mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-22 04:01:08 +00:00
872 lines
23 KiB
C++
872 lines
23 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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/*
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Prelight models
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"_prelight_<lightname>", ie "_prelight_light1"
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Static surfaces available to dmap will be processed to optimized
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shadow and lit surface geometry
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Entity models are never prelighted.
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Light entity can have a "noPrelight 1" key set to avoid the preprocessing
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and carving of the world. A light that will move should usually have this
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set.
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Prelight models will usually have multiple surfaces
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Shadow volume surfaces will have the material "_shadowVolume"
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The exact same vertexes as the ambient surfaces will be used for the
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non-shadow surfaces, so there is opportunity to share
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Reference their parent surfaces?
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Reference their parent area?
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If we don't track parts that are in different areas, there will be huge
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losses when an areaportal closed door has a light poking slightly
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through it.
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There is potential benefit to splitting even the shadow volumes
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at area boundaries, but it would involve the possibility of an
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extra plane of shadow drawing at the area boundary.
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interaction lightName numIndexes
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Shadow volume surface
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Surfaces in the world cannot have "no self shadow" properties, because all
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the surfaces are considered together for the optimized shadow volume. If
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you want no self shadow on a static surface, you must still make it into an
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entity so it isn't considered in the prelight.
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r_hidePrelights
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r_hideNonPrelights
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each surface could include prelight indexes
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generation procedure in dmap:
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carve original surfaces into areas
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for each light
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build shadow volume and beam tree
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cut all potentially lit surfaces into the beam tree
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move lit fragments into a new optimize group
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optimize groups
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build light models
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*/
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/*
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=================================================================================
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LIGHT TESTING
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=================================================================================
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*/
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/*
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====================
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R_ModulateLights_f
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Modifies the shaderParms on all the lights so the level
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designers can easily test different color schemes
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====================
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*/
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void R_ModulateLights_f( const idCmdArgs &args ) {
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if ( !tr.primaryWorld ) {
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return;
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}
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if ( args.Argc() != 4 ) {
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common->Printf( "usage: modulateLights <redFloat> <greenFloat> <blueFloat>\n" );
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return;
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}
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float modulate[3];
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int i;
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for ( i = 0 ; i < 3 ; i++ ) {
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modulate[i] = atof( args.Argv( i+1 ) );
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}
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int count = 0;
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for ( i = 0 ; i < tr.primaryWorld->lightDefs.Num() ; i++ ) {
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idRenderLightLocal *light;
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light = tr.primaryWorld->lightDefs[i];
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if ( light ) {
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count++;
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for ( int j = 0 ; j < 3 ; j++ ) {
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light->parms.shaderParms[j] *= modulate[j];
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}
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}
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}
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common->Printf( "modulated %i lights\n", count );
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}
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//======================================================================================
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/*
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===============
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R_CreateEntityRefs
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Creates all needed model references in portal areas,
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chaining them to both the area and the entityDef.
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Bumps tr.viewCount.
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===============
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*/
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void R_CreateEntityRefs( idRenderEntityLocal *def ) {
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int i;
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idVec3 transformed[8];
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idVec3 v;
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if ( !def->parms.hModel ) {
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def->parms.hModel = renderModelManager->DefaultModel();
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}
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// if the entity hasn't been fully specified due to expensive animation calcs
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// for md5 and particles, use the provided conservative bounds.
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if ( def->parms.callback ) {
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def->referenceBounds = def->parms.bounds;
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} else {
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def->referenceBounds = def->parms.hModel->Bounds( &def->parms );
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}
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// some models, like empty particles, may not need to be added at all
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if ( def->referenceBounds.IsCleared() ) {
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return;
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}
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if ( r_showUpdates.GetBool() &&
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( def->referenceBounds[1][0] - def->referenceBounds[0][0] > 1024 ||
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def->referenceBounds[1][1] - def->referenceBounds[0][1] > 1024 ) ) {
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common->Printf( "big entityRef: %f,%f\n", def->referenceBounds[1][0] - def->referenceBounds[0][0],
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def->referenceBounds[1][1] - def->referenceBounds[0][1] );
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}
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for (i = 0 ; i < 8 ; i++) {
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v[0] = def->referenceBounds[i&1][0];
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v[1] = def->referenceBounds[(i>>1)&1][1];
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v[2] = def->referenceBounds[(i>>2)&1][2];
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R_LocalPointToGlobal( def->modelMatrix, v, transformed[i] );
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}
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// bump the view count so we can tell if an
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// area already has a reference
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tr.viewCount++;
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// push these points down the BSP tree into areas
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def->world->PushVolumeIntoTree( def, NULL, 8, transformed );
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}
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/*
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=================================================================================
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CREATE LIGHT REFS
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=================================================================================
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*/
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/*
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=====================
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R_SetLightProject
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All values are reletive to the origin
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Assumes that right and up are not normalized
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This is also called by dmap during map processing.
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=====================
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*/
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void R_SetLightProject( idPlane lightProject[4], const idVec3 origin, const idVec3 target,
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const idVec3 rightVector, const idVec3 upVector, const idVec3 start, const idVec3 stop ) {
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float dist;
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float scale;
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float rLen, uLen;
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idVec3 normal;
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float ofs;
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idVec3 right, up;
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idVec3 startGlobal;
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idVec4 targetGlobal;
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right = rightVector;
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rLen = right.Normalize();
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up = upVector;
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uLen = up.Normalize();
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normal = up.Cross( right );
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//normal = right.Cross( up );
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normal.Normalize();
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dist = target * normal; // - ( origin * normal );
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if ( dist < 0 ) {
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dist = -dist;
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normal = -normal;
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}
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scale = ( 0.5f * dist ) / rLen;
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right *= scale;
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scale = -( 0.5f * dist ) / uLen;
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up *= scale;
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lightProject[2] = normal;
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lightProject[2][3] = -( origin * lightProject[2].Normal() );
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lightProject[0] = right;
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lightProject[0][3] = -( origin * lightProject[0].Normal() );
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lightProject[1] = up;
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lightProject[1][3] = -( origin * lightProject[1].Normal() );
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// now offset to center
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targetGlobal.ToVec3() = target + origin;
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targetGlobal[3] = 1;
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ofs = 0.5f - ( targetGlobal * lightProject[0].ToVec4() ) / ( targetGlobal * lightProject[2].ToVec4() );
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lightProject[0].ToVec4() += ofs * lightProject[2].ToVec4();
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ofs = 0.5f - ( targetGlobal * lightProject[1].ToVec4() ) / ( targetGlobal * lightProject[2].ToVec4() );
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lightProject[1].ToVec4() += ofs * lightProject[2].ToVec4();
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// set the falloff vector
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normal = stop - start;
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dist = normal.Normalize();
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if ( dist <= 0 ) {
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dist = 1;
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}
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lightProject[3] = normal * ( 1.0f / dist );
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startGlobal = start + origin;
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lightProject[3][3] = -( startGlobal * lightProject[3].Normal() );
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}
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/*
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===================
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R_SetLightFrustum
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Creates plane equations from the light projection, positive sides
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face out of the light
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===================
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*/
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void R_SetLightFrustum( const idPlane lightProject[4], idPlane frustum[6] ) {
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int i;
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// we want the planes of s=0, s=q, t=0, and t=q
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frustum[0] = lightProject[0];
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frustum[1] = lightProject[1];
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frustum[2] = lightProject[2] - lightProject[0];
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frustum[3] = lightProject[2] - lightProject[1];
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// we want the planes of s=0 and s=1 for front and rear clipping planes
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frustum[4] = lightProject[3];
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frustum[5] = lightProject[3];
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frustum[5][3] -= 1.0f;
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frustum[5] = -frustum[5];
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for ( i = 0 ; i < 6 ; i++ ) {
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float l;
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frustum[i] = -frustum[i];
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l = frustum[i].Normalize();
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frustum[i][3] /= l;
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}
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}
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/*
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====================
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R_FreeLightDefFrustum
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====================
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*/
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void R_FreeLightDefFrustum( idRenderLightLocal *ldef ) {
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int i;
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// free the frustum tris
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if ( ldef->frustumTris ) {
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R_FreeStaticTriSurf( ldef->frustumTris );
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ldef->frustumTris = NULL;
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}
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// free frustum windings
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for ( i = 0; i < 6; i++ ) {
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if ( ldef->frustumWindings[i] ) {
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delete ldef->frustumWindings[i];
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ldef->frustumWindings[i] = NULL;
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}
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}
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}
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/*
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=================
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R_DeriveLightData
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Fills everything in based on light->parms
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=================
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*/
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void R_DeriveLightData( idRenderLightLocal *light ) {
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int i;
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// decide which light shader we are going to use
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if ( light->parms.shader ) {
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light->lightShader = light->parms.shader;
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}
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if ( !light->lightShader ) {
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if ( light->parms.pointLight ) {
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light->lightShader = declManager->FindMaterial( "lights/defaultPointLight" );
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} else {
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light->lightShader = declManager->FindMaterial( "lights/defaultProjectedLight" );
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}
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}
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// get the falloff image
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light->falloffImage = light->lightShader->LightFalloffImage();
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if ( !light->falloffImage ) {
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// use the falloff from the default shader of the correct type
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const idMaterial *defaultShader;
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if ( light->parms.pointLight ) {
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defaultShader = declManager->FindMaterial( "lights/defaultPointLight" );
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light->falloffImage = defaultShader->LightFalloffImage();
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} else {
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// projected lights by default don't diminish with distance
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defaultShader = declManager->FindMaterial( "lights/defaultProjectedLight" );
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light->falloffImage = defaultShader->LightFalloffImage();
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}
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}
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// set the projection
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if ( !light->parms.pointLight ) {
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// projected light
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R_SetLightProject( light->lightProject, vec3_origin /* light->parms.origin */, light->parms.target,
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light->parms.right, light->parms.up, light->parms.start, light->parms.end);
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} else {
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// point light
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memset( light->lightProject, 0, sizeof( light->lightProject ) );
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light->lightProject[0][0] = 0.5f / light->parms.lightRadius[0];
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light->lightProject[1][1] = 0.5f / light->parms.lightRadius[1];
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light->lightProject[3][2] = 0.5f / light->parms.lightRadius[2];
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light->lightProject[0][3] = 0.5f;
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light->lightProject[1][3] = 0.5f;
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light->lightProject[2][3] = 1.0f;
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light->lightProject[3][3] = 0.5f;
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}
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// set the frustum planes
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R_SetLightFrustum( light->lightProject, light->frustum );
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// rotate the light planes and projections by the axis
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R_AxisToModelMatrix( light->parms.axis, light->parms.origin, light->modelMatrix );
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for ( i = 0 ; i < 6 ; i++ ) {
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idPlane temp;
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temp = light->frustum[i];
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R_LocalPlaneToGlobal( light->modelMatrix, temp, light->frustum[i] );
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}
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for ( i = 0 ; i < 4 ; i++ ) {
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idPlane temp;
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temp = light->lightProject[i];
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R_LocalPlaneToGlobal( light->modelMatrix, temp, light->lightProject[i] );
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}
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// adjust global light origin for off center projections and parallel projections
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// we are just faking parallel by making it a very far off center for now
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if ( light->parms.parallel ) {
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idVec3 dir;
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dir = light->parms.lightCenter;
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if ( !dir.Normalize() ) {
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// make point straight up if not specified
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dir[2] = 1;
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}
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light->globalLightOrigin = light->parms.origin + dir * 100000;
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} else {
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light->globalLightOrigin = light->parms.origin + light->parms.axis * light->parms.lightCenter;
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}
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R_FreeLightDefFrustum( light );
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light->frustumTris = R_PolytopeSurface( 6, light->frustum, light->frustumWindings );
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// a projected light will have one shadowFrustum, a point light will have
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// six unless the light center is outside the box
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R_MakeShadowFrustums( light );
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}
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/*
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=================
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R_CreateLightRefs
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=================
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*/
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#define MAX_LIGHT_VERTS 40
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void R_CreateLightRefs( idRenderLightLocal *light ) {
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idVec3 points[MAX_LIGHT_VERTS];
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int i;
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srfTriangles_t *tri;
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tri = light->frustumTris;
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// because a light frustum is made of only six intersecting planes,
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// we should never be able to get a stupid number of points...
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if ( tri->numVerts > MAX_LIGHT_VERTS ) {
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common->Error( "R_CreateLightRefs: %i points in frustumTris!", tri->numVerts );
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}
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for ( i = 0 ; i < tri->numVerts ; i++ ) {
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points[i] = tri->verts[i].xyz;
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}
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if ( r_showUpdates.GetBool() && ( tri->bounds[1][0] - tri->bounds[0][0] > 1024 ||
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tri->bounds[1][1] - tri->bounds[0][1] > 1024 ) ) {
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common->Printf( "big lightRef: %f,%f\n", tri->bounds[1][0] - tri->bounds[0][0]
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,tri->bounds[1][1] - tri->bounds[0][1] );
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}
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// determine the areaNum for the light origin, which may let us
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// cull the light if it is behind a closed door
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// it is debatable if we want to use the entity origin or the center offset origin,
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// but we definitely don't want to use a parallel offset origin
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light->areaNum = light->world->PointInArea( light->globalLightOrigin );
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if ( light->areaNum == -1 ) {
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light->areaNum = light->world->PointInArea( light->parms.origin );
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}
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// bump the view count so we can tell if an
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// area already has a reference
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tr.viewCount++;
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// if we have a prelight model that includes all the shadows for the major world occluders,
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// we can limit the area references to those visible through the portals from the light center.
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// We can't do this in the normal case, because shadows are cast from back facing triangles, which
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// may be in areas not directly visible to the light projection center.
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if ( light->parms.prelightModel && r_useLightPortalFlow.GetBool() && light->lightShader->LightCastsShadows() ) {
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light->world->FlowLightThroughPortals( light );
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} else {
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// push these points down the BSP tree into areas
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light->world->PushVolumeIntoTree( NULL, light, tri->numVerts, points );
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}
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}
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/*
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===============
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R_RenderLightFrustum
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Called by the editor and dmap to operate on light volumes
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===============
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*/
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void R_RenderLightFrustum( const renderLight_t &renderLight, idPlane lightFrustum[6] ) {
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idRenderLightLocal fakeLight;
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memset( &fakeLight, 0, sizeof( fakeLight ) );
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fakeLight.parms = renderLight;
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R_DeriveLightData( &fakeLight );
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R_FreeStaticTriSurf( fakeLight.frustumTris );
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for ( int i = 0 ; i < 6 ; i++ ) {
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lightFrustum[i] = fakeLight.frustum[i];
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}
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}
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//=================================================================================
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/*
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===============
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WindingCompletelyInsideLight
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===============
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*/
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bool WindingCompletelyInsideLight( const idWinding *w, const idRenderLightLocal *ldef ) {
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int i, j;
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for ( i = 0 ; i < w->GetNumPoints() ; i++ ) {
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for ( j = 0 ; j < 6 ; j++ ) {
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float d;
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d = (*w)[i].ToVec3() * ldef->frustum[j].Normal() + ldef->frustum[j][3];
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if ( d > 0 ) {
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return false;
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}
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|
}
|
|
}
|
|
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 );
|
|
}
|