light from a side to the center
1339 void cast_light_from_side_to_center(segment *segp, int light_side, fix light_intensity, int quick_light)
1341 vms_vector segment_center;
1342 int segnum, lightnum;
1344 compute_segment_center(&segment_center, segp);
1346 // Do for four lights, one just inside each corner of side containing light.
1347 for (lightnum=0; lightnum<4; lightnum++) {
1348 int light_vertex_num;
1349 vms_vector vector_to_center;
1350 vms_vector light_location;
1352 light_vertex_num = segp->verts[Side_to_verts[light_side][lightnum]];
1353 light_location = Vertices[light_vertex_num];
1354 vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1355 vm_vec_scale_add(&light_location, &light_location, &vector_to_center, F1_0/64);
1357 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1358 segment *rsegp = &Segments[segnum];
1359 vms_vector r_segment_center;
1361 //if ((segp == &Segments[Bugseg]) && (rsegp == &Segments[Bugseg]))
1363 compute_segment_center(&r_segment_center, rsegp);
1364 dist_to_rseg = vm_vec_dist_quick(&r_segment_center, &segment_center);
1366 if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
1368 if (dist_to_rseg > F1_0)
1369 light_at_point = fixdiv(Magical_light_constant, dist_to_rseg);
1371 light_at_point = Magical_light_constant;
1373 if (light_at_point >= 0) {
1380 fq.p0 = &light_location;
1381 fq.startseg = segp-Segments;
1382 fq.p1 = &r_segment_center;
1385 fq.ignore_obj_list = NULL;
1388 hit_type = find_vector_intersection(&fq,&hit_data);
1391 hit_type = HIT_NONE;
1395 light_at_point = fixmul(light_at_point, light_intensity);
1396 if (light_at_point >= F1_0)
1397 light_at_point = F1_0-1;
1398 s2s2(rsegp)->static_light += light_at_point;
1399 if (s2s2(segp)->static_light < 0) // if it went negative, saturate
1400 s2s2(segp)->static_light = 0;
1405 Int3(); // Hit object, should be ignoring objects!
1408 Int3(); // Ugh, this thing again, what happened, what does it mean?
1411 } // end if (light_at_point...
1412 } // end if (dist_to_rseg...
1414 } // end for (segnum=0...
1416 } // end for (lightnum=0...
1420 // ------------------------------------------------------------------------------------------
1421 // Process all lights.
1422 void calim_process_all_lights(int quick_light)
1424 int segnum, sidenum;
1426 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1427 segment *segp = &Segments[segnum];
1429 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1430 // if (!IS_CHILD(segp->children[sidenum])) {
1431 if (WALL_IS_DOORWAY(segp, sidenum) != WID_NO_WALL) {
1432 side *sidep = &segp->sides[sidenum];
1433 fix light_intensity;
1435 light_intensity = TmapInfo[sidep->tmap_num].lighting + TmapInfo[sidep->tmap_num2 & 0x3fff].lighting;
1437 // if (segp->sides[sidenum].wall_num != -1) {
1438 // int wall_num, bitmap_num, effect_num;
1439 // wall_num = segp->sides[sidenum].wall_num;
1440 // effect_num = Walls[wall_num].type;
1441 // bitmap_num = effects_bm_num[effect_num];
1443 // light_intensity += TmapInfo[bitmap_num].lighting;
1446 if (light_intensity) {
1447 light_intensity /= 4; // casting light from four spots, so divide by 4.
1448 cast_light_from_side(segp, sidenum, light_intensity, quick_light);
1449 cast_light_from_side_to_center(segp, sidenum, light_intensity, quick_light);
1456 // ------------------------------------------------------------------------------------------
1457 // Apply static light in mine.
1458 // First, zero all light values.
1459 // Then, for all light sources, cast their light.
1460 void cast_all_light_in_mine(int quick_flag)
1463 validate_segment_all();
1465 calim_zero_light_values();
1467 calim_process_all_lights(quick_flag);
1471 // int Fvit_num = 1000;
1473 // fix find_vector_intersection_test(void)
1476 // fvi_info hit_data;
1477 // int p0_seg, p1_seg, this_objnum, ignore_obj, check_obj_flag;
1479 // int start_time = timer_get_milliseconds();;
1480 // vms_vector p0,p1;
1483 // check_obj_flag = 0;
1484 // this_objnum = -1;
1487 // for (i=0; i<Fvit_num; i++) {
1488 // p0_seg = d_rand()*(Highest_segment_index+1)/32768;
1489 // compute_segment_center(&p0, &Segments[p0_seg]);
1491 // p1_seg = d_rand()*(Highest_segment_index+1)/32768;
1492 // compute_segment_center(&p1, &Segments[p1_seg]);
1494 // find_vector_intersection(&hit_data, &p0, p0_seg, &p1, rad, this_objnum, ignore_obj, check_obj_flag);
1497 // return timer_get_milliseconds() - start_time;
1500 vms_vector Normals[MAX_SEGMENTS*12];
1502 int Normal_nearness = 4;
1504 int normal_near(vms_vector *v1, vms_vector *v2)
1506 if (abs(v1->x - v2->x) < Normal_nearness)
1507 if (abs(v1->y - v2->y) < Normal_nearness)
1508 if (abs(v1->z - v2->z) < Normal_nearness)
1513 int Total_normals=0;
1516 void print_normals(void)
1519 // vms_vector *normal;
1525 for (i=0; i<=Highest_segment_index; i++)
1526 for (s=0; s<6; s++) {
1527 if (Segments[i].sides[s].type == SIDE_IS_QUAD)
1531 for (n=0; n<nn; n++) {
1532 for (j=0; j<num_normals; j++)
1533 if (normal_near(&Segments[i].sides[s].normals[n],&Normals[j]))
1535 if (j == num_normals) {
1536 Normals[num_normals++] = Segments[i].sides[s].normals[n];