2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * u,v coordinate computation for segment faces
32 #include "editor/editor.h"
41 #include "editor/kdefs.h"
42 #include "bm.h" // Needed for TmapInfo
43 #include "effects.h" // Needed for effects_bm_num
46 void cast_all_light_in_mine(int quick_flag);
47 //--rotate_uvs-- vms_vector Rightvec;
49 // ---------------------------------------------------------------------------------------------
50 // Returns approximate area of a side
51 fix area_on_side(side *sidep)
53 fix du,dv,width,height;
55 du = sidep->uvls[1].u - sidep->uvls[0].u;
56 dv = sidep->uvls[1].v - sidep->uvls[0].v;
58 width = fix_sqrt(fixmul(du,du) + fixmul(dv,dv));
60 du = sidep->uvls[3].u - sidep->uvls[0].u;
61 dv = sidep->uvls[3].v - sidep->uvls[0].v;
63 height = fix_sqrt(fixmul(du,du) + fixmul(dv,dv));
65 return fixmul(width, height);
68 // -------------------------------------------------------------------------------------------
69 // DEBUG function -- callable from debugger.
70 // Returns approximate area of all sides which get mapped (ie, are not a connection).
71 // I wrote this because I was curious how much memory would be required to texture map all
72 // sides individually with custom artwork. For demo1.min on 2/18/94, it would be about 5 meg.
73 int area_on_all_sides(void)
78 for (i=0; i<=Highest_segment_index; i++) {
79 segment *segp = &Segments[i];
81 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
82 if (!IS_CHILD(segp->children[s]))
83 total_area += f2i(area_on_side(&segp->sides[s]));
89 fix average_connectivity(void)
92 int total_sides = 0, total_mapped_sides = 0;
94 for (i=0; i<=Highest_segment_index; i++) {
95 segment *segp = &Segments[i];
97 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
98 if (!IS_CHILD(segp->children[s]))
104 return 6 * fixdiv(total_mapped_sides, total_sides);
107 #define MAX_LIGHT_SEGS 16
109 // ---------------------------------------------------------------------------------------------
110 // Scan all polys in all segments, return average light value for vnum.
111 // segs = output array for segments containing vertex, terminated by -1.
112 fix get_average_light_at_vertex(int vnum, short *segs)
114 int segnum, relvnum, sidenum;
117 // #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
118 short *original_segs;
120 original_segs = segs;
127 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
128 segment *segp = &Segments[segnum];
129 short *vp = segp->verts;
131 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
135 if (relvnum < MAX_VERTICES_PER_SEGMENT) {
138 Assert(segs - original_segs < MAX_LIGHT_SEGS);
140 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
141 if (!IS_CHILD(segp->children[sidenum])) {
142 side *sidep = &segp->sides[sidenum];
143 sbyte *vp = Side_to_verts[sidenum];
147 if (*vp++ == relvnum) {
148 total_light += sidep->uvls[v].l;
159 return total_light/num_occurrences;
165 void set_average_light_at_vertex(int vnum)
167 int relvnum, sidenum;
168 short Segment_indices[MAX_LIGHT_SEGS];
173 average_light = get_average_light_at_vertex(vnum, Segment_indices);
179 while (Segment_indices[segind] != -1) {
180 int segnum = Segment_indices[segind++];
182 segment *segp = &Segments[segnum];
184 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
185 if (segp->verts[relvnum] == vnum)
188 if (relvnum < MAX_VERTICES_PER_SEGMENT) {
189 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
190 if (!IS_CHILD(segp->children[sidenum])) {
191 side *sidep = &segp->sides[sidenum];
192 sbyte *vp = Side_to_verts[sidenum];
196 if (*vp++ == relvnum)
197 sidep->uvls[v].l = average_light;
203 Update_flags |= UF_WORLD_CHANGED;
206 void set_average_light_on_side(segment *segp, int sidenum)
210 if (!IS_CHILD(segp->children[sidenum]))
211 for (v=0; v<4; v++) {
212 // mprintf((0,"Vertex %i\n", segp->verts[Side_to_verts[side][v]]));
213 set_average_light_at_vertex(segp->verts[Side_to_verts[sidenum][v]]);
218 int set_average_light_on_curside(void)
220 set_average_light_on_side(Cursegp, Curside);
224 // -----------------------------------------------------------------------------------------
225 void set_average_light_on_all_fast(void)
230 int seglist[MAX_LIGHT_SEGS];
235 // Set total light value for all vertices in array average_light.
236 for (v=0; v<=Highest_vertex_index; v++) {
240 if (Vertex_active[v]) {
243 for (s=0; s<=Highest_segment_index; s++) {
244 segment *segp = &Segments[s];
245 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
246 if (segp->verts[relvnum] == v)
249 if (relvnum != MAX_VERTICES_PER_SEGMENT) {
252 *segptr++ = s; // Note this segment in list, so we can process it below.
253 Assert(segptr - seglist < MAX_LIGHT_SEGS);
255 for (si=0; si<MAX_SIDES_PER_SEGMENT; si++) {
256 if (!IS_CHILD(segp->children[si])) {
257 side *sidep = &segp->sides[si];
258 sbyte *vp = Side_to_verts[si];
261 for (vv=0; vv<4; vv++)
262 if (*vp++ == relvnum) {
263 al += sidep->uvls[vv].l;
266 } // if (segp->children[si == -1) {
268 } // if (relvnum != ...
273 // Now, divide average_light by number of number of occurrences for each vertex
280 while (*segptr != -1) {
281 int segnum = *segptr++;
282 segment *segp = &Segments[segnum];
285 for (relvnum=0; relvnum<MAX_VERTICES_PER_SEGMENT; relvnum++)
286 if (segp->verts[relvnum] == v)
289 Assert(relvnum < MAX_VERTICES_PER_SEGMENT); // IMPOSSIBLE! This segment is in seglist, but vertex v does not occur!
290 for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
292 wid_result = WALL_IS_DOORWAY(segp, sidenum);
293 if ((wid_result != WID_FLY_FLAG) && (wid_result != WID_NO_WALL)) {
294 side *sidep = &segp->sides[sidenum];
295 sbyte *vp = Side_to_verts[sidenum];
299 if (*vp++ == relvnum)
300 sidep->uvls[v].l = al;
305 } // if (Vertex_active[v]...
311 extern int Doing_lighting_hack_flag; // If set, don't mprintf warning messages in gameseg.c/find_point_seg
312 int set_average_light_on_all(void)
314 // set_average_light_on_all_fast();
316 Doing_lighting_hack_flag = 1;
317 cast_all_light_in_mine(0);
318 Doing_lighting_hack_flag = 0;
319 Update_flags |= UF_WORLD_CHANGED;
323 // for (seg=0; seg<=Highest_segment_index; seg++)
324 // for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
325 // if (Segments[seg].segnum != -1)
326 // set_average_light_on_side(&Segments[seg], side);
330 int set_average_light_on_all_quick(void)
332 cast_all_light_in_mine(1);
333 Update_flags |= UF_WORLD_CHANGED;
338 // ---------------------------------------------------------------------------------------------
339 fix compute_uv_dist(uvl *uv0, uvl *uv1)
351 return vm_vec_dist(&v0,&v1);
354 // ---------------------------------------------------------------------------------------------
355 // Given a polygon, compress the uv coordinates so that they are as close to 0 as possible.
356 // Do this by adding a constant u and v to each uv pair.
357 void compress_uv_coordinates(side *sidep)
365 for (v=0; v<4; v++) {
366 uc += sidep->uvls[v].u;
367 vc += sidep->uvls[v].v;
372 uc = uc & 0xffff0000;
373 vc = vc & 0xffff0000;
375 for (v=0; v<4; v++) {
376 sidep->uvls[v].u -= uc;
377 sidep->uvls[v].v -= vc;
382 // ---------------------------------------------------------------------------------------------
383 void compress_uv_coordinates_on_side(side *sidep)
385 compress_uv_coordinates(sidep);
388 // ---------------------------------------------------------------------------------------------
389 void validate_uv_coordinates_on_side(segment *segp, int sidenum)
392 // fix uv_dist,threed_dist;
394 // fix dist_ratios[MAX_VERTICES_PER_POLY];
395 side *sidep = &segp->sides[sidenum];
396 // sbyte *vp = Side_to_verts[sidenum];
398 // This next hunk doesn't seem to affect anything. @mk, 02/13/94
399 // for (v=1; v<4; v++) {
400 // uv_dist = compute_uv_dist(&sidep->uvls[v],&sidep->uvls[0]);
401 // threed_dist = vm_vec_mag(vm_vec_sub(&tvec,&Vertices[segp->verts[vp[v]],&Vertices[vp[0]]));
402 // dist_ratios[v-1] = fixdiv(uv_dist,threed_dist);
405 compress_uv_coordinates_on_side(sidep);
408 void compress_uv_coordinates_in_segment(segment *segp)
412 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
413 compress_uv_coordinates_on_side(&segp->sides[side]);
416 void compress_uv_coordinates_all(void)
420 for (seg=0; seg<=Highest_segment_index; seg++)
421 if (Segments[seg].segnum != -1)
422 compress_uv_coordinates_in_segment(&Segments[seg]);
425 void check_lighting_side(segment *sp, int sidenum)
428 side *sidep = &sp->sides[sidenum];
431 if ((sidep->uvls[v].l > F1_0*16) || (sidep->uvls[v].l < 0))
432 Int3(); //mprintf(0, "Bogus lighting value in segment %i, side %i, vert %i = %x\n", SEGMENT_NUMBER(sp), side, v, sidep->uvls[v].l);
435 void check_lighting_segment(segment *segp)
439 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
440 check_lighting_side(segp, side);
443 // Flag bogus lighting values.
444 void check_lighting_all(void)
448 for (seg=0; seg<=Highest_segment_index; seg++)
449 if (Segments[seg].segnum != -1)
450 check_lighting_segment(&Segments[seg]);
453 void assign_default_lighting_on_side(segment *segp, int sidenum)
456 side *sidep = &segp->sides[sidenum];
459 sidep->uvls[v].l = DEFAULT_LIGHTING;
462 void assign_default_lighting(segment *segp)
466 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++)
467 assign_default_lighting_on_side(segp, sidenum);
470 void assign_default_lighting_all(void)
474 for (seg=0; seg<=Highest_segment_index; seg++)
475 if (Segments[seg].segnum != -1)
476 assign_default_lighting(&Segments[seg]);
479 // ---------------------------------------------------------------------------------------------
480 void validate_uv_coordinates(segment *segp)
484 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
485 validate_uv_coordinates_on_side(segp,s);
489 // ---------------------------------------------------------------------------------------------
490 // For all faces in side, copy uv coordinates from uvs array to face.
491 void copy_uvs_from_side_to_faces(segment *segp, int sidenum, uvl uvls[])
494 side *sidep = &segp->sides[sidenum];
497 sidep->uvls[v] = uvls[v];
502 fix zhypot(fix a,fix b);
503 #pragma aux zhypot parm [eax] [ebx] value [eax] modify [eax ebx ecx edx] = \
512 fix zhypot(fix a,fix b) {
513 double x = (double)a / 65536;
514 double y = (double)b / 65536;
515 return (long)(sqrt(x * x + y * y) * 65536);
519 // ---------------------------------------------------------------------------------------------
520 // Assign lighting value to side, a function of the normal vector.
521 void assign_light_to_side(segment *sp, int sidenum)
524 side *sidep = &sp->sides[sidenum];
527 sidep->uvls[v].l = DEFAULT_LIGHTING;
530 fix Stretch_scale_x = F1_0;
531 fix Stretch_scale_y = F1_0;
533 // ---------------------------------------------------------------------------------------------
534 // Given u,v coordinates at two vertices, assign u,v coordinates to other two vertices on a side.
535 // (Actually, assign them to the coordinates in the faces.)
536 // va, vb = face-relative vertex indices corresponding to uva, uvb. Ie, they are always in 0..3 and should be looked up in
537 // Side_to_verts[side] to get the segment relative index.
538 void assign_uvs_to_side(segment *segp, int sidenum, uvl *uva, uvl *uvb, int va, int vb)
540 int vlo,vhi,v0,v1,v2,v3;
541 vms_vector fvec,rvec,tvec;
543 uvl uvls[4],ruvmag,fuvmag,uvlo,uvhi;
547 Assert( (va<4) && (vb<4) );
548 Assert((abs(va - vb) == 1) || (abs(va - vb) == 3)); // make sure the verticies specify an edge
550 vp = (sbyte *)&Side_to_verts[sidenum];
552 // We want vlo precedes vhi, ie vlo < vhi, or vlo = 3, vhi = 0
553 if (va == ((vb + 1) % 4)) { // va = vb + 1
565 Assert(((vlo+1) % 4) == vhi); // If we are on an edge, then uvhi is one more than uvlo (mod 4)
569 // Now we have vlo precedes vhi, compute vertices ((vhi+1) % 4) and ((vhi+2) % 4)
571 // Assign u,v scale to a unit length right vector.
572 fmag = zhypot(uvhi.v - uvlo.v,uvhi.u - uvlo.u);
573 if (fmag < 64) { // this is a fix, so 64 = 1/1024
574 mprintf((0,"Warning: fmag = %7.3f, using approximate u,v values\n",f2fl(fmag)));
580 ruvmag.u = uvhi.v - uvlo.v;
581 ruvmag.v = uvlo.u - uvhi.u;
583 fuvmag.u = uvhi.u - uvlo.u;
584 fuvmag.v = uvhi.v - uvlo.v;
587 v0 = segp->verts[vp[vlo]];
588 v1 = segp->verts[vp[vhi]];
589 v2 = segp->verts[vp[(vhi+1)%4]];
590 v3 = segp->verts[vp[(vhi+2)%4]];
592 // Compute right vector by computing orientation matrix from:
593 // forward vector = vlo:vhi
594 // right vector = vlo:(vhi+2) % 4
595 vm_vec_sub(&fvec,&Vertices[v1],&Vertices[v0]);
596 vm_vec_sub(&rvec,&Vertices[v3],&Vertices[v0]);
598 if (((fvec.x == 0) && (fvec.y == 0) && (fvec.z == 0)) || ((rvec.x == 0) && (rvec.y == 0) && (rvec.z == 0))) {
599 mprintf((1, "Trapped null vector in assign_uvs_to_side, using identity matrix.\n"));
600 rotmat = vmd_identity_matrix;
602 vm_vector_2_matrix(&rotmat,&fvec,0,&rvec);
604 rvec = rotmat.rvec; vm_vec_negate(&rvec);
607 // mprintf((0, "va = %i, vb = %i\n", va, vb));
608 mag01 = vm_vec_dist(&Vertices[v1],&Vertices[v0]);
609 if ((va == 0) || (va == 2))
610 mag01 = fixmul(mag01, Stretch_scale_x);
612 mag01 = fixmul(mag01, Stretch_scale_y);
614 if (mag01 < F1_0/1024 )
615 editor_status("U, V bogosity in segment #%i, probably on side #%i. CLEAN UP YOUR MESS!", SEGMENT_NUMBER(segp), sidenum);
617 vm_vec_sub(&tvec,&Vertices[v2],&Vertices[v1]);
618 uvls[(vhi+1)%4].u = uvhi.u +
619 fixdiv(fixmul(ruvmag.u,vm_vec_dotprod(&rvec,&tvec)),mag01) +
620 fixdiv(fixmul(fuvmag.u,vm_vec_dotprod(&fvec,&tvec)),mag01);
622 uvls[(vhi+1)%4].v = uvhi.v +
623 fixdiv(fixmul(ruvmag.v,vm_vec_dotprod(&rvec,&tvec)),mag01) +
624 fixdiv(fixmul(fuvmag.v,vm_vec_dotprod(&fvec,&tvec)),mag01);
627 vm_vec_sub(&tvec,&Vertices[v3],&Vertices[v0]);
628 uvls[(vhi+2)%4].u = uvlo.u +
629 fixdiv(fixmul(ruvmag.u,vm_vec_dotprod(&rvec,&tvec)),mag01) +
630 fixdiv(fixmul(fuvmag.u,vm_vec_dotprod(&fvec,&tvec)),mag01);
632 uvls[(vhi+2)%4].v = uvlo.v +
633 fixdiv(fixmul(ruvmag.v,vm_vec_dotprod(&rvec,&tvec)),mag01) +
634 fixdiv(fixmul(fuvmag.v,vm_vec_dotprod(&fvec,&tvec)),mag01);
636 uvls[(vhi+1)%4].l = uvhi.l;
637 uvls[(vhi+2)%4].l = uvlo.l;
639 copy_uvs_from_side_to_faces(segp, sidenum, uvls);
646 // -----------------------------------------------------------------------------------------------------------
647 // Assign default uvs to side.
650 // v1 = k,0 where k is 3d size dependent
651 // v2, v3 assigned by assign_uvs_to_side
652 void assign_default_uvs_to_side(segment *segp,int side)
660 vp = Side_to_verts[side];
663 uv1.v = Num_tilings * fixmul(Vmag, vm_vec_dist(&Vertices[segp->verts[vp[1]]],&Vertices[segp->verts[vp[0]]]));
665 assign_uvs_to_side(segp, side, &uv0, &uv1, 0, 1);
668 // -----------------------------------------------------------------------------------------------------------
669 // Assign default uvs to side.
672 // v1 = k,0 where k is 3d size dependent
673 // v2, v3 assigned by assign_uvs_to_side
674 void stretch_uvs_from_curedge(segment *segp, int side)
682 uv0.u = segp->sides[side].uvls[v0].u;
683 uv0.v = segp->sides[side].uvls[v0].v;
685 uv1.u = segp->sides[side].uvls[v1].u;
686 uv1.v = segp->sides[side].uvls[v1].v;
688 assign_uvs_to_side(segp, side, &uv0, &uv1, v0, v1);
691 // --------------------------------------------------------------------------------------------------------------
692 // Assign default uvs to a segment.
693 void assign_default_uvs_to_segment(segment *segp)
697 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
698 assign_default_uvs_to_side(segp,s);
699 assign_light_to_side(segp, s);
704 // -- mk021394 -- // --------------------------------------------------------------------------------------------------------------
705 // -- mk021394 -- // Find the face:poly:vertex index in base_seg:base_common_side which is segment relative vertex v1
706 // -- mk021394 -- // This very specific routine is subsidiary to med_assign_uvs_to_side.
707 // -- mk021394 -- void get_face_and_vert(segment *base_seg, int base_common_side, int v1, int *ff, int *vv, int *pi)
709 // -- mk021394 -- int p,f,v;
711 // -- mk021394 -- for (f=0; f<base_seg->sides[base_common_side].num_faces; f++) {
712 // -- mk021394 -- face *fp = &base_seg->sides[base_common_side].faces[f];
713 // -- mk021394 -- for (p=0; p<fp->num_polys; p++) {
714 // -- mk021394 -- poly *pp = &fp->polys[p];
715 // -- mk021394 -- for (v=0; v<pp->num_vertices; v++)
716 // -- mk021394 -- if (pp->verts[v] == v1) {
717 // -- mk021394 -- *ff = f;
718 // -- mk021394 -- *vv = v;
719 // -- mk021394 -- *pi = p;
720 // -- mk021394 -- return;
725 // -- mk021394 -- Assert(0); // Error -- Couldn't find face:vertex which matched vertex v1 on base_seg:base_common_side
728 // -- mk021394 -- // --------------------------------------------------------------------------------------------------------------
729 // -- mk021394 -- // Find the vertex index in base_seg:base_common_side which is segment relative vertex v1
730 // -- mk021394 -- // This very specific routine is subsidiary to med_assign_uvs_to_side.
731 // -- mk021394 -- void get_side_vert(segment *base_seg,int base_common_side,int v1,int *vv)
733 // -- mk021394 -- int p,f,v;
735 // -- mk021394 -- Assert((base_seg->sides[base_common_side].tri_edge == 0) || (base_seg->sides[base_common_side].tri_edge == 1));
736 // -- mk021394 -- Assert(base_seg->sides[base_common_side].num_faces <= 2);
738 // -- mk021394 -- for (f=0; f<base_seg->sides[base_common_side].num_faces; f++) {
739 // -- mk021394 -- face *fp = &base_seg->sides[base_common_side].faces[f];
740 // -- mk021394 -- for (p=0; p<fp->num_polys; p++) {
741 // -- mk021394 -- poly *pp = &fp->polys[p];
742 // -- mk021394 -- for (v=0; v<pp->num_vertices; v++)
743 // -- mk021394 -- if (pp->verts[v] == v1) {
744 // -- mk021394 -- if (pp->num_vertices == 4) {
745 // -- mk021394 -- *vv = v;
746 // -- mk021394 -- return;
749 // -- 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
750 // -- mk021394 -- if ((f == 1) && (v > 0))
751 // -- mk021394 -- v++;
752 // -- mk021394 -- *vv = v;
753 // -- mk021394 -- return;
754 // -- mk021394 -- } else { // triangulated 013, 123
755 // -- mk021394 -- if (f == 0) {
756 // -- mk021394 -- if (v == 2)
757 // -- mk021394 -- v++;
758 // -- mk021394 -- } else
759 // -- mk021394 -- v++;
760 // -- mk021394 -- *vv = v;
761 // -- mk021394 -- return;
767 // -- mk021394 -- Assert(0); // Error -- Couldn't find face:vertex which matched vertex v1 on base_seg:base_common_side
770 //--rotate_uvs-- // --------------------------------------------------------------------------------------------------------------
771 //--rotate_uvs-- // Rotate uvl coordinates uva, uvb about their center point by heading
772 //--rotate_uvs-- void rotate_uvs(uvl *uva, uvl *uvb, vms_vector *rvec)
774 //--rotate_uvs-- uvl uvc, uva1, uvb1;
776 //--rotate_uvs-- uvc.u = (uva->u + uvb->u)/2;
777 //--rotate_uvs-- uvc.v = (uva->v + uvb->v)/2;
779 //--rotate_uvs-- uva1.u = fixmul(uva->u - uvc.u, rvec->x) - fixmul(uva->v - uvc.v, rvec->z);
780 //--rotate_uvs-- uva1.v = fixmul(uva->u - uvc.u, rvec->z) + fixmul(uva->v - uvc.v, rvec->x);
782 //--rotate_uvs-- uva->u = uva1.u + uvc.u;
783 //--rotate_uvs-- uva->v = uva1.v + uvc.v;
785 //--rotate_uvs-- uvb1.u = fixmul(uvb->u - uvc.u, rvec->x) - fixmul(uvb->v - uvc.v, rvec->z);
786 //--rotate_uvs-- uvb1.v = fixmul(uvb->u - uvc.u, rvec->z) + fixmul(uvb->v - uvc.v, rvec->x);
788 //--rotate_uvs-- uvb->u = uvb1.u + uvc.u;
789 //--rotate_uvs-- uvb->v = uvb1.v + uvc.v;
793 // --------------------------------------------------------------------------------------------------------------
794 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)
797 int v,bv1,bv2, vv1, vv2;
802 // Find which vertices in segment match abs_id1, abs_id2
803 for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++) {
804 if (base_seg->verts[v] == abs_id1)
806 if (base_seg->verts[v] == abs_id2)
808 if (con_seg->verts[v] == abs_id1)
810 if (con_seg->verts[v] == abs_id2)
814 // Now, bv1, bv2 are segment relative vertices in base segment which are the same as absolute vertices abs_id1, abs_id2
815 // cv1, cv2 are segment relative vertices in conn segment which are the same as absolute vertices abs_id1, abs_id2
817 Assert((bv1 != -1) && (bv2 != -1) && (cv1 != -1) && (cv2 != -1));
819 // Now, scan 4 vertices in base side and 4 vertices in connected side.
820 // Set uv1, uv2 to uv coordinates from base side which correspond to vertices bv1, bv2.
821 // Set vv1, vv2 to relative vertex ids (in 0..3) in connecting side which correspond to cv1, cv2
823 for (v=0; v<4; v++) {
824 if (bv1 == Side_to_verts[base_common_side][v])
825 uv1 = base_seg->sides[base_common_side].uvls[v];
827 if (bv2 == Side_to_verts[base_common_side][v])
828 uv2 = base_seg->sides[base_common_side].uvls[v];
830 if (cv1 == Side_to_verts[con_common_side][v])
833 if (cv2 == Side_to_verts[con_common_side][v])
837 Assert((uv1.u != uv2.u) || (uv1.v != uv2.v));
838 Assert( (vv1 != -1) && (vv2 != -1) );
839 assign_uvs_to_side(con_seg, con_common_side, &uv1, &uv2, vv1, vv2);
843 // -----------------------------------------------------------------------------
844 // Given a base and a connecting segment, a side on each of those segments and two global vertex ids,
845 // determine which side in each of the segments shares those two vertices.
846 // This is used to propagate a texture map id to a connecting segment in an expected and desired way.
847 // Since we can attach any side of a segment to any side of another segment, and do so in each case in
848 // four different rotations (for a total of 6*6*4 = 144 ways), not having this nifty function will cause
850 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)
852 sbyte *base_vp,*con_vp;
855 *base_common_side = -1;
857 // Find side in base segment which contains the two global vertex ids.
858 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++) {
859 if (side != base_side) {
860 base_vp = Side_to_verts[side];
861 for (v0=0; v0<4; v0++)
862 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))) {
863 Assert(*base_common_side == -1); // This means two different sides shared the same edge with base_side == impossible!
864 *base_common_side = side;
869 // Note: For connecting segment, process vertices in reversed order.
870 *con_common_side = -1;
872 // Find side in connecting segment which contains the two global vertex ids.
873 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++) {
874 if (side != con_side) {
875 con_vp = Side_to_verts[side];
876 for (v0=0; v0<4; v0++)
877 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))) {
878 Assert(*con_common_side == -1); // This means two different sides shared the same edge with con_side == impossible!
879 *con_common_side = side;
884 // mprintf((0,"side %3i adjacent to side %3i\n",*base_common_side,*con_common_side));
886 Assert((*base_common_side != -1) && (*con_common_side != -1));
889 // -----------------------------------------------------------------------------
890 // Propagate texture map u,v coordinates from base_seg:base_side to con_seg:con_side.
891 // The two vertices abs_id1 and abs_id2 are the only two vertices common to the two sides.
892 // If uv_only_flag is 1, then don't assign texture map ids, only update the uv coordinates
893 // If uv_only_flag is -1, then ONLY assign texture map ids, don't update the uv coordinates
894 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)
896 int base_common_side,con_common_side;
899 Assert ((uv_only_flag == -1) || (uv_only_flag == 0) || (uv_only_flag == 1));
901 // Set base_common_side = side in base_seg which contains edge abs_id1:abs_id2
902 // Set con_common_side = side in con_seg which contains edge abs_id1:abs_id2
903 if (base_seg != con_seg)
904 get_side_ids(base_seg, con_seg, base_side, con_side, abs_id1, abs_id2, &base_common_side, &con_common_side);
906 base_common_side = base_side;
907 con_common_side = con_side;
910 // Now, all faces in con_seg which are on side con_common_side get their tmap_num set to whatever tmap is assigned
911 // to whatever face I find which is on side base_common_side.
912 // First, find tmap_num for base_common_side. If it doesn't exist (ie, there is a connection there), look at the segment
913 // that is connected through it.
914 if (!IS_CHILD(con_seg->children[con_common_side])) {
915 if (!IS_CHILD(base_seg->children[base_common_side])) {
916 // There is at least one face here, so get the tmap_num from there.
917 tmap_num = base_seg->sides[base_common_side].tmap_num;
919 // Now assign all faces in the connecting segment on side con_common_side to tmap_num.
920 if ((uv_only_flag == -1) || (uv_only_flag == 0))
921 con_seg->sides[con_common_side].tmap_num = tmap_num;
923 if (uv_only_flag != -1)
924 med_assign_uvs_to_side(con_seg, con_common_side, base_seg, base_common_side, abs_id1, abs_id2);
926 } else { // There are no faces here, there is a connection, trace through the connection.
929 cside = find_connect_side(base_seg, &Segments[base_seg->children[base_common_side]]);
930 propagate_tmaps_to_segment_side(&Segments[base_seg->children[base_common_side]], cside, con_seg, con_side, abs_id1, abs_id2, uv_only_flag);
936 sbyte Edge_between_sides[MAX_SIDES_PER_SEGMENT][MAX_SIDES_PER_SEGMENT][2] = {
937 // left top right bottom back front
938 { {-1,-1}, { 3, 7}, {-1,-1}, { 2, 6}, { 6, 7}, { 2, 3} }, // left
939 { { 3, 7}, {-1,-1}, { 0, 4}, {-1,-1}, { 4, 7}, { 0, 3} }, // top
940 { {-1,-1}, { 0, 4}, {-1,-1}, { 1, 5}, { 4, 5}, { 0, 1} }, // right
941 { { 2, 6}, {-1,-1}, { 1, 5}, {-1,-1}, { 5, 6}, { 1, 2} }, // bottom
942 { { 6, 7}, { 4, 7}, { 4, 5}, { 5, 6}, {-1,-1}, {-1,-1} }, // back
943 { { 2, 3}, { 0, 3}, { 0, 1}, { 1, 2}, {-1,-1}, {-1,-1} }}; // front
945 // -----------------------------------------------------------------------------
946 // Propagate texture map u,v coordinates to base_seg:back_side from base_seg:some-other-side
947 // 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.
948 void med_propagate_tmaps_to_back_side(segment *base_seg, int back_side, int uv_only_flag)
951 int s,ss,tmap_num,back_side_tmap;
953 if (IS_CHILD(base_seg->children[back_side]))
954 return; // connection, so no sides here.
956 // Scan all sides, look for an occupied side which is not back_side or Side_opposite[back_side]
957 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
958 if ((s != back_side) && (s != Side_opposite[back_side])) {
959 v1 = Edge_between_sides[s][back_side][0];
960 v2 = Edge_between_sides[s][back_side][1];
963 Assert(0); // Error -- couldn't find edge != back_side and Side_opposite[back_side]
965 Assert( (v1 != -1) && (v2 != -1)); // This means there was no shared edge between the two sides.
967 propagate_tmaps_to_segment_side(base_seg, s, base_seg, back_side, base_seg->verts[v1], base_seg->verts[v2], uv_only_flag);
969 // Assign an unused tmap id to the back side.
970 // 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
971 // both do attaches).
972 // First see if tmap on back side is anywhere else.
974 back_side_tmap = base_seg->sides[back_side].tmap_num;
975 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
977 if (base_seg->sides[s].tmap_num == back_side_tmap) {
978 for (tmap_num=0; tmap_num < MAX_SIDES_PER_SEGMENT; tmap_num++) {
979 for (ss=0; ss<MAX_SIDES_PER_SEGMENT; ss++)
981 if (base_seg->sides[ss].tmap_num == New_segment.sides[tmap_num].tmap_num)
982 goto found2; // current texture map (tmap_num) is used on current (ss) side, so try next one
983 // Current texture map (tmap_num) has not been used, assign to all faces on back_side.
984 base_seg->sides[back_side].tmap_num = New_segment.sides[tmap_num].tmap_num;
995 int fix_bogus_uvs_on_side(void)
997 med_propagate_tmaps_to_back_side(Cursegp, Curside, 1);
1001 void fix_bogus_uvs_on_side1(segment *sp, int sidenum, int uvonly_flag)
1003 side *sidep = &sp->sides[sidenum];
1005 if ((sidep->uvls[0].u == 0) && (sidep->uvls[1].u == 0) && (sidep->uvls[2].u == 0)) {
1006 mprintf((0, "Found bogus segment %i, side %i\n", SEGMENT_NUMBER(sp), sidenum));
1007 med_propagate_tmaps_to_back_side(sp, sidenum, uvonly_flag);
1011 void fix_bogus_uvs_seg(segment *segp)
1015 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
1016 if (!IS_CHILD(segp->children[s]))
1017 fix_bogus_uvs_on_side1(segp, s, 1);
1021 int fix_bogus_uvs_all(void)
1025 for (seg=0; seg<=Highest_segment_index; seg++)
1026 if (Segments[seg].segnum != -1)
1027 fix_bogus_uvs_seg(&Segments[seg]);
1031 // -----------------------------------------------------------------------------
1032 // Propagate texture map u,v coordinates to base_seg:back_side from base_seg:some-other-side
1033 // 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.
1034 void med_propagate_tmaps_to_any_side(segment *base_seg, int back_side, int tmap_num, int uv_only_flag)
1039 // Scan all sides, look for an occupied side which is not back_side or Side_opposite[back_side]
1040 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
1041 if ((s != back_side) && (s != Side_opposite[back_side])) {
1042 v1 = Edge_between_sides[s][back_side][0];
1043 v2 = Edge_between_sides[s][back_side][1];
1046 Assert(0); // Error -- couldn't find edge != back_side and Side_opposite[back_side]
1048 Assert( (v1 != -1) && (v2 != -1)); // This means there was no shared edge between the two sides.
1050 propagate_tmaps_to_segment_side(base_seg, s, base_seg, back_side, base_seg->verts[v1], base_seg->verts[v2], uv_only_flag);
1052 base_seg->sides[back_side].tmap_num = tmap_num;
1056 // -----------------------------------------------------------------------------
1057 // Segment base_seg is connected through side base_side to segment con_seg on con_side.
1058 // For all walls in con_seg, find the wall in base_seg which shares an edge. Copy tmap_num
1059 // from that side in base_seg to the wall in con_seg. If the wall in base_seg is not present
1060 // (ie, there is another segment connected through it), follow the connection through that
1061 // segment to get the wall in the connected segment which shares the edge, and get tmap_num from there.
1062 void propagate_tmaps_to_segment_sides(segment *base_seg, int base_side, segment *con_seg, int con_side, int uv_only_flag)
1064 sbyte *base_vp,*con_vp;
1065 short abs_id1,abs_id2;
1068 base_vp = Side_to_verts[base_side];
1069 con_vp = Side_to_verts[con_side];
1071 // Do for each edge on connecting face.
1072 for (v=0; v<4; v++) {
1073 abs_id1 = base_seg->verts[(int) base_vp[v]];
1074 abs_id2 = base_seg->verts[(int) base_vp[(v+1) % 4]];
1075 propagate_tmaps_to_segment_side(base_seg, base_side, con_seg, con_side, abs_id1, abs_id2, uv_only_flag);
1080 // -----------------------------------------------------------------------------
1081 // Propagate texture maps in base_seg to con_seg.
1082 // For each wall in con_seg, find the wall in base_seg which shared an edge. Copy tmap_num from that
1083 // wall in base_seg to the wall in con_seg. If the wall in base_seg is not present, then look at the
1084 // segment connected through base_seg through the wall. The wall with a common edge is the new wall
1085 // of interest. Continue searching in this way until a wall of interest is present.
1086 void med_propagate_tmaps_to_segments(segment *base_seg,segment *con_seg, int uv_only_flag)
1090 // mprintf((0, "Propagating segments from %i to %i\n", SEGMENT_NUMBER(base_seg), SEGMENT_NUMBER(con_seg)));
1091 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
1092 if (base_seg->children[s] == SEGMENT_NUMBER(con_seg))
1093 propagate_tmaps_to_segment_sides(base_seg, s, con_seg, find_connect_side(base_seg, con_seg), uv_only_flag);
1095 s2s2(con_seg)->static_light = s2s2(base_seg)->static_light;
1097 validate_uv_coordinates(con_seg);
1101 // -------------------------------------------------------------------------------
1102 // Copy texture map uvs from srcseg to destseg.
1103 // If two segments have different face structure (eg, destseg has two faces on side 3, srcseg has only 1)
1104 // then assign uvs according to side vertex id, not face vertex id.
1105 void copy_uvs_seg_to_seg(segment *destseg,segment *srcseg)
1109 for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
1110 destseg->sides[s].tmap_num = srcseg->sides[s].tmap_num;
1111 destseg->sides[s].tmap_num2 = srcseg->sides[s].tmap_num2;
1114 s2s2(destseg)->static_light = s2s2(srcseg)->static_light;
1117 // _________________________________________________________________________________________________________________________
1118 // Maximum distance between a segment containing light to a segment to receive light.
1119 #define LIGHT_DISTANCE_THRESHOLD (F1_0*80)
1120 fix Magical_light_constant = (F1_0*16);
1127 sbyte flag, hit_type;
1131 #define FVI_HASH_SIZE 8
1132 #define FVI_HASH_AND_MASK (FVI_HASH_SIZE - 1)
1134 // Note: This should be malloced.
1135 // Also, the vector should not be 12 bytes, you should only care about some smaller portion of it.
1136 hash_info fvi_cache[FVI_HASH_SIZE];
1137 int Hash_hits=0, Hash_retries=0, Hash_calcs=0;
1139 // -----------------------------------------------------------------------------------------
1140 // Set light from a light source.
1141 // Light incident on a surface is defined by the light incident at its points.
1142 // Light at a point = K * (V . N) / d
1144 // K = some magical constant to make everything look good
1145 // V = normalized vector from light source to point
1146 // N = surface normal at point
1147 // d = distance from light source to point
1148 // (Note that the above equation can be simplified to K * (VV . N) / d^2 where VV = non-normalized V)
1149 // Light intensity emitted from a light source is defined to be cast from four points.
1150 // These four points are 1/64 of the way from the corners of the light source to the center
1151 // of its segment. By assuming light is cast from these points, rather than from on the
1152 // light surface itself, light will be properly cast on the light surface. Otherwise, the
1153 // vector V would be the null vector.
1154 // If quick_light set, then don't use find_vector_intersection
1155 void cast_light_from_side(segment *segp, int light_side, fix light_intensity, int quick_light)
1157 vms_vector segment_center;
1158 int segnum,sidenum,vertnum, lightnum;
1160 compute_segment_center(&segment_center, segp);
1162 //mprintf((0, "From [%i %i %7.3f]: ", SEGMENT_NUMBER(segp), light_side, f2fl(light_intensity)));
1164 // Do for four lights, one just inside each corner of side containing light.
1165 for (lightnum=0; lightnum<4; lightnum++) {
1166 int light_vertex_num, i;
1167 vms_vector vector_to_center;
1168 vms_vector light_location;
1169 // fix inverse_segment_magnitude;
1171 light_vertex_num = segp->verts[Side_to_verts[light_side][lightnum]];
1172 light_location = Vertices[light_vertex_num];
1175 // New way, 5/8/95: Move towards center irrespective of size of segment.
1176 vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1177 vm_vec_normalize_quick(&vector_to_center);
1178 vm_vec_add2(&light_location, &vector_to_center);
1180 // -- Old way, before 5/8/95 -- // -- This way was kind of dumb. In larger segments, you move LESS towards the center.
1181 // -- 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.
1182 // -- Old way, before 5/8/95 -- vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1183 // -- Old way, before 5/8/95 -- inverse_segment_magnitude = fixdiv(F1_0/5, vm_vec_mag(&vector_to_center));
1184 // -- Old way, before 5/8/95 -- vm_vec_scale_add(&light_location, &light_location, &vector_to_center, inverse_segment_magnitude);
1186 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1187 segment *rsegp = &Segments[segnum];
1188 vms_vector r_segment_center;
1191 for (i=0; i<FVI_HASH_SIZE; i++)
1192 fvi_cache[i].flag = 0;
1194 // efficiency hack (I hope!), for faraway segments, don't check each point.
1195 compute_segment_center(&r_segment_center, rsegp);
1196 dist_to_rseg = vm_vec_dist_quick(&r_segment_center, &segment_center);
1198 if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
1199 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1200 if (WALL_IS_DOORWAY(rsegp, sidenum) != WID_NO_WALL) {
1201 side *rsidep = &rsegp->sides[sidenum];
1202 vms_vector *side_normalp = &rsidep->normals[0]; // kinda stupid? always use vector 0.
1204 //mprintf((0, "[%i %i], ", SEGMENT_NUMBER(rsegp), sidenum));
1205 for (vertnum=0; vertnum<4; vertnum++) {
1206 fix distance_to_point, light_at_point, light_dot;
1207 vms_vector vert_location, vector_to_light;
1210 abs_vertnum = rsegp->verts[Side_to_verts[sidenum][vertnum]];
1211 vert_location = Vertices[abs_vertnum];
1212 distance_to_point = vm_vec_dist_quick(&vert_location, &light_location);
1213 vm_vec_sub(&vector_to_light, &light_location, &vert_location);
1214 vm_vec_normalize(&vector_to_light);
1216 // Hack: In oblong segments, it's possible to get a very small dot product
1217 // but the light source is very nearby (eg, illuminating light itself!).
1218 light_dot = vm_vec_dot(&vector_to_light, side_normalp);
1219 if (distance_to_point < F1_0)
1221 light_dot = (light_dot + F1_0)/2;
1223 if (light_dot > 0) {
1224 light_at_point = fixdiv(fixmul(light_dot, light_dot), distance_to_point);
1225 light_at_point = fixmul(light_at_point, Magical_light_constant);
1226 if (light_at_point >= 0) {
1229 vms_vector vert_location_1, r_vector_to_center;
1230 fix inverse_segment_magnitude;
1232 vm_vec_sub(&r_vector_to_center, &r_segment_center, &vert_location);
1233 inverse_segment_magnitude = fixdiv(F1_0/3, vm_vec_mag(&r_vector_to_center));
1234 vm_vec_scale_add(&vert_location_1, &vert_location, &r_vector_to_center, inverse_segment_magnitude);
1235 vert_location = vert_location_1;
1237 //if ((SEGMENT_NUMBER(segp) == 199) && (SEGMENT_NUMBER(rsegp) == 199))
1239 // Seg0 = SEGMENT_NUMBER(segp);
1240 // Seg1 = SEGMENT_NUMBER(rsegp);
1242 int hash_value = Side_to_verts[sidenum][vertnum];
1243 hash_info *hashp = &fvi_cache[hash_value];
1246 if ((hashp->vector.x == vector_to_light.x) && (hashp->vector.y == vector_to_light.y) && (hashp->vector.z == vector_to_light.z)) {
1247 //mprintf((0, "{CACHE %4x} ", hash_value));
1248 hit_type = hashp->hit_type;
1252 Int3(); // How is this possible? Should be no hits!
1254 hash_value = (hash_value+1) & FVI_HASH_AND_MASK;
1255 hashp = &fvi_cache[hash_value];
1258 //mprintf((0, "\nH:%04x ", hash_value));
1262 hashp->vector = vector_to_light;
1265 fq.p0 = &light_location;
1266 fq.startseg = SEGMENT_NUMBER(segp);
1267 fq.p1 = &vert_location;
1270 fq.ignore_obj_list = NULL;
1273 hit_type = find_vector_intersection(&fq,&hit_data);
1274 hashp->hit_type = hit_type;
1279 hit_type = HIT_NONE;
1280 //mprintf((0, "hit=%i ", hit_type));
1283 light_at_point = fixmul(light_at_point, light_intensity);
1284 rsidep->uvls[vertnum].l += light_at_point;
1285 //mprintf((0, "(%5.2f) ", f2fl(light_at_point)));
1286 if (rsidep->uvls[vertnum].l > F1_0)
1287 rsidep->uvls[vertnum].l = F1_0;
1292 Int3(); // Hit object, should be ignoring objects!
1295 Int3(); // Ugh, this thing again, what happened, what does it mean?
1298 } // end if (light_at_point...
1299 } // end if (light_dot >...
1300 } // end for (vertnum=0...
1301 } // end if (rsegp...
1302 } // end for (sidenum=0...
1303 } // end if (dist_to_rseg...
1305 } // end for (segnum=0...
1307 } // end for (lightnum=0...
1309 //mprintf((0, "\n"));
1313 // ------------------------------------------------------------------------------------------
1314 // Zero all lighting values.
1315 void calim_zero_light_values(void)
1317 int segnum, sidenum, vertnum;
1319 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1320 segment *segp = &Segments[segnum];
1321 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1322 side *sidep = &segp->sides[sidenum];
1323 for (vertnum=0; vertnum<4; vertnum++)
1324 sidep->uvls[vertnum].l = F1_0/64; // Put a tiny bit of light here.
1326 Segment2s[segnum].static_light = F1_0 / 64;
1331 // ------------------------------------------------------------------------------------------
1332 // Used in setting average light value in a segment, cast light from a side to the center
1334 void cast_light_from_side_to_center(segment *segp, int light_side, fix light_intensity, int quick_light)
1336 vms_vector segment_center;
1337 int segnum, lightnum;
1339 compute_segment_center(&segment_center, segp);
1341 // Do for four lights, one just inside each corner of side containing light.
1342 for (lightnum=0; lightnum<4; lightnum++) {
1343 int light_vertex_num;
1344 vms_vector vector_to_center;
1345 vms_vector light_location;
1347 light_vertex_num = segp->verts[Side_to_verts[light_side][lightnum]];
1348 light_location = Vertices[light_vertex_num];
1349 vm_vec_sub(&vector_to_center, &segment_center, &light_location);
1350 vm_vec_scale_add(&light_location, &light_location, &vector_to_center, F1_0/64);
1352 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1353 segment *rsegp = &Segments[segnum];
1354 vms_vector r_segment_center;
1356 //if ((segp == &Segments[Bugseg]) && (rsegp == &Segments[Bugseg]))
1358 compute_segment_center(&r_segment_center, rsegp);
1359 dist_to_rseg = vm_vec_dist_quick(&r_segment_center, &segment_center);
1361 if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
1363 if (dist_to_rseg > F1_0)
1364 light_at_point = fixdiv(Magical_light_constant, dist_to_rseg);
1366 light_at_point = Magical_light_constant;
1368 if (light_at_point >= 0) {
1375 fq.p0 = &light_location;
1376 fq.startseg = SEGMENT_NUMBER(segp);
1377 fq.p1 = &r_segment_center;
1380 fq.ignore_obj_list = NULL;
1383 hit_type = find_vector_intersection(&fq,&hit_data);
1386 hit_type = HIT_NONE;
1390 light_at_point = fixmul(light_at_point, light_intensity);
1391 if (light_at_point >= F1_0)
1392 light_at_point = F1_0-1;
1393 s2s2(rsegp)->static_light += light_at_point;
1394 if (s2s2(segp)->static_light < 0) // if it went negative, saturate
1395 s2s2(segp)->static_light = 0;
1400 Int3(); // Hit object, should be ignoring objects!
1403 Int3(); // Ugh, this thing again, what happened, what does it mean?
1406 } // end if (light_at_point...
1407 } // end if (dist_to_rseg...
1409 } // end for (segnum=0...
1411 } // end for (lightnum=0...
1415 // ------------------------------------------------------------------------------------------
1416 // Process all lights.
1417 void calim_process_all_lights(int quick_light)
1419 int segnum, sidenum;
1421 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1422 segment *segp = &Segments[segnum];
1424 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1425 // if (!IS_CHILD(segp->children[sidenum])) {
1426 if (WALL_IS_DOORWAY(segp, sidenum) != WID_NO_WALL) {
1427 side *sidep = &segp->sides[sidenum];
1428 fix light_intensity;
1430 light_intensity = TmapInfo[sidep->tmap_num].lighting + TmapInfo[sidep->tmap_num2 & 0x3fff].lighting;
1432 // if (segp->sides[sidenum].wall_num != -1) {
1433 // int wall_num, bitmap_num, effect_num;
1434 // wall_num = segp->sides[sidenum].wall_num;
1435 // effect_num = Walls[wall_num].type;
1436 // bitmap_num = effects_bm_num[effect_num];
1438 // light_intensity += TmapInfo[bitmap_num].lighting;
1441 if (light_intensity) {
1442 light_intensity /= 4; // casting light from four spots, so divide by 4.
1443 cast_light_from_side(segp, sidenum, light_intensity, quick_light);
1444 cast_light_from_side_to_center(segp, sidenum, light_intensity, quick_light);
1451 // ------------------------------------------------------------------------------------------
1452 // Apply static light in mine.
1453 // First, zero all light values.
1454 // Then, for all light sources, cast their light.
1455 void cast_all_light_in_mine(int quick_flag)
1458 validate_segment_all();
1460 calim_zero_light_values();
1462 calim_process_all_lights(quick_flag);
1466 // int Fvit_num = 1000;
1468 // fix find_vector_intersection_test(void)
1471 // fvi_info hit_data;
1472 // int p0_seg, p1_seg, this_objnum, ignore_obj, check_obj_flag;
1474 // int start_time = timer_get_milliseconds();;
1475 // vms_vector p0,p1;
1478 // check_obj_flag = 0;
1479 // this_objnum = -1;
1482 // for (i=0; i<Fvit_num; i++) {
1483 // p0_seg = d_rand()*(Highest_segment_index+1)/32768;
1484 // compute_segment_center(&p0, &Segments[p0_seg]);
1486 // p1_seg = d_rand()*(Highest_segment_index+1)/32768;
1487 // compute_segment_center(&p1, &Segments[p1_seg]);
1489 // find_vector_intersection(&hit_data, &p0, p0_seg, &p1, rad, this_objnum, ignore_obj, check_obj_flag);
1492 // return timer_get_milliseconds() - start_time;
1495 vms_vector Normals[MAX_SEGMENTS*12];
1497 int Normal_nearness = 4;
1499 int normal_near(vms_vector *v1, vms_vector *v2)
1501 if (abs(v1->x - v2->x) < Normal_nearness)
1502 if (abs(v1->y - v2->y) < Normal_nearness)
1503 if (abs(v1->z - v2->z) < Normal_nearness)
1508 int Total_normals=0;
1511 void print_normals(void)
1514 // vms_vector *normal;
1520 for (i=0; i<=Highest_segment_index; i++)
1521 for (s=0; s<6; s++) {
1522 if (Segments[i].sides[s].type == SIDE_IS_QUAD)
1526 for (n=0; n<nn; n++) {
1527 for (j=0; j<num_normals; j++)
1528 if (normal_near(&Segments[i].sides[s].normals[n],&Normals[j]))
1530 if (j == num_normals) {
1531 Normals[num_normals++] = Segments[i].sides[s].normals[n];