1 /* $Id: seguvs.c,v 1.2 2004-12-19 14:52:48 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * u,v coordinate computation for segment faces
23 static char rcsid[] = "$Id: seguvs.c,v 1.2 2004-12-19 14:52:48 btb Exp $";
34 #include "editor/editor.h"
43 #include "editor/kdefs.h"
44 #include "bm.h" // Needed for TmapInfo
45 #include "effects.h" // Needed for effects_bm_num
48 void cast_all_light_in_mine(int quick_flag);
49 //--rotate_uvs-- vms_vector Rightvec;
51 // ---------------------------------------------------------------------------------------------
52 // Returns approximate area of a side
53 fix area_on_side(side *sidep)
55 fix du,dv,width,height;
57 du = sidep->uvls[1].u - sidep->uvls[0].u;
58 dv = sidep->uvls[1].v - sidep->uvls[0].v;
60 width = fix_sqrt(fixmul(du,du) + fixmul(dv,dv));
62 du = sidep->uvls[3].u - sidep->uvls[0].u;
63 dv = sidep->uvls[3].v - sidep->uvls[0].v;
65 height = fix_sqrt(fixmul(du,du) + fixmul(dv,dv));
67 return fixmul(width, height);
70 // -------------------------------------------------------------------------------------------
71 // DEBUG function -- callable from debugger.
72 // Returns approximate area of all sides which get mapped (ie, are not a connection).
73 // I wrote this because I was curious how much memory would be required to texture map all
74 // sides individually with custom artwork. For demo1.min on 2/18/94, it would be about 5 meg.
75 int area_on_all_sides(void)
80 for (i=0; i<=Highest_segment_index; i++) {
81 segment *segp = &Segments[i];
83 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
84 if (!IS_CHILD(segp->children[s]))
85 total_area += f2i(area_on_side(&segp->sides[s]));
91 fix average_connectivity(void)
94 int total_sides = 0, total_mapped_sides = 0;
96 for (i=0; i<=Highest_segment_index; i++) {
97 segment *segp = &Segments[i];
99 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
100 if (!IS_CHILD(segp->children[s]))
101 total_mapped_sides++;
106 return 6 * fixdiv(total_mapped_sides, total_sides);
109 #define MAX_LIGHT_SEGS 16
111 // ---------------------------------------------------------------------------------------------
112 // Scan all polys in all segments, return average light value for vnum.
113 // segs = output array for segments containing vertex, terminated by -1.
114 fix get_average_light_at_vertex(int vnum, short *segs)
116 int segnum, relvnum, sidenum;
119 // #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
120 short *original_segs;
122 original_segs = segs;
129 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
130 segment *segp = &Segments[segnum];
131 short *vp = segp->verts;
133 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
137 if (relvnum < MAX_VERTICES_PER_SEGMENT) {
140 Assert(segs - original_segs < MAX_LIGHT_SEGS);
142 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
143 if (!IS_CHILD(segp->children[sidenum])) {
144 side *sidep = &segp->sides[sidenum];
145 sbyte *vp = Side_to_verts[sidenum];
149 if (*vp++ == relvnum) {
150 total_light += sidep->uvls[v].l;
161 return total_light/num_occurrences;
167 void set_average_light_at_vertex(int vnum)
169 int relvnum, sidenum;
170 short Segment_indices[MAX_LIGHT_SEGS];
175 average_light = get_average_light_at_vertex(vnum, Segment_indices);
181 while (Segment_indices[segind] != -1) {
182 int segnum = Segment_indices[segind++];
184 segment *segp = &Segments[segnum];
186 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
187 if (segp->verts[relvnum] == vnum)
190 if (relvnum < MAX_VERTICES_PER_SEGMENT) {
191 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
192 if (!IS_CHILD(segp->children[sidenum])) {
193 side *sidep = &segp->sides[sidenum];
194 sbyte *vp = Side_to_verts[sidenum];
198 if (*vp++ == relvnum)
199 sidep->uvls[v].l = average_light;
205 Update_flags |= UF_WORLD_CHANGED;
208 void set_average_light_on_side(segment *segp, int sidenum)
212 if (!IS_CHILD(segp->children[sidenum]))
213 for (v=0; v<4; v++) {
214 // mprintf((0,"Vertex %i\n", segp->verts[Side_to_verts[side][v]]));
215 set_average_light_at_vertex(segp->verts[Side_to_verts[sidenum][v]]);
220 int set_average_light_on_curside(void)
222 set_average_light_on_side(Cursegp, Curside);
226 // -----------------------------------------------------------------------------------------
227 void set_average_light_on_all_fast(void)
232 int seglist[MAX_LIGHT_SEGS];
237 // Set total light value for all vertices in array average_light.
238 for (v=0; v<=Highest_vertex_index; v++) {
242 if (Vertex_active[v]) {
245 for (s=0; s<=Highest_segment_index; s++) {
246 segment *segp = &Segments[s];
247 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
248 if (segp->verts[relvnum] == v)
251 if (relvnum != MAX_VERTICES_PER_SEGMENT) {
254 *segptr++ = s; // Note this segment in list, so we can process it below.
255 Assert(segptr - seglist < MAX_LIGHT_SEGS);
257 for (si=0; si<MAX_SIDES_PER_SEGMENT; si++) {
258 if (!IS_CHILD(segp->children[si])) {
259 side *sidep = &segp->sides[si];
260 sbyte *vp = Side_to_verts[si];
263 for (vv=0; vv<4; vv++)
264 if (*vp++ == relvnum) {
265 al += sidep->uvls[vv].l;
268 } // if (segp->children[si == -1) {
270 } // if (relvnum != ...
275 // Now, divide average_light by number of number of occurrences for each vertex
282 while (*segptr != -1) {
283 int segnum = *segptr++;
284 segment *segp = &Segments[segnum];
287 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
288 if (segp->verts[relvnum] == v)
291 Assert(relvnum < MAX_VERTICES_PER_SEGMENT); // IMPOSSIBLE! This segment is in seglist, but vertex v does not occur!
292 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
294 wid_result = WALL_IS_DOORWAY(segp, sidenum);
295 if ((wid_result != WID_FLY_FLAG) && (wid_result != WID_NO_WALL)) {
296 side *sidep = &segp->sides[sidenum];
297 sbyte *vp = Side_to_verts[sidenum];
301 if (*vp++ == relvnum)
302 sidep->uvls[v].l = al;
307 } // if (Vertex_active[v]...
313 extern int Doing_lighting_hack_flag; // If set, don't mprintf warning messages in gameseg.c/find_point_seg
314 int set_average_light_on_all(void)
316 // set_average_light_on_all_fast();
318 Doing_lighting_hack_flag = 1;
319 cast_all_light_in_mine(0);
320 Doing_lighting_hack_flag = 0;
321 Update_flags |= UF_WORLD_CHANGED;
325 // for (seg=0; seg<=Highest_segment_index; seg++)
326 // for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
327 // if (Segments[seg].segnum != -1)
328 // set_average_light_on_side(&Segments[seg], side);
332 int set_average_light_on_all_quick(void)
334 cast_all_light_in_mine(1);
335 Update_flags |= UF_WORLD_CHANGED;
340 // ---------------------------------------------------------------------------------------------
341 fix compute_uv_dist(uvl *uv0, uvl *uv1)
353 return vm_vec_dist(&v0,&v1);
356 // ---------------------------------------------------------------------------------------------
357 // Given a polygon, compress the uv coordinates so that they are as close to 0 as possible.
358 // Do this by adding a constant u and v to each uv pair.
359 void compress_uv_coordinates(side *sidep)
367 for (v=0; v<4; v++) {
368 uc += sidep->uvls[v].u;
369 vc += sidep->uvls[v].v;
374 uc = uc & 0xffff0000;
375 vc = vc & 0xffff0000;
377 for (v=0; v<4; v++) {
378 sidep->uvls[v].u -= uc;
379 sidep->uvls[v].v -= vc;
384 // ---------------------------------------------------------------------------------------------
385 void compress_uv_coordinates_on_side(side *sidep)
387 compress_uv_coordinates(sidep);
390 // ---------------------------------------------------------------------------------------------
391 void validate_uv_coordinates_on_side(segment *segp, int sidenum)
394 // fix uv_dist,threed_dist;
396 // fix dist_ratios[MAX_VERTICES_PER_POLY];
397 side *sidep = &segp->sides[sidenum];
398 // sbyte *vp = Side_to_verts[sidenum];
400 // This next hunk doesn't seem to affect anything. @mk, 02/13/94
401 // for (v=1; v<4; v++) {
402 // uv_dist = compute_uv_dist(&sidep->uvls[v],&sidep->uvls[0]);
403 // threed_dist = vm_vec_mag(vm_vec_sub(&tvec,&Vertices[segp->verts[vp[v]],&Vertices[vp[0]]));
404 // dist_ratios[v-1] = fixdiv(uv_dist,threed_dist);
407 compress_uv_coordinates_on_side(sidep);
410 void compress_uv_coordinates_in_segment(segment *segp)
414 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
415 compress_uv_coordinates_on_side(&segp->sides[side]);
418 void compress_uv_coordinates_all(void)
422 for (seg=0; seg<=Highest_segment_index; seg++)
423 if (Segments[seg].segnum != -1)
424 compress_uv_coordinates_in_segment(&Segments[seg]);
427 void check_lighting_side(segment *sp, int sidenum)
430 side *sidep = &sp->sides[sidenum];
433 if ((sidep->uvls[v].l > F1_0*16) || (sidep->uvls[v].l < 0))
434 Int3(); //mprintf(0,"Bogus lighting value in segment %i, side %i, vert %i = %x\n",sp-Segments, side, v, sidep->uvls[v].l);
437 void check_lighting_segment(segment *segp)
441 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
442 check_lighting_side(segp, side);
445 // Flag bogus lighting values.
446 void check_lighting_all(void)
450 for (seg=0; seg<=Highest_segment_index; seg++)
451 if (Segments[seg].segnum != -1)
452 check_lighting_segment(&Segments[seg]);
455 void assign_default_lighting_on_side(segment *segp, int sidenum)
458 side *sidep = &segp->sides[sidenum];
461 sidep->uvls[v].l = DEFAULT_LIGHTING;
464 void assign_default_lighting(segment *segp)
468 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++)
469 assign_default_lighting_on_side(segp, sidenum);
472 void assign_default_lighting_all(void)
476 for (seg=0; seg<=Highest_segment_index; seg++)
477 if (Segments[seg].segnum != -1)
478 assign_default_lighting(&Segments[seg]);
481 // ---------------------------------------------------------------------------------------------
482 void validate_uv_coordinates(segment *segp)
486 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
487 validate_uv_coordinates_on_side(segp,s);
491 // ---------------------------------------------------------------------------------------------
492 // For all faces in side, copy uv coordinates from uvs array to face.
493 void copy_uvs_from_side_to_faces(segment *segp, int sidenum, uvl uvls[])
496 side *sidep = &segp->sides[sidenum];
499 sidep->uvls[v] = uvls[v];
504 fix zhypot(fix a,fix b);
505 #pragma aux zhypot parm [eax] [ebx] value [eax] modify [eax ebx ecx edx] = \
514 fix zhypot(fix a,fix b) {
515 double x = (double)a / 65536;
516 double y = (double)b / 65536;
517 return (long)(sqrt(x * x + y * y) * 65536);
521 // ---------------------------------------------------------------------------------------------
522 // Assign lighting value to side, a function of the normal vector.
523 void assign_light_to_side(segment *sp, int sidenum)
526 side *sidep = &sp->sides[sidenum];
529 sidep->uvls[v].l = DEFAULT_LIGHTING;
532 fix Stretch_scale_x = F1_0;
533 fix Stretch_scale_y = F1_0;
535 // ---------------------------------------------------------------------------------------------
536 // Given u,v coordinates at two vertices, assign u,v coordinates to other two vertices on a side.
537 // (Actually, assign them to the coordinates in the faces.)
538 // va, vb = face-relative vertex indices corresponding to uva, uvb. Ie, they are always in 0..3 and should be looked up in
539 // Side_to_verts[side] to get the segment relative index.
540 void assign_uvs_to_side(segment *segp, int sidenum, uvl *uva, uvl *uvb, int va, int vb)
542 int vlo,vhi,v0,v1,v2,v3;
543 vms_vector fvec,rvec,tvec;
545 uvl uvls[4],ruvmag,fuvmag,uvlo,uvhi;
549 Assert( (va<4) && (vb<4) );
550 Assert((abs(va - vb) == 1) || (abs(va - vb) == 3)); // make sure the verticies specify an edge
552 vp = (sbyte *)&Side_to_verts[sidenum];
554 // We want vlo precedes vhi, ie vlo < vhi, or vlo = 3, vhi = 0
555 if (va == ((vb + 1) % 4)) { // va = vb + 1
567 Assert(((vlo+1) % 4) == vhi); // If we are on an edge, then uvhi is one more than uvlo (mod 4)
571 // Now we have vlo precedes vhi, compute vertices ((vhi+1) % 4) and ((vhi+2) % 4)
573 // Assign u,v scale to a unit length right vector.
574 fmag = zhypot(uvhi.v - uvlo.v,uvhi.u - uvlo.u);
575 if (fmag < 64) { // this is a fix, so 64 = 1/1024
576 mprintf((0,"Warning: fmag = %7.3f, using approximate u,v values\n",f2fl(fmag)));
582 ruvmag.u = uvhi.v - uvlo.v;
583 ruvmag.v = uvlo.u - uvhi.u;
585 fuvmag.u = uvhi.u - uvlo.u;
586 fuvmag.v = uvhi.v - uvlo.v;
589 v0 = segp->verts[vp[vlo]];
590 v1 = segp->verts[vp[vhi]];
591 v2 = segp->verts[vp[(vhi+1)%4]];
592 v3 = segp->verts[vp[(vhi+2)%4]];
594 // Compute right vector by computing orientation matrix from:
595 // forward vector = vlo:vhi
596 // right vector = vlo:(vhi+2) % 4
597 vm_vec_sub(&fvec,&Vertices[v1],&Vertices[v0]);
598 vm_vec_sub(&rvec,&Vertices[v3],&Vertices[v0]);
600 if (((fvec.x == 0) && (fvec.y == 0) && (fvec.z == 0)) || ((rvec.x == 0) && (rvec.y == 0) && (rvec.z == 0))) {
601 mprintf((1, "Trapped null vector in assign_uvs_to_side, using identity matrix.\n"));
602 rotmat = vmd_identity_matrix;
604 vm_vector_2_matrix(&rotmat,&fvec,0,&rvec);
606 rvec = rotmat.rvec; vm_vec_negate(&rvec);
609 // mprintf((0, "va = %i, vb = %i\n", va, vb));
610 mag01 = vm_vec_dist(&Vertices[v1],&Vertices[v0]);
611 if ((va == 0) || (va == 2))
612 mag01 = fixmul(mag01, Stretch_scale_x);
614 mag01 = fixmul(mag01, Stretch_scale_y);
616 if (mag01 < F1_0/1024 )
617 editor_status("U, V bogosity in segment #%i, probably on side #%i. CLEAN UP YOUR MESS!", segp-Segments, sidenum);
619 vm_vec_sub(&tvec,&Vertices[v2],&Vertices[v1]);
620 uvls[(vhi+1)%4].u = uvhi.u +
621 fixdiv(fixmul(ruvmag.u,vm_vec_dotprod(&rvec,&tvec)),mag01) +
622 fixdiv(fixmul(fuvmag.u,vm_vec_dotprod(&fvec,&tvec)),mag01);
624 uvls[(vhi+1)%4].v = uvhi.v +
625 fixdiv(fixmul(ruvmag.v,vm_vec_dotprod(&rvec,&tvec)),mag01) +
626 fixdiv(fixmul(fuvmag.v,vm_vec_dotprod(&fvec,&tvec)),mag01);
629 vm_vec_sub(&tvec,&Vertices[v3],&Vertices[v0]);
630 uvls[(vhi+2)%4].u = uvlo.u +
631 fixdiv(fixmul(ruvmag.u,vm_vec_dotprod(&rvec,&tvec)),mag01) +
632 fixdiv(fixmul(fuvmag.u,vm_vec_dotprod(&fvec,&tvec)),mag01);
634 uvls[(vhi+2)%4].v = uvlo.v +
635 fixdiv(fixmul(ruvmag.v,vm_vec_dotprod(&rvec,&tvec)),mag01) +
636 fixdiv(fixmul(fuvmag.v,vm_vec_dotprod(&fvec,&tvec)),mag01);
638 uvls[(vhi+1)%4].l = uvhi.l;
639 uvls[(vhi+2)%4].l = uvlo.l;
641 copy_uvs_from_side_to_faces(segp, sidenum, uvls);
648 // -----------------------------------------------------------------------------------------------------------
649 // Assign default uvs to side.
652 // v1 = k,0 where k is 3d size dependent
653 // v2, v3 assigned by assign_uvs_to_side
654 void assign_default_uvs_to_side(segment *segp,int side)
662 vp = Side_to_verts[side];
665 uv1.v = Num_tilings * fixmul(Vmag, vm_vec_dist(&Vertices[segp->verts[vp[1]]],&Vertices[segp->verts[vp[0]]]));
667 assign_uvs_to_side(segp, side, &uv0, &uv1, 0, 1);
670 // -----------------------------------------------------------------------------------------------------------
671 // Assign default uvs to side.
674 // v1 = k,0 where k is 3d size dependent
675 // v2, v3 assigned by assign_uvs_to_side
676 void stretch_uvs_from_curedge(segment *segp, int side)
684 uv0.u = segp->sides[side].uvls[v0].u;
685 uv0.v = segp->sides[side].uvls[v0].v;
687 uv1.u = segp->sides[side].uvls[v1].u;
688 uv1.v = segp->sides[side].uvls[v1].v;
690 assign_uvs_to_side(segp, side, &uv0, &uv1, v0, v1);
693 // --------------------------------------------------------------------------------------------------------------
694 // Assign default uvs to a segment.
695 void assign_default_uvs_to_segment(segment *segp)
699 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
700 assign_default_uvs_to_side(segp,s);
701 assign_light_to_side(segp, s);
706 // -- mk021394 -- // --------------------------------------------------------------------------------------------------------------
707 // -- mk021394 -- // Find the face:poly:vertex index in base_seg:base_common_side which is segment relative vertex v1
708 // -- mk021394 -- // This very specific routine is subsidiary to med_assign_uvs_to_side.
709 // -- mk021394 -- void get_face_and_vert(segment *base_seg, int base_common_side, int v1, int *ff, int *vv, int *pi)
711 // -- mk021394 -- int p,f,v;
713 // -- mk021394 -- for (f=0; f<base_seg->sides[base_common_side].num_faces; f++) {
714 // -- mk021394 -- face *fp = &base_seg->sides[base_common_side].faces[f];
715 // -- mk021394 -- for (p=0; p<fp->num_polys; p++) {
716 // -- mk021394 -- poly *pp = &fp->polys[p];
717 // -- mk021394 -- for (v=0; v<pp->num_vertices; v++)
718 // -- mk021394 -- if (pp->verts[v] == v1) {
719 // -- mk021394 -- *ff = f;
720 // -- mk021394 -- *vv = v;
721 // -- mk021394 -- *pi = p;
722 // -- mk021394 -- return;
727 // -- mk021394 -- Assert(0); // Error -- Couldn't find face:vertex which matched vertex v1 on base_seg:base_common_side
730 // -- mk021394 -- // --------------------------------------------------------------------------------------------------------------
731 // -- mk021394 -- // Find the vertex index in base_seg:base_common_side which is segment relative vertex v1
732 // -- mk021394 -- // This very specific routine is subsidiary to med_assign_uvs_to_side.
733 // -- mk021394 -- void get_side_vert(segment *base_seg,int base_common_side,int v1,int *vv)
735 // -- mk021394 -- int p,f,v;
737 // -- mk021394 -- Assert((base_seg->sides[base_common_side].tri_edge == 0) || (base_seg->sides[base_common_side].tri_edge == 1));
738 // -- mk021394 -- Assert(base_seg->sides[base_common_side].num_faces <= 2);
740 // -- mk021394 -- for (f=0; f<base_seg->sides[base_common_side].num_faces; f++) {
741 // -- mk021394 -- face *fp = &base_seg->sides[base_common_side].faces[f];
742 // -- mk021394 -- for (p=0; p<fp->num_polys; p++) {
743 // -- mk021394 -- poly *pp = &fp->polys[p];
744 // -- mk021394 -- for (v=0; v<pp->num_vertices; v++)
745 // -- mk021394 -- if (pp->verts[v] == v1) {
746 // -- mk021394 -- if (pp->num_vertices == 4) {
747 // -- mk021394 -- *vv = v;
748 // -- mk021394 -- return;
751 // -- 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
752 // -- mk021394 -- if ((f == 1) && (v > 0))
753 // -- mk021394 -- v++;
754 // -- mk021394 -- *vv = v;
755 // -- mk021394 -- return;
756 // -- mk021394 -- } else { // triangulated 013, 123
757 // -- mk021394 -- if (f == 0) {
758 // -- mk021394 -- if (v == 2)
759 // -- mk021394 -- v++;
760 // -- mk021394 -- } else
761 // -- mk021394 -- v++;
762 // -- mk021394 -- *vv = v;
763 // -- mk021394 -- return;
769 // -- mk021394 -- Assert(0); // Error -- Couldn't find face:vertex which matched vertex v1 on base_seg:base_common_side
772 //--rotate_uvs-- // --------------------------------------------------------------------------------------------------------------
773 //--rotate_uvs-- // Rotate uvl coordinates uva, uvb about their center point by heading
774 //--rotate_uvs-- void rotate_uvs(uvl *uva, uvl *uvb, vms_vector *rvec)
776 //--rotate_uvs-- uvl uvc, uva1, uvb1;
778 //--rotate_uvs-- uvc.u = (uva->u + uvb->u)/2;
779 //--rotate_uvs-- uvc.v = (uva->v + uvb->v)/2;
781 //--rotate_uvs-- uva1.u = fixmul(uva->u - uvc.u, rvec->x) - fixmul(uva->v - uvc.v, rvec->z);
782 //--rotate_uvs-- uva1.v = fixmul(uva->u - uvc.u, rvec->z) + fixmul(uva->v - uvc.v, rvec->x);
784 //--rotate_uvs-- uva->u = uva1.u + uvc.u;
785 //--rotate_uvs-- uva->v = uva1.v + uvc.v;
787 //--rotate_uvs-- uvb1.u = fixmul(uvb->u - uvc.u, rvec->x) - fixmul(uvb->v - uvc.v, rvec->z);
788 //--rotate_uvs-- uvb1.v = fixmul(uvb->u - uvc.u, rvec->z) + fixmul(uvb->v - uvc.v, rvec->x);
790 //--rotate_uvs-- uvb->u = uvb1.u + uvc.u;
791 //--rotate_uvs-- uvb->v = uvb1.v + uvc.v;
795 // --------------------------------------------------------------------------------------------------------------
796 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)
799 int v,bv1,bv2, vv1, vv2;
804 // Find which vertices in segment match abs_id1, abs_id2
805 for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++) {
806 if (base_seg->verts[v] == abs_id1)
808 if (base_seg->verts[v] == abs_id2)
810 if (con_seg->verts[v] == abs_id1)
812 if (con_seg->verts[v] == abs_id2)
816 // Now, bv1, bv2 are segment relative vertices in base segment which are the same as absolute vertices abs_id1, abs_id2
817 // cv1, cv2 are segment relative vertices in conn segment which are the same as absolute vertices abs_id1, abs_id2
819 Assert((bv1 != -1) && (bv2 != -1) && (cv1 != -1) && (cv2 != -1));
820 Assert((uv1.u != uv2.u) || (uv1.v != uv2.v));
822 // Now, scan 4 vertices in base side and 4 vertices in connected side.
823 // Set uv1, uv2 to uv coordinates from base side which correspond to vertices bv1, bv2.
824 // Set vv1, vv2 to relative vertex ids (in 0..3) in connecting side which correspond to cv1, cv2
826 for (v=0; v<4; v++) {
827 if (bv1 == Side_to_verts[base_common_side][v])
828 uv1 = base_seg->sides[base_common_side].uvls[v];
830 if (bv2 == Side_to_verts[base_common_side][v])
831 uv2 = base_seg->sides[base_common_side].uvls[v];
833 if (cv1 == Side_to_verts[con_common_side][v])
836 if (cv2 == Side_to_verts[con_common_side][v])
840 Assert( (vv1 != -1) && (vv2 != -1) );
841 assign_uvs_to_side(con_seg, con_common_side, &uv1, &uv2, vv1, vv2);
845 // -----------------------------------------------------------------------------
846 // Given a base and a connecting segment, a side on each of those segments and two global vertex ids,
847 // determine which side in each of the segments shares those two vertices.
848 // This is used to propagate a texture map id to a connecting segment in an expected and desired way.
849 // Since we can attach any side of a segment to any side of another segment, and do so in each case in
850 // four different rotations (for a total of 6*6*4 = 144 ways), not having this nifty function will cause
852 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)
854 char *base_vp,*con_vp;
857 *base_common_side = -1;
859 // Find side in base segment which contains the two global vertex ids.
860 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++) {
861 if (side != base_side) {
862 base_vp = Side_to_verts[side];
863 for (v0=0; v0<4; v0++)
864 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))) {
865 Assert(*base_common_side == -1); // This means two different sides shared the same edge with base_side == impossible!
866 *base_common_side = side;
871 // Note: For connecting segment, process vertices in reversed order.
872 *con_common_side = -1;
874 // Find side in connecting segment which contains the two global vertex ids.
875 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++) {
876 if (side != con_side) {
877 con_vp = Side_to_verts[side];
878 for (v0=0; v0<4; v0++)
879 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))) {
880 Assert(*con_common_side == -1); // This means two different sides shared the same edge with con_side == impossible!
881 *con_common_side = side;
886 // mprintf((0,"side %3i adjacent to side %3i\n",*base_common_side,*con_common_side));
888 Assert((*base_common_side != -1) && (*con_common_side != -1));
891 // -----------------------------------------------------------------------------
892 // Propagate texture map u,v coordinates from base_seg:base_side to con_seg:con_side.
893 // The two vertices abs_id1 and abs_id2 are the only two vertices common to the two sides.
894 // If uv_only_flag is 1, then don't assign texture map ids, only update the uv coordinates
895 // If uv_only_flag is -1, then ONLY assign texture map ids, don't update the uv coordinates
896 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)
898 int base_common_side,con_common_side;
901 Assert ((uv_only_flag == -1) || (uv_only_flag == 0) || (uv_only_flag == 1));
903 // Set base_common_side = side in base_seg which contains edge abs_id1:abs_id2
904 // Set con_common_side = side in con_seg which contains edge abs_id1:abs_id2
905 if (base_seg != con_seg)
906 get_side_ids(base_seg, con_seg, base_side, con_side, abs_id1, abs_id2, &base_common_side, &con_common_side);
908 base_common_side = base_side;
909 con_common_side = con_side;
912 // Now, all faces in con_seg which are on side con_common_side get their tmap_num set to whatever tmap is assigned
913 // to whatever face I find which is on side base_common_side.
914 // First, find tmap_num for base_common_side. If it doesn't exist (ie, there is a connection there), look at the segment
915 // that is connected through it.
916 if (!IS_CHILD(con_seg->children[con_common_side])) {
917 if (!IS_CHILD(base_seg->children[base_common_side])) {
918 // There is at least one face here, so get the tmap_num from there.
919 tmap_num = base_seg->sides[base_common_side].tmap_num;
921 // Now assign all faces in the connecting segment on side con_common_side to tmap_num.
922 if ((uv_only_flag == -1) || (uv_only_flag == 0))
923 con_seg->sides[con_common_side].tmap_num = tmap_num;
925 if (uv_only_flag != -1)
926 med_assign_uvs_to_side(con_seg, con_common_side, base_seg, base_common_side, abs_id1, abs_id2);
928 } else { // There are no faces here, there is a connection, trace through the connection.
931 cside = find_connect_side(base_seg, &Segments[base_seg->children[base_common_side]]);
932 propagate_tmaps_to_segment_side(&Segments[base_seg->children[base_common_side]], cside, con_seg, con_side, abs_id1, abs_id2, uv_only_flag);
938 sbyte Edge_between_sides[MAX_SIDES_PER_SEGMENT][MAX_SIDES_PER_SEGMENT][2] = {
939 // left top right bottom back front
940 { {-1,-1}, { 3, 7}, {-1,-1}, { 2, 6}, { 6, 7}, { 2, 3} }, // left
941 { { 3, 7}, {-1,-1}, { 0, 4}, {-1,-1}, { 4, 7}, { 0, 3} }, // top
942 { {-1,-1}, { 0, 4}, {-1,-1}, { 1, 5}, { 4, 5}, { 0, 1} }, // right
943 { { 2, 6}, {-1,-1}, { 1, 5}, {-1,-1}, { 5, 6}, { 1, 2} }, // bottom
944 { { 6, 7}, { 4, 7}, { 4, 5}, { 5, 6}, {-1,-1}, {-1,-1} }, // back
945 { { 2, 3}, { 0, 3}, { 0, 1}, { 1, 2}, {-1,-1}, {-1,-1} }}; // front
947 // -----------------------------------------------------------------------------
948 // Propagate texture map u,v coordinates to base_seg:back_side from base_seg:some-other-side
949 // 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.
950 void med_propagate_tmaps_to_back_side(segment *base_seg, int back_side, int uv_only_flag)
953 int s,ss,tmap_num,back_side_tmap;
955 if (IS_CHILD(base_seg->children[back_side]))
956 return; // connection, so no sides here.
958 // Scan all sides, look for an occupied side which is not back_side or Side_opposite[back_side]
959 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
960 if ((s != back_side) && (s != Side_opposite[back_side])) {
961 v1 = Edge_between_sides[s][back_side][0];
962 v2 = Edge_between_sides[s][back_side][1];
965 Assert(0); // Error -- couldn't find edge != back_side and Side_opposite[back_side]
967 Assert( (v1 != -1) && (v2 != -1)); // This means there was no shared edge between the two sides.
969 propagate_tmaps_to_segment_side(base_seg, s, base_seg, back_side, base_seg->verts[v1], base_seg->verts[v2], uv_only_flag);
971 // Assign an unused tmap id to the back side.
972 // 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
973 // both do attaches).
974 // First see if tmap on back side is anywhere else.
976 back_side_tmap = base_seg->sides[back_side].tmap_num;
977 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
979 if (base_seg->sides[s].tmap_num == back_side_tmap) {
980 for (tmap_num=0; tmap_num < MAX_SIDES_PER_SEGMENT; tmap_num++) {
981 for (ss=0; ss<MAX_SIDES_PER_SEGMENT; ss++)
983 if (base_seg->sides[ss].tmap_num == New_segment.sides[tmap_num].tmap_num)
984 goto found2; // current texture map (tmap_num) is used on current (ss) side, so try next one
985 // Current texture map (tmap_num) has not been used, assign to all faces on back_side.
986 base_seg->sides[back_side].tmap_num = New_segment.sides[tmap_num].tmap_num;
997 int fix_bogus_uvs_on_side(void)
999 med_propagate_tmaps_to_back_side(Cursegp, Curside, 1);
1003 void fix_bogus_uvs_on_side1(segment *sp, int sidenum, int uvonly_flag)
1005 side *sidep = &sp->sides[sidenum];
1007 if ((sidep->uvls[0].u == 0) && (sidep->uvls[1].u == 0) && (sidep->uvls[2].u == 0)) {
1008 mprintf((0,"Found bogus segment %i, side %i\n", sp-Segments, sidenum));
1009 med_propagate_tmaps_to_back_side(sp, sidenum, uvonly_flag);
1013 void fix_bogus_uvs_seg(segment *segp)
1017 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
1018 if (!IS_CHILD(segp->children[s]))
1019 fix_bogus_uvs_on_side1(segp, s, 1);
1023 int fix_bogus_uvs_all(void)
1027 for (seg=0; seg<=Highest_segment_index; seg++)
1028 if (Segments[seg].segnum != -1)
1029 fix_bogus_uvs_seg(&Segments[seg]);
1033 // -----------------------------------------------------------------------------
1034 // Propagate texture map u,v coordinates to base_seg:back_side from base_seg:some-other-side
1035 // 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.
1036 void med_propagate_tmaps_to_any_side(segment *base_seg, int back_side, int tmap_num, int uv_only_flag)
1041 // Scan all sides, look for an occupied side which is not back_side or Side_opposite[back_side]
1042 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
1043 if ((s != back_side) && (s != Side_opposite[back_side])) {
1044 v1 = Edge_between_sides[s][back_side][0];
1045 v2 = Edge_between_sides[s][back_side][1];
1048 Assert(0); // Error -- couldn't find edge != back_side and Side_opposite[back_side]
1050 Assert( (v1 != -1) && (v2 != -1)); // This means there was no shared edge between the two sides.
1052 propagate_tmaps_to_segment_side(base_seg, s, base_seg, back_side, base_seg->verts[v1], base_seg->verts[v2], uv_only_flag);
1054 base_seg->sides[back_side].tmap_num = tmap_num;
1058 // -----------------------------------------------------------------------------
1059 // Segment base_seg is connected through side base_side to segment con_seg on con_side.
1060 // For all walls in con_seg, find the wall in base_seg which shares an edge. Copy tmap_num
1061 // from that side in base_seg to the wall in con_seg. If the wall in base_seg is not present
1062 // (ie, there is another segment connected through it), follow the connection through that
1063 // segment to get the wall in the connected segment which shares the edge, and get tmap_num from there.
1064 void propagate_tmaps_to_segment_sides(segment *base_seg, int base_side, segment *con_seg, int con_side, int uv_only_flag)
1066 char *base_vp,*con_vp;
1067 short abs_id1,abs_id2;
1070 base_vp = Side_to_verts[base_side];
1071 con_vp = Side_to_verts[con_side];
1073 // Do for each edge on connecting face.
1074 for (v=0; v<4; v++) {
1075 abs_id1 = base_seg->verts[(int) base_vp[v]];
1076 abs_id2 = base_seg->verts[(int) base_vp[(v+1) % 4]];
1077 propagate_tmaps_to_segment_side(base_seg, base_side, con_seg, con_side, abs_id1, abs_id2, uv_only_flag);
1082 // -----------------------------------------------------------------------------
1083 // Propagate texture maps in base_seg to con_seg.
1084 // For each wall in con_seg, find the wall in base_seg which shared an edge. Copy tmap_num from that
1085 // wall in base_seg to the wall in con_seg. If the wall in base_seg is not present, then look at the
1086 // segment connected through base_seg through the wall. The wall with a common edge is the new wall
1087 // of interest. Continue searching in this way until a wall of interest is present.
1088 void med_propagate_tmaps_to_segments(segment *base_seg,segment *con_seg, int uv_only_flag)
1092 // mprintf((0,"Propagating segments from %i to %i\n",base_seg-Segments,con_seg-Segments));
1093 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
1094 if (base_seg->children[s] == con_seg-Segments)
1095 propagate_tmaps_to_segment_sides(base_seg, s, con_seg, find_connect_side(base_seg, con_seg), uv_only_flag);
1097 con_seg->static_light = base_seg->static_light;
1099 validate_uv_coordinates(con_seg);
1103 // -------------------------------------------------------------------------------
1104 // Copy texture map uvs from srcseg to destseg.
1105 // If two segments have different face structure (eg, destseg has two faces on side 3, srcseg has only 1)
1106 // then assign uvs according to side vertex id, not face vertex id.
1107 void copy_uvs_seg_to_seg(segment *destseg,segment *srcseg)
1111 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
1112 destseg->sides[s].tmap_num = srcseg->sides[s].tmap_num;
1113 destseg->sides[s].tmap_num2 = srcseg->sides[s].tmap_num2;
1116 destseg->static_light = srcseg->static_light;
1119 // _________________________________________________________________________________________________________________________
1120 // Maximum distance between a segment containing light to a segment to receive light.
1121 #define LIGHT_DISTANCE_THRESHOLD (F1_0*80)
1122 fix Magical_light_constant = (F1_0*16);
1129 sbyte flag, hit_type;
1133 #define FVI_HASH_SIZE 8
1134 #define FVI_HASH_AND_MASK (FVI_HASH_SIZE - 1)
1136 // Note: This should be malloced.
1137 // Also, the vector should not be 12 bytes, you should only care about some smaller portion of it.
1138 hash_info fvi_cache[FVI_HASH_SIZE];
1139 int Hash_hits=0, Hash_retries=0, Hash_calcs=0;
1141 // -----------------------------------------------------------------------------------------
1142 // Set light from a light source.
1143 // Light incident on a surface is defined by the light incident at its points.
1144 // Light at a point = K * (V . N) / d
1146 // K = some magical constant to make everything look good
1147 // V = normalized vector from light source to point
1148 // N = surface normal at point
1149 // d = distance from light source to point
1150 // (Note that the above equation can be simplified to K * (VV . N) / d^2 where VV = non-normalized V)
1151 // Light intensity emitted from a light source is defined to be cast from four points.
1152 // These four points are 1/64 of the way from the corners of the light source to the center
1153 // of its segment. By assuming light is cast from these points, rather than from on the
1154 // light surface itself, light will be properly cast on the light surface. Otherwise, the
1155 // vector V would be the null vector.
1156 // If quick_light set, then don't use find_vector_intersection
1157 void cast_light_from_side(segment *segp, int light_side, fix light_intensity, int quick_light)
1159 vms_vector segment_center;
1160 int segnum,sidenum,vertnum, lightnum;
1162 compute_segment_center(&segment_center, segp);
1164 //mprintf((0, "From [%i %i %7.3f]: ", segp-Segments, light_side, f2fl(light_intensity)));
1166 // Do for four lights, one just inside each corner of side containing light.
1167 for (lightnum=0; lightnum<4; lightnum++) {
1168 int light_vertex_num, i;
1169 vms_vector vector_to_center;
1170 vms_vector light_location;
1171 // fix inverse_segment_magnitude;
1173 light_vertex_num = segp->verts[Side_to_verts[light_side][lightnum]];
1174 light_location = Vertices[light_vertex_num];
1177 // New way, 5/8/95: Move towards center irrespective of size of segment.
1178 vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1179 vm_vec_normalize_quick(&vector_to_center);
1180 vm_vec_add2(&light_location, &vector_to_center);
1182 // -- Old way, before 5/8/95 -- // -- This way was kind of dumb. In larger segments, you move LESS towards the center.
1183 // -- 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.
1184 // -- Old way, before 5/8/95 -- vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1185 // -- Old way, before 5/8/95 -- inverse_segment_magnitude = fixdiv(F1_0/5, vm_vec_mag(&vector_to_center));
1186 // -- Old way, before 5/8/95 -- vm_vec_scale_add(&light_location, &light_location, &vector_to_center, inverse_segment_magnitude);
1188 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1189 segment *rsegp = &Segments[segnum];
1190 vms_vector r_segment_center;
1193 for (i=0; i<FVI_HASH_SIZE; i++)
1194 fvi_cache[i].flag = 0;
1196 // efficiency hack (I hope!), for faraway segments, don't check each point.
1197 compute_segment_center(&r_segment_center, rsegp);
1198 dist_to_rseg = vm_vec_dist_quick(&r_segment_center, &segment_center);
1200 if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
1201 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1202 if (WALL_IS_DOORWAY(rsegp, sidenum) != WID_NO_WALL) {
1203 side *rsidep = &rsegp->sides[sidenum];
1204 vms_vector *side_normalp = &rsidep->normals[0]; // kinda stupid? always use vector 0.
1206 //mprintf((0, "[%i %i], ", rsegp-Segments, sidenum));
1207 for (vertnum=0; vertnum<4; vertnum++) {
1208 fix distance_to_point, light_at_point, light_dot;
1209 vms_vector vert_location, vector_to_light;
1212 abs_vertnum = rsegp->verts[Side_to_verts[sidenum][vertnum]];
1213 vert_location = Vertices[abs_vertnum];
1214 distance_to_point = vm_vec_dist_quick(&vert_location, &light_location);
1215 vm_vec_sub(&vector_to_light, &light_location, &vert_location);
1216 vm_vec_normalize(&vector_to_light);
1218 // Hack: In oblong segments, it's possible to get a very small dot product
1219 // but the light source is very nearby (eg, illuminating light itself!).
1220 light_dot = vm_vec_dot(&vector_to_light, side_normalp);
1221 if (distance_to_point < F1_0)
1223 light_dot = (light_dot + F1_0)/2;
1225 if (light_dot > 0) {
1226 light_at_point = fixdiv(fixmul(light_dot, light_dot), distance_to_point);
1227 light_at_point = fixmul(light_at_point, Magical_light_constant);
1228 if (light_at_point >= 0) {
1231 vms_vector vert_location_1, r_vector_to_center;
1232 fix inverse_segment_magnitude;
1234 vm_vec_sub(&r_vector_to_center, &r_segment_center, &vert_location);
1235 inverse_segment_magnitude = fixdiv(F1_0/3, vm_vec_mag(&r_vector_to_center));
1236 vm_vec_scale_add(&vert_location_1, &vert_location, &r_vector_to_center, inverse_segment_magnitude);
1237 vert_location = vert_location_1;
1239 //if ((segp-Segments == 199) && (rsegp-Segments==199))
1241 // Seg0 = segp-Segments;
1242 // Seg1 = rsegp-Segments;
1244 int hash_value = Side_to_verts[sidenum][vertnum];
1245 hash_info *hashp = &fvi_cache[hash_value];
1248 if ((hashp->vector.x == vector_to_light.x) && (hashp->vector.y == vector_to_light.y) && (hashp->vector.z == vector_to_light.z)) {
1249 //mprintf((0, "{CACHE %4x} ", hash_value));
1250 hit_type = hashp->hit_type;
1254 Int3(); // How is this possible? Should be no hits!
1256 hash_value = (hash_value+1) & FVI_HASH_AND_MASK;
1257 hashp = &fvi_cache[hash_value];
1260 //mprintf((0, "\nH:%04x ", hash_value));
1264 hashp->vector = vector_to_light;
1267 fq.p0 = &light_location;
1268 fq.startseg = segp-Segments;
1269 fq.p1 = &vert_location;
1272 fq.ignore_obj_list = NULL;
1275 hit_type = find_vector_intersection(&fq,&hit_data);
1276 hashp->hit_type = hit_type;
1281 hit_type = HIT_NONE;
1282 //mprintf((0, "hit=%i ", hit_type));
1285 light_at_point = fixmul(light_at_point, light_intensity);
1286 rsidep->uvls[vertnum].l += light_at_point;
1287 //mprintf((0, "(%5.2f) ", f2fl(light_at_point)));
1288 if (rsidep->uvls[vertnum].l > F1_0)
1289 rsidep->uvls[vertnum].l = F1_0;
1294 Int3(); // Hit object, should be ignoring objects!
1297 Int3(); // Ugh, this thing again, what happened, what does it mean?
1300 } // end if (light_at_point...
1301 } // end if (light_dot >...
1302 } // end for (vertnum=0...
1303 } // end if (rsegp...
1304 } // end for (sidenum=0...
1305 } // end if (dist_to_rseg...
1307 } // end for (segnum=0...
1309 } // end for (lightnum=0...
1311 //mprintf((0, "\n"));
1315 // ------------------------------------------------------------------------------------------
1316 // Zero all lighting values.
1317 void calim_zero_light_values(void)
1319 int segnum, sidenum, vertnum;
1321 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1322 segment *segp = &Segments[segnum];
1323 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1324 side *sidep = &segp->sides[sidenum];
1325 for (vertnum=0; vertnum<4; vertnum++)
1326 sidep->uvls[vertnum].l = F1_0/64; // Put a tiny bit of light here.
1328 Segments[segnum].static_light = F1_0/64;
1333 // ------------------------------------------------------------------------------------------
1334 // Used in setting average light value in a segment, cast light from a side to the center
1336 void cast_light_from_side_to_center(segment *segp, int light_side, fix light_intensity, int quick_light)
1338 vms_vector segment_center;
1339 int segnum, lightnum;
1341 compute_segment_center(&segment_center, segp);
1343 // Do for four lights, one just inside each corner of side containing light.
1344 for (lightnum=0; lightnum<4; lightnum++) {
1345 int light_vertex_num;
1346 vms_vector vector_to_center;
1347 vms_vector light_location;
1349 light_vertex_num = segp->verts[Side_to_verts[light_side][lightnum]];
1350 light_location = Vertices[light_vertex_num];
1351 vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1352 vm_vec_scale_add(&light_location, &light_location, &vector_to_center, F1_0/64);
1354 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1355 segment *rsegp = &Segments[segnum];
1356 vms_vector r_segment_center;
1358 //if ((segp == &Segments[Bugseg]) && (rsegp == &Segments[Bugseg]))
1360 compute_segment_center(&r_segment_center, rsegp);
1361 dist_to_rseg = vm_vec_dist_quick(&r_segment_center, &segment_center);
1363 if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
1365 if (dist_to_rseg > F1_0)
1366 light_at_point = fixdiv(Magical_light_constant, dist_to_rseg);
1368 light_at_point = Magical_light_constant;
1370 if (light_at_point >= 0) {
1377 fq.p0 = &light_location;
1378 fq.startseg = segp-Segments;
1379 fq.p1 = &r_segment_center;
1382 fq.ignore_obj_list = NULL;
1385 hit_type = find_vector_intersection(&fq,&hit_data);
1388 hit_type = HIT_NONE;
1392 light_at_point = fixmul(light_at_point, light_intensity);
1393 if (light_at_point >= F1_0)
1394 light_at_point = F1_0-1;
1395 rsegp->static_light += light_at_point;
1396 if (segp->static_light < 0) // if it went negative, saturate
1397 segp->static_light = 0;
1402 Int3(); // Hit object, should be ignoring objects!
1405 Int3(); // Ugh, this thing again, what happened, what does it mean?
1408 } // end if (light_at_point...
1409 } // end if (dist_to_rseg...
1411 } // end for (segnum=0...
1413 } // end for (lightnum=0...
1417 // ------------------------------------------------------------------------------------------
1418 // Process all lights.
1419 void calim_process_all_lights(int quick_light)
1421 int segnum, sidenum;
1423 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1424 segment *segp = &Segments[segnum];
1426 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1427 // if (!IS_CHILD(segp->children[sidenum])) {
1428 if (WALL_IS_DOORWAY(segp, sidenum) != WID_NO_WALL) {
1429 side *sidep = &segp->sides[sidenum];
1430 fix light_intensity;
1432 light_intensity = TmapInfo[sidep->tmap_num].lighting + TmapInfo[sidep->tmap_num2 & 0x3fff].lighting;
1434 // if (segp->sides[sidenum].wall_num != -1) {
1435 // int wall_num, bitmap_num, effect_num;
1436 // wall_num = segp->sides[sidenum].wall_num;
1437 // effect_num = Walls[wall_num].type;
1438 // bitmap_num = effects_bm_num[effect_num];
1440 // light_intensity += TmapInfo[bitmap_num].lighting;
1443 if (light_intensity) {
1444 light_intensity /= 4; // casting light from four spots, so divide by 4.
1445 cast_light_from_side(segp, sidenum, light_intensity, quick_light);
1446 cast_light_from_side_to_center(segp, sidenum, light_intensity, quick_light);
1453 // ------------------------------------------------------------------------------------------
1454 // Apply static light in mine.
1455 // First, zero all light values.
1456 // Then, for all light sources, cast their light.
1457 void cast_all_light_in_mine(int quick_flag)
1460 validate_segment_all();
1462 calim_zero_light_values();
1464 calim_process_all_lights(quick_flag);
1468 // int Fvit_num = 1000;
1470 // fix find_vector_intersection_test(void)
1473 // fvi_info hit_data;
1474 // int p0_seg, p1_seg, this_objnum, ignore_obj, check_obj_flag;
1476 // int start_time = timer_get_milliseconds();;
1477 // vms_vector p0,p1;
1480 // check_obj_flag = 0;
1481 // this_objnum = -1;
1484 // for (i=0; i<Fvit_num; i++) {
1485 // p0_seg = d_rand()*(Highest_segment_index+1)/32768;
1486 // compute_segment_center(&p0, &Segments[p0_seg]);
1488 // p1_seg = d_rand()*(Highest_segment_index+1)/32768;
1489 // compute_segment_center(&p1, &Segments[p1_seg]);
1491 // find_vector_intersection(&hit_data, &p0, p0_seg, &p1, rad, this_objnum, ignore_obj, check_obj_flag);
1494 // return timer_get_milliseconds() - start_time;
1497 vms_vector Normals[MAX_SEGMENTS*12];
1499 int Normal_nearness = 4;
1501 int normal_near(vms_vector *v1, vms_vector *v2)
1503 if (abs(v1->x - v2->x) < Normal_nearness)
1504 if (abs(v1->y - v2->y) < Normal_nearness)
1505 if (abs(v1->z - v2->z) < Normal_nearness)
1510 int Total_normals=0;
1513 void print_normals(void)
1516 // vms_vector *normal;
1522 for (i=0; i<=Highest_segment_index; i++)
1523 for (s=0; s<6; s++) {
1524 if (Segments[i].sides[s].type == SIDE_IS_QUAD)
1528 for (n=0; n<nn; n++) {
1529 for (j=0; j<num_normals; j++)
1530 if (normal_near(&Segments[i].sides[s].normals[n],&Normals[j]))
1532 if (j == num_normals) {
1533 Normals[num_normals++] = Segments[i].sides[s].normals[n];