quadrilateralcowboy/renderer/tr_lightrun.cpp

873 lines
23 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "tr_local.h"
/*
Prelight models
"_prelight_<lightname>", ie "_prelight_light1"
Static surfaces available to dmap will be processed to optimized
shadow and lit surface geometry
Entity models are never prelighted.
Light entity can have a "noPrelight 1" key set to avoid the preprocessing
and carving of the world. A light that will move should usually have this
set.
Prelight models will usually have multiple surfaces
Shadow volume surfaces will have the material "_shadowVolume"
The exact same vertexes as the ambient surfaces will be used for the
non-shadow surfaces, so there is opportunity to share
Reference their parent surfaces?
Reference their parent area?
If we don't track parts that are in different areas, there will be huge
losses when an areaportal closed door has a light poking slightly
through it.
There is potential benefit to splitting even the shadow volumes
at area boundaries, but it would involve the possibility of an
extra plane of shadow drawing at the area boundary.
interaction lightName numIndexes
Shadow volume surface
Surfaces in the world cannot have "no self shadow" properties, because all
the surfaces are considered together for the optimized shadow volume. If
you want no self shadow on a static surface, you must still make it into an
entity so it isn't considered in the prelight.
r_hidePrelights
r_hideNonPrelights
each surface could include prelight indexes
generation procedure in dmap:
carve original surfaces into areas
for each light
build shadow volume and beam tree
cut all potentially lit surfaces into the beam tree
move lit fragments into a new optimize group
optimize groups
build light models
*/
/*
=================================================================================
LIGHT TESTING
=================================================================================
*/
/*
====================
R_ModulateLights_f
Modifies the shaderParms on all the lights so the level
designers can easily test different color schemes
====================
*/
void R_ModulateLights_f( const idCmdArgs &args ) {
if ( !tr.primaryWorld ) {
return;
}
if ( args.Argc() != 4 ) {
common->Printf( "usage: modulateLights <redFloat> <greenFloat> <blueFloat>\n" );
return;
}
float modulate[3];
int i;
for ( i = 0 ; i < 3 ; i++ ) {
modulate[i] = atof( args.Argv( i+1 ) );
}
int count = 0;
for ( i = 0 ; i < tr.primaryWorld->lightDefs.Num() ; i++ ) {
idRenderLightLocal *light;
light = tr.primaryWorld->lightDefs[i];
if ( light ) {
count++;
for ( int j = 0 ; j < 3 ; j++ ) {
light->parms.shaderParms[j] *= modulate[j];
}
}
}
common->Printf( "modulated %i lights\n", count );
}
//======================================================================================
/*
===============
R_CreateEntityRefs
Creates all needed model references in portal areas,
chaining them to both the area and the entityDef.
Bumps tr.viewCount.
===============
*/
void R_CreateEntityRefs( idRenderEntityLocal *def ) {
int i;
idVec3 transformed[8];
idVec3 v;
if ( !def->parms.hModel ) {
def->parms.hModel = renderModelManager->DefaultModel();
}
// if the entity hasn't been fully specified due to expensive animation calcs
// for md5 and particles, use the provided conservative bounds.
if ( def->parms.callback ) {
def->referenceBounds = def->parms.bounds;
} else {
def->referenceBounds = def->parms.hModel->Bounds( &def->parms );
}
// some models, like empty particles, may not need to be added at all
if ( def->referenceBounds.IsCleared() ) {
return;
}
if ( r_showUpdates.GetBool() &&
( def->referenceBounds[1][0] - def->referenceBounds[0][0] > 1024 ||
def->referenceBounds[1][1] - def->referenceBounds[0][1] > 1024 ) ) {
common->Printf( "big entityRef: %f,%f\n", def->referenceBounds[1][0] - def->referenceBounds[0][0],
def->referenceBounds[1][1] - def->referenceBounds[0][1] );
}
for (i = 0 ; i < 8 ; i++) {
v[0] = def->referenceBounds[i&1][0];
v[1] = def->referenceBounds[(i>>1)&1][1];
v[2] = def->referenceBounds[(i>>2)&1][2];
R_LocalPointToGlobal( def->modelMatrix, v, transformed[i] );
}
// bump the view count so we can tell if an
// area already has a reference
tr.viewCount++;
// push these points down the BSP tree into areas
def->world->PushVolumeIntoTree( def, NULL, 8, transformed );
}
/*
=================================================================================
CREATE LIGHT REFS
=================================================================================
*/
/*
=====================
R_SetLightProject
All values are reletive to the origin
Assumes that right and up are not normalized
This is also called by dmap during map processing.
=====================
*/
void R_SetLightProject( idPlane lightProject[4], const idVec3 origin, const idVec3 target,
const idVec3 rightVector, const idVec3 upVector, const idVec3 start, const idVec3 stop ) {
float dist;
float scale;
float rLen, uLen;
idVec3 normal;
float ofs;
idVec3 right, up;
idVec3 startGlobal;
idVec4 targetGlobal;
right = rightVector;
rLen = right.Normalize();
up = upVector;
uLen = up.Normalize();
normal = up.Cross( right );
//normal = right.Cross( up );
normal.Normalize();
dist = target * normal; // - ( origin * normal );
if ( dist < 0 ) {
dist = -dist;
normal = -normal;
}
scale = ( 0.5f * dist ) / rLen;
right *= scale;
scale = -( 0.5f * dist ) / uLen;
up *= scale;
lightProject[2] = normal;
lightProject[2][3] = -( origin * lightProject[2].Normal() );
lightProject[0] = right;
lightProject[0][3] = -( origin * lightProject[0].Normal() );
lightProject[1] = up;
lightProject[1][3] = -( origin * lightProject[1].Normal() );
// now offset to center
targetGlobal.ToVec3() = target + origin;
targetGlobal[3] = 1;
ofs = 0.5f - ( targetGlobal * lightProject[0].ToVec4() ) / ( targetGlobal * lightProject[2].ToVec4() );
lightProject[0].ToVec4() += ofs * lightProject[2].ToVec4();
ofs = 0.5f - ( targetGlobal * lightProject[1].ToVec4() ) / ( targetGlobal * lightProject[2].ToVec4() );
lightProject[1].ToVec4() += ofs * lightProject[2].ToVec4();
// set the falloff vector
normal = stop - start;
dist = normal.Normalize();
if ( dist <= 0 ) {
dist = 1;
}
lightProject[3] = normal * ( 1.0f / dist );
startGlobal = start + origin;
lightProject[3][3] = -( startGlobal * lightProject[3].Normal() );
}
/*
===================
R_SetLightFrustum
Creates plane equations from the light projection, positive sides
face out of the light
===================
*/
void R_SetLightFrustum( const idPlane lightProject[4], idPlane frustum[6] ) {
int i;
// we want the planes of s=0, s=q, t=0, and t=q
frustum[0] = lightProject[0];
frustum[1] = lightProject[1];
frustum[2] = lightProject[2] - lightProject[0];
frustum[3] = lightProject[2] - lightProject[1];
// we want the planes of s=0 and s=1 for front and rear clipping planes
frustum[4] = lightProject[3];
frustum[5] = lightProject[3];
frustum[5][3] -= 1.0f;
frustum[5] = -frustum[5];
for ( i = 0 ; i < 6 ; i++ ) {
float l;
frustum[i] = -frustum[i];
l = frustum[i].Normalize();
frustum[i][3] /= l;
}
}
/*
====================
R_FreeLightDefFrustum
====================
*/
void R_FreeLightDefFrustum( idRenderLightLocal *ldef ) {
int i;
// free the frustum tris
if ( ldef->frustumTris ) {
R_FreeStaticTriSurf( ldef->frustumTris );
ldef->frustumTris = NULL;
}
// free frustum windings
for ( i = 0; i < 6; i++ ) {
if ( ldef->frustumWindings[i] ) {
delete ldef->frustumWindings[i];
ldef->frustumWindings[i] = NULL;
}
}
}
/*
=================
R_DeriveLightData
Fills everything in based on light->parms
=================
*/
void R_DeriveLightData( idRenderLightLocal *light ) {
int i;
// decide which light shader we are going to use
if ( light->parms.shader ) {
light->lightShader = light->parms.shader;
}
if ( !light->lightShader ) {
if ( light->parms.pointLight ) {
light->lightShader = declManager->FindMaterial( "lights/defaultPointLight" );
} else {
light->lightShader = declManager->FindMaterial( "lights/defaultProjectedLight" );
}
}
// get the falloff image
light->falloffImage = light->lightShader->LightFalloffImage();
if ( !light->falloffImage ) {
// use the falloff from the default shader of the correct type
const idMaterial *defaultShader;
if ( light->parms.pointLight ) {
defaultShader = declManager->FindMaterial( "lights/defaultPointLight" );
light->falloffImage = defaultShader->LightFalloffImage();
} else {
// projected lights by default don't diminish with distance
defaultShader = declManager->FindMaterial( "lights/defaultProjectedLight" );
light->falloffImage = defaultShader->LightFalloffImage();
}
}
// set the projection
if ( !light->parms.pointLight ) {
// projected light
R_SetLightProject( light->lightProject, vec3_origin /* light->parms.origin */, light->parms.target,
light->parms.right, light->parms.up, light->parms.start, light->parms.end);
} else {
// point light
memset( light->lightProject, 0, sizeof( light->lightProject ) );
light->lightProject[0][0] = 0.5f / light->parms.lightRadius[0];
light->lightProject[1][1] = 0.5f / light->parms.lightRadius[1];
light->lightProject[3][2] = 0.5f / light->parms.lightRadius[2];
light->lightProject[0][3] = 0.5f;
light->lightProject[1][3] = 0.5f;
light->lightProject[2][3] = 1.0f;
light->lightProject[3][3] = 0.5f;
}
// set the frustum planes
R_SetLightFrustum( light->lightProject, light->frustum );
// rotate the light planes and projections by the axis
R_AxisToModelMatrix( light->parms.axis, light->parms.origin, light->modelMatrix );
for ( i = 0 ; i < 6 ; i++ ) {
idPlane temp;
temp = light->frustum[i];
R_LocalPlaneToGlobal( light->modelMatrix, temp, light->frustum[i] );
}
for ( i = 0 ; i < 4 ; i++ ) {
idPlane temp;
temp = light->lightProject[i];
R_LocalPlaneToGlobal( light->modelMatrix, temp, light->lightProject[i] );
}
// adjust global light origin for off center projections and parallel projections
// we are just faking parallel by making it a very far off center for now
if ( light->parms.parallel ) {
idVec3 dir;
dir = light->parms.lightCenter;
if ( !dir.Normalize() ) {
// make point straight up if not specified
dir[2] = 1;
}
light->globalLightOrigin = light->parms.origin + dir * 100000;
} else {
light->globalLightOrigin = light->parms.origin + light->parms.axis * light->parms.lightCenter;
}
R_FreeLightDefFrustum( light );
light->frustumTris = R_PolytopeSurface( 6, light->frustum, light->frustumWindings );
// a projected light will have one shadowFrustum, a point light will have
// six unless the light center is outside the box
R_MakeShadowFrustums( light );
}
/*
=================
R_CreateLightRefs
=================
*/
#define MAX_LIGHT_VERTS 40
void R_CreateLightRefs( idRenderLightLocal *light ) {
idVec3 points[MAX_LIGHT_VERTS];
int i;
srfTriangles_t *tri;
tri = light->frustumTris;
// because a light frustum is made of only six intersecting planes,
// we should never be able to get a stupid number of points...
if ( tri->numVerts > MAX_LIGHT_VERTS ) {
common->Error( "R_CreateLightRefs: %i points in frustumTris!", tri->numVerts );
}
for ( i = 0 ; i < tri->numVerts ; i++ ) {
points[i] = tri->verts[i].xyz;
}
if ( r_showUpdates.GetBool() && ( tri->bounds[1][0] - tri->bounds[0][0] > 1024 ||
tri->bounds[1][1] - tri->bounds[0][1] > 1024 ) ) {
common->Printf( "big lightRef: %f,%f\n", tri->bounds[1][0] - tri->bounds[0][0]
,tri->bounds[1][1] - tri->bounds[0][1] );
}
// determine the areaNum for the light origin, which may let us
// cull the light if it is behind a closed door
// it is debatable if we want to use the entity origin or the center offset origin,
// but we definitely don't want to use a parallel offset origin
light->areaNum = light->world->PointInArea( light->globalLightOrigin );
if ( light->areaNum == -1 ) {
light->areaNum = light->world->PointInArea( light->parms.origin );
}
// bump the view count so we can tell if an
// area already has a reference
tr.viewCount++;
// if we have a prelight model that includes all the shadows for the major world occluders,
// we can limit the area references to those visible through the portals from the light center.
// We can't do this in the normal case, because shadows are cast from back facing triangles, which
// may be in areas not directly visible to the light projection center.
if ( light->parms.prelightModel && r_useLightPortalFlow.GetBool() && light->lightShader->LightCastsShadows() ) {
light->world->FlowLightThroughPortals( light );
} else {
// push these points down the BSP tree into areas
light->world->PushVolumeIntoTree( NULL, light, tri->numVerts, points );
}
}
/*
===============
R_RenderLightFrustum
Called by the editor and dmap to operate on light volumes
===============
*/
void R_RenderLightFrustum( const renderLight_t &renderLight, idPlane lightFrustum[6] ) {
idRenderLightLocal fakeLight;
memset( &fakeLight, 0, sizeof( fakeLight ) );
fakeLight.parms = renderLight;
R_DeriveLightData( &fakeLight );
R_FreeStaticTriSurf( fakeLight.frustumTris );
for ( int i = 0 ; i < 6 ; i++ ) {
lightFrustum[i] = fakeLight.frustum[i];
}
}
//=================================================================================
/*
===============
WindingCompletelyInsideLight
===============
*/
bool WindingCompletelyInsideLight( const idWinding *w, const idRenderLightLocal *ldef ) {
int i, j;
for ( i = 0 ; i < w->GetNumPoints() ; i++ ) {
for ( j = 0 ; j < 6 ; j++ ) {
float d;
d = (*w)[i].ToVec3() * ldef->frustum[j].Normal() + ldef->frustum[j][3];
if ( d > 0 ) {
return false;
}
}
}
return true;
}
/*
======================
R_CreateLightDefFogPortals
When a fog light is created or moved, see if it completely
encloses any portals, which may allow them to be fogged closed.
======================
*/
void R_CreateLightDefFogPortals( idRenderLightLocal *ldef ) {
areaReference_t *lref;
portalArea_t *area;
ldef->foggedPortals = NULL;
if ( !ldef->lightShader->IsFogLight() ) {
return;
}
// some fog lights will explicitly disallow portal fogging
if ( ldef->lightShader->TestMaterialFlag( MF_NOPORTALFOG ) ) {
return;
}
for ( lref = ldef->references ; lref ; lref = lref->ownerNext ) {
// check all the models in this area
area = lref->area;
portal_t *prt;
doublePortal_t *dp;
for ( prt = area->portals ; prt ; prt = prt->next ) {
dp = prt->doublePortal;
// we only handle a single fog volume covering a portal
// this will never cause incorrect drawing, but it may
// fail to cull a portal
if ( dp->fogLight ) {
continue;
}
if ( WindingCompletelyInsideLight( prt->w, ldef ) ) {
dp->fogLight = ldef;
dp->nextFoggedPortal = ldef->foggedPortals;
ldef->foggedPortals = dp;
}
}
}
}
/*
====================
R_FreeLightDefDerivedData
Frees all references and lit surfaces from the light
====================
*/
void R_FreeLightDefDerivedData( idRenderLightLocal *ldef ) {
areaReference_t *lref, *nextRef;
// rmove any portal fog references
for ( doublePortal_t *dp = ldef->foggedPortals ; dp ; dp = dp->nextFoggedPortal ) {
dp->fogLight = NULL;
}
// free all the interactions
while ( ldef->firstInteraction != NULL ) {
ldef->firstInteraction->UnlinkAndFree();
}
// free all the references to the light
for ( lref = ldef->references ; lref ; lref = nextRef ) {
nextRef = lref->ownerNext;
// unlink from the area
lref->areaNext->areaPrev = lref->areaPrev;
lref->areaPrev->areaNext = lref->areaNext;
// put it back on the free list for reuse
ldef->world->areaReferenceAllocator.Free( lref );
}
ldef->references = NULL;
R_FreeLightDefFrustum( ldef );
}
/*
===================
R_FreeEntityDefDerivedData
Used by both RE_FreeEntityDef and RE_UpdateEntityDef
Does not actually free the entityDef.
===================
*/
void R_FreeEntityDefDerivedData( idRenderEntityLocal *def, bool keepDecals, bool keepCachedDynamicModel ) {
int i;
areaReference_t *ref, *next;
// demo playback needs to free the joints, while normal play
// leaves them in the control of the game
if ( session->readDemo ) {
if ( def->parms.joints ) {
Mem_Free16( def->parms.joints );
def->parms.joints = NULL;
}
if ( def->parms.callbackData ) {
Mem_Free( def->parms.callbackData );
def->parms.callbackData = NULL;
}
for ( i = 0; i < MAX_RENDERENTITY_GUI; i++ ) {
if ( def->parms.gui[ i ] ) {
delete def->parms.gui[ i ];
def->parms.gui[ i ] = NULL;
}
}
}
// free all the interactions
while ( def->firstInteraction != NULL ) {
def->firstInteraction->UnlinkAndFree();
}
// clear the dynamic model if present
if ( def->dynamicModel ) {
def->dynamicModel = NULL;
}
if ( !keepDecals ) {
R_FreeEntityDefDecals( def );
R_FreeEntityDefOverlay( def );
}
if ( !keepCachedDynamicModel ) {
delete def->cachedDynamicModel;
def->cachedDynamicModel = NULL;
}
// free the entityRefs from the areas
for ( ref = def->entityRefs ; ref ; ref = next ) {
next = ref->ownerNext;
// unlink from the area
ref->areaNext->areaPrev = ref->areaPrev;
ref->areaPrev->areaNext = ref->areaNext;
// put it back on the free list for reuse
def->world->areaReferenceAllocator.Free( ref );
}
def->entityRefs = NULL;
}
/*
==================
R_ClearEntityDefDynamicModel
If we know the reference bounds stays the same, we
only need to do this on entity update, not the full
R_FreeEntityDefDerivedData
==================
*/
void R_ClearEntityDefDynamicModel( idRenderEntityLocal *def ) {
// free all the interaction surfaces
for( idInteraction *inter = def->firstInteraction; inter != NULL && !inter->IsEmpty(); inter = inter->entityNext ) {
inter->FreeSurfaces();
}
// clear the dynamic model if present
if ( def->dynamicModel ) {
def->dynamicModel = NULL;
}
}
/*
===================
R_FreeEntityDefDecals
===================
*/
void R_FreeEntityDefDecals( idRenderEntityLocal *def ) {
while( def->decals ) {
idRenderModelDecal *next = def->decals->Next();
idRenderModelDecal::Free( def->decals );
def->decals = next;
}
}
/*
===================
R_FreeEntityDefFadedDecals
===================
*/
void R_FreeEntityDefFadedDecals( idRenderEntityLocal *def, int time ) {
def->decals = idRenderModelDecal::RemoveFadedDecals( def->decals, time );
}
/*
===================
R_FreeEntityDefOverlay
===================
*/
void R_FreeEntityDefOverlay( idRenderEntityLocal *def ) {
if ( def->overlay ) {
idRenderModelOverlay::Free( def->overlay );
def->overlay = NULL;
}
}
/*
===================
R_FreeDerivedData
ReloadModels and RegenerateWorld call this
// FIXME: need to do this for all worlds
===================
*/
void R_FreeDerivedData( void ) {
int i, j;
idRenderWorldLocal *rw;
idRenderEntityLocal *def;
idRenderLightLocal *light;
for ( j = 0; j < tr.worlds.Num(); j++ ) {
rw = tr.worlds[j];
for ( i = 0; i < rw->entityDefs.Num(); i++ ) {
def = rw->entityDefs[i];
if ( !def ) {
continue;
}
R_FreeEntityDefDerivedData( def, false, false );
}
for ( i = 0; i < rw->lightDefs.Num(); i++ ) {
light = rw->lightDefs[i];
if ( !light ) {
continue;
}
R_FreeLightDefDerivedData( light );
}
}
}
/*
===================
R_CheckForEntityDefsUsingModel
===================
*/
void R_CheckForEntityDefsUsingModel( idRenderModel *model ) {
int i, j;
idRenderWorldLocal *rw;
idRenderEntityLocal *def;
for ( j = 0; j < tr.worlds.Num(); j++ ) {
rw = tr.worlds[j];
for ( i = 0 ; i < rw->entityDefs.Num(); i++ ) {
def = rw->entityDefs[i];
if ( !def ) {
continue;
}
if ( def->parms.hModel == model ) {
//assert( 0 );
// this should never happen but Radiant messes it up all the time so just free the derived data
R_FreeEntityDefDerivedData( def, false, false );
}
}
}
}
/*
===================
R_ReCreateWorldReferences
ReloadModels and RegenerateWorld call this
// FIXME: need to do this for all worlds
===================
*/
void R_ReCreateWorldReferences( void ) {
int i, j;
idRenderWorldLocal *rw;
idRenderEntityLocal *def;
idRenderLightLocal *light;
// let the interaction generation code know this shouldn't be optimized for
// a particular view
tr.viewDef = NULL;
for ( j = 0; j < tr.worlds.Num(); j++ ) {
rw = tr.worlds[j];
for ( i = 0 ; i < rw->entityDefs.Num() ; i++ ) {
def = rw->entityDefs[i];
if ( !def ) {
continue;
}
// the world model entities are put specifically in a single
// area, instead of just pushing their bounds into the tree
if ( i < rw->numPortalAreas ) {
rw->AddEntityRefToArea( def, &rw->portalAreas[i] );
} else {
R_CreateEntityRefs( def );
}
}
for ( i = 0 ; i < rw->lightDefs.Num() ; i++ ) {
light = rw->lightDefs[i];
if ( !light ) {
continue;
}
renderLight_t parms = light->parms;
light->world->FreeLightDef( i );
rw->UpdateLightDef( i, &parms );
}
}
}
/*
===================
R_RegenerateWorld_f
Frees and regenerates all references and interactions, which
must be done when switching between display list mode and immediate mode
===================
*/
void R_RegenerateWorld_f( const idCmdArgs &args ) {
R_FreeDerivedData();
// watch how much memory we allocate
tr.staticAllocCount = 0;
R_ReCreateWorldReferences();
common->Printf( "Regenerated world, staticAllocCount = %i.\n", tr.staticAllocCount );
}