spingle/source/gl_rlight.c

409 lines
11 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_light.c
#include "q_defs.h"
int32_t r_dlightframecount;
extern cvar_t r_flatlightstyles; //johnfitz
/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight(void)
{
int32_t i, j, k;
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int32_t)(cl.time * 10);
for(j = 0 ; j < MAX_LIGHTSTYLES ; j++)
{
if(!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
}
//johnfitz -- r_flatlightstyles
if(r_flatlightstyles.value == 2)
k = cl_lightstyle[j].peak - 'a';
else if(r_flatlightstyles.value == 1)
k = cl_lightstyle[j].average - 'a';
else
{
k = i % cl_lightstyle[j].length;
k = cl_lightstyle[j].map[k] - 'a';
}
d_lightstylevalue[j] = k * 22;
//johnfitz
}
}
/*
=============================================================================
DYNAMIC LIGHTS BLEND RENDERING (gl_flashblend 1)
=============================================================================
*/
void AddLightBlend(float r, float g, float b, float a2)
{
float a;
v_blend[3] = a = v_blend[3] + a2 * (1 - v_blend[3]);
a2 = a2 / a;
v_blend[0] = v_blend[1] * (1 - a2) + r * a2;
v_blend[1] = v_blend[1] * (1 - a2) + g * a2;
v_blend[2] = v_blend[2] * (1 - a2) + b * a2;
}
void R_RenderDlight(dlight_t *light)
{
int32_t i, j;
float a;
vec3_t v;
float rad;
rad = light->radius * 0.35;
VectorSubtract(light->origin, r_origin, v);
if(VectorLength(v) < rad)
{
// view is inside the dlight
AddLightBlend(1, 0.5, 0, light->radius * 0.0003);
return;
}
glBegin(GL_TRIANGLE_FAN);
glColor3f(0.2, 0.1, 0.0);
for(i = 0 ; i < 3 ; i++)
v[i] = light->origin[i] - vpn[i] * rad;
glVertex3fv(v);
glColor3f(0, 0, 0);
for(i = 16 ; i >= 0 ; i--)
{
a = i / 16.0 * PI * 2;
for(j = 0 ; j < 3 ; j++)
v[j] = light->origin[j] + vright[j] * cos(a) * rad
+ vup[j] * sin(a) * rad;
glVertex3fv(v);
}
glEnd();
}
/*
=============
R_RenderDlights
=============
*/
void R_RenderDlights(void)
{
int32_t i;
dlight_t *l;
if(!gl_flashblend.value)
return;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
glDepthMask(0);
glDisable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
l = cl_dlights;
for(i = 0 ; i < cl_max_dlights ; i++, l++)
{
if(l->die < cl.time || !l->radius)
continue;
R_RenderDlight(l);
}
glColor3f(1, 1, 1);
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(1);
}
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_MarkLights -- johnfitz -- rewritten to use LordHavoc's lighting speedup
=============
*/
void R_MarkLights(dlight_t *light, int32_t num, mnode_t *node)
{
mplane_t *splitplane;
msurface_t *surf;
vec3_t impact;
float dist, l, maxdist;
int32_t i, j, s, t;
start:
if(node->contents < 0)
return;
splitplane = node->plane;
if(splitplane->type < 3)
dist = light->origin[splitplane->type] - splitplane->dist;
else
dist = DotProduct(light->origin, splitplane->normal) - splitplane->dist;
if(dist > light->radius)
{
node = node->children[0];
goto start;
}
if(dist < -light->radius)
{
node = node->children[1];
goto start;
}
maxdist = light->radius * light->radius;
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for(i = 0 ; i < node->numsurfaces ; i++, surf++)
{
for(j = 0 ; j < 3 ; j++)
impact[j] = light->origin[j] - surf->plane->normal[j] * dist;
// clamp center of light to corner and check brightness
l = DotProduct(impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
s = l + 0.5;
if(s < 0) s = 0;
else if(s > surf->extents[0]) s = surf->extents[0];
s = l - s;
l = DotProduct(impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
t = l + 0.5;
if(t < 0) t = 0;
else if(t > surf->extents[1]) t = surf->extents[1];
t = l - t;
// compare to minimum light
if((s * s + t * t + dist * dist) < maxdist)
{
if(surf->dlightframe != r_dlightframecount) // not dynamic until now
{
surf->dlightbits[num >> 5] = 1U << (num & 31);
surf->dlightframe = r_dlightframecount;
}
else // already dynamic
surf->dlightbits[num >> 5] |= 1U << (num & 31);
}
}
if(node->children[0]->contents >= 0)
R_MarkLights(light, num, node->children[0]);
if(node->children[1]->contents >= 0)
R_MarkLights(light, num, node->children[1]);
}
/*
=============
R_PushDlights
=============
*/
void R_PushDlights(void)
{
int32_t i;
dlight_t *l;
if(gl_flashblend.value)
return;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
l = cl_dlights;
for(i = 0 ; i < cl_max_dlights ; i++, l++)
{
if(l->die < cl.time || !l->radius)
continue;
R_MarkLights(l, i, cl.worldmodel->nodes);
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
mplane_t *lightplane;
vec3_t lightspot;
vec3_t lightcolor; //johnfitz -- lit support via lordhavoc
/*
=============
RecursiveLightPoint -- johnfitz -- replaced entire function for lit support via lordhavoc
=============
*/
int32_t RecursiveLightPoint(vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
{
float front, back, frac;
vec3_t mid;
loc0:
if(node->contents < 0)
return false; // didn't hit anything
// calculate mid point
if(node->plane->type < 3)
{
front = start[node->plane->type] - node->plane->dist;
back = end[node->plane->type] - node->plane->dist;
}
else
{
front = DotProduct(start, node->plane->normal) - node->plane->dist;
back = DotProduct(end, node->plane->normal) - node->plane->dist;
}
// LordHavoc: optimized recursion
if((back < 0) == (front < 0))
// return RecursiveLightPoint (color, node->children[front < 0], start, end);
{
node = node->children[front < 0];
goto loc0;
}
frac = front / (front - back);
mid[0] = start[0] + (end[0] - start[0]) * frac;
mid[1] = start[1] + (end[1] - start[1]) * frac;
mid[2] = start[2] + (end[2] - start[2]) * frac;
// go down front side
if(RecursiveLightPoint(color, node->children[front < 0], start, mid))
return true; // hit something
else
{
int32_t i, ds, dt;
msurface_t *surf;
// check for impact on this node
VectorCopy(mid, lightspot);
lightplane = node->plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for(i = 0; i < node->numsurfaces; i++, surf++)
{
if(surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
// ericw -- added double casts to force 64-bit precision.
// Without them the zombie at the start of jam3_ericw.bsp was
// incorrectly being lit up in SSE builds.
ds = (int32_t)((double) DoublePrecisionDotProduct(mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
dt = (int32_t)((double) DoublePrecisionDotProduct(mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
if(ds < surf->texturemins[0] || dt < surf->texturemins[1])
continue;
ds -= surf->texturemins[0];
dt -= surf->texturemins[1];
if(ds > surf->extents[0] || dt > surf->extents[1])
continue;
if(surf->samples)
{
// LordHavoc: enhanced to interpolate lighting
byte *lightmap;
int32_t maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
float scale;
line3 = ((surf->extents[0] >> 4) + 1) * 3;
lightmap = surf->samples + ((dt >> 4) * ((surf->extents[0] >> 4) + 1) + (ds >> 4)) * 3; // LordHavoc: *3 for color
for(maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++)
{
scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
r00 += (float) lightmap[ 0] * scale;
g00 += (float) lightmap[ 1] * scale;
b00 += (float) lightmap[2] * scale;
r01 += (float) lightmap[ 3] * scale;
g01 += (float) lightmap[ 4] * scale;
b01 += (float) lightmap[5] * scale;
r10 += (float) lightmap[line3 + 0] * scale;
g10 += (float) lightmap[line3 + 1] * scale;
b10 += (float) lightmap[line3 + 2] * scale;
r11 += (float) lightmap[line3 + 3] * scale;
g11 += (float) lightmap[line3 + 4] * scale;
b11 += (float) lightmap[line3 + 5] * scale;
lightmap += ((surf->extents[0] >> 4) + 1) * ((surf->extents[1] >> 4) + 1) * 3; // LordHavoc: *3 for colored lighting
}
color[0] += (float)((int32_t)((((((((r11 - r10) * dsfrac) >> 4) + r10) - ((((r01 - r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01 - r00) * dsfrac) >> 4) + r00)));
color[1] += (float)((int32_t)((((((((g11 - g10) * dsfrac) >> 4) + g10) - ((((g01 - g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01 - g00) * dsfrac) >> 4) + g00)));
color[2] += (float)((int32_t)((((((((b11 - b10) * dsfrac) >> 4) + b10) - ((((b01 - b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01 - b00) * dsfrac) >> 4) + b00)));
}
return true; // success
}
// go down back side
return RecursiveLightPoint(color, node->children[front >= 0], mid, end);
}
}
/*
=============
R_LightPoint -- johnfitz -- replaced entire function for lit support via lordhavoc
=============
*/
int32_t R_LightPoint(vec3_t p)
{
vec3_t end;
if(!cl.worldmodel->lightdata)
{
lightcolor[0] = lightcolor[1] = lightcolor[2] = 255;
return 255;
}
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 8192; //johnfitz -- was 2048
lightcolor[0] = lightcolor[1] = lightcolor[2] = 0;
RecursiveLightPoint(lightcolor, cl.worldmodel->nodes, p, end);
return ((lightcolor[0] + lightcolor[1] + lightcolor[2]) * (1.0f / 3.0f));
}