409 lines
11 KiB
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 "quakedef.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 * M_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));
|
|
}
|