mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
1192 lines
26 KiB
C
1192 lines
26 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, 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 Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// r_light.c
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#include "r_local.h"
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int r_dlightframecount;
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void vectoangles (vec3_t value1, vec3_t angles);
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//#define DLIGHT_CUTOFF 64 // Knightmare- no longer hard-coded
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/*
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING
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=============================================================================
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*/
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#define DLIGHTRADUIS 16.0 // was 32.0
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/*
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=============
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R_AddDlight
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=============
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*/
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void R_AddDlight (dlight_t *light)
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{
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int i, j;
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float a;
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vec3_t v;
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float rad;
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rad = light->intensity * 0.35;
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VectorSubtract (light->origin, r_origin, v);
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for (i=0; i<3; i++)
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v[i] = light->origin[i] - vpn[i]*rad;
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if (RB_CheckArrayOverflow (DLIGHTRADUIS+1, DLIGHTRADUIS*3))
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RB_RenderMeshGeneric (true);
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for (i = 1; i <= DLIGHTRADUIS; i++) {
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indexArray[rb_index++] = rb_vertex;
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indexArray[rb_index++] = rb_vertex+i;
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indexArray[rb_index++] = rb_vertex+1+((i<DLIGHTRADUIS)?i:0);
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}
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VA_SetElem3(vertexArray[rb_vertex], v[0], v[1], v[2]);
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VA_SetElem4(colorArray[rb_vertex], light->color[0]*0.2, light->color[1]*0.2, light->color[2]*0.2, 1.0);
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rb_vertex++;
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for (i=DLIGHTRADUIS; i>0; i--)
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{
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a = i/DLIGHTRADUIS * M_PI*2;
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for (j=0; j<3; j++)
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v[j] = light->origin[j] + vright[j]*cos(a)*rad + vup[j]*sin(a)*rad;
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VA_SetElem3(vertexArray[rb_vertex], v[0], v[1], v[2]);
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VA_SetElem4(colorArray[rb_vertex], 0, 0, 0, 1.0);
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rb_vertex++;
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}
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}
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/*
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=============
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R_RenderDlights
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=============
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*/
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void R_RenderDlights (void)
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{
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int i;
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dlight_t *l;
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if (!r_flashblend->integer)
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return;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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GL_DepthMask (0);
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GL_DisableTexture (0);
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GL_ShadeModel (GL_SMOOTH);
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GL_Enable (GL_BLEND);
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GL_BlendFunc (GL_ONE, GL_ONE);
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rb_vertex = rb_index = 0;
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l = r_newrefdef.dlights;
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for (i=0; i<r_newrefdef.num_dlights; i++, l++)
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R_AddDlight (l);
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RB_RenderMeshGeneric (true);
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_Disable (GL_BLEND);
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GL_ShadeModel (GL_FLAT);
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GL_EnableTexture (0);
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GL_DepthMask (1);
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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*/
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/*
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=============
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R_MarkLights
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=============
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*/
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void R_MarkLights (dlight_t *light, int num, mnode_t *node)
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{
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cplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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int sidebit; //Knightmare added
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if (node->contents != -1)
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return;
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->intensity - r_lightcutoff->value) //** DMP var dynalight cutoff
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{
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R_MarkLights (light, num, node->children[0]);
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return;
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}
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if (dist < -light->intensity + r_lightcutoff->value) //** DMP var dynalight cutoff
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{
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R_MarkLights (light, num, node->children[1]);
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return;
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}
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// mark the polygons
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surf = r_worldmodel->surfaces + node->firstsurface;
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for (i=0; i<node->numsurfaces; i++, surf++)
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{
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// Knightmare- Discoloda's dynamic light clipping
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if (r_dlights_normal->integer)
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{
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dist = DotProduct (light->origin, surf->plane->normal) - surf->plane->dist;
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if (dist >= 0)
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sidebit = 0;
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else
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sidebit = SURF_PLANEBACK;
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if ( (surf->flags & SURF_PLANEBACK) != sidebit)
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continue;
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}
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// end Knightmare
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if (surf->dlightframe != r_dlightframecount)
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{
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// surf->dlightbits = bit; // was 0
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memset (surf->dlightbits, 0, sizeof(surf->dlightbits));
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surf->dlightbits[num >> 5] = 1 << (num & 31); // was 0, fixes hyperblaster tearing
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surf->dlightframe = r_dlightframecount;
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}
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else
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// surf->dlightbits |= bit;
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surf->dlightbits[num >> 5] |= 1 << (num & 31);
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}
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R_MarkLights (light, num, node->children[0]);
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R_MarkLights (light, num, node->children[1]);
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}
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/*
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=============
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R_PushDlights
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=============
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*/
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void R_PushDlights (void)
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{
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int i;
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dlight_t *l;
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if (r_flashblend->integer)
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return;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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l = r_newrefdef.dlights;
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for (i=0; i<r_newrefdef.num_dlights; i++, l++)
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R_MarkLights ( l, i, r_worldmodel->nodes );
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}
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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*/
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vec3_t pointcolor;
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cplane_t *lightplane; // used as shadow plane
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vec3_t lightspot;
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/*
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===============
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RecursiveLightPoint
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===============
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*/
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int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
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{
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float front, back, frac;
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int side;
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cplane_t *plane;
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vec3_t mid;
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msurface_t *surf;
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int s, t, ds, dt;
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int i;
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mtexinfo_t *tex;
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byte *lightmap;
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int maps;
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int r;
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if (node->contents != -1)
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return -1; // didn't hit anything
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// calculate mid point
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// FIXME: optimize for axial
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plane = node->plane;
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front = DotProduct (start, plane->normal) - plane->dist;
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back = DotProduct (end, plane->normal) - plane->dist;
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side = front < 0;
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if ( (back < 0) == side)
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return RecursiveLightPoint (node->children[side], start, end);
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frac = front / (front-back);
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mid[0] = start[0] + (end[0] - start[0])*frac;
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mid[1] = start[1] + (end[1] - start[1])*frac;
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mid[2] = start[2] + (end[2] - start[2])*frac;
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// go down front side
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r = RecursiveLightPoint (node->children[side], start, mid);
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if (r >= 0)
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return r; // hit something
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if ( (back < 0) == side )
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return -1; // didn't hit anuthing
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// check for impact on this node
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VectorCopy (mid, lightspot);
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lightplane = plane;
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surf = r_worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->flags & (SURF_DRAWTURB|SURF_DRAWSKY))
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continue; // no lightmaps
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tex = surf->texinfo;
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s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
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if (s < surf->texturemins[0] ||
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t < surf->texturemins[1])
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continue;
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ds = s - surf->texturemins[0];
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dt = t - surf->texturemins[1];
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if ( ds > surf->extents[0] || dt > surf->extents[1] )
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continue;
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if (!surf->samples)
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return 0;
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ds >>= 4;
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dt >>= 4;
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lightmap = surf->samples;
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VectorCopy (vec3_origin, pointcolor);
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if (lightmap)
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{
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vec3_t scale;
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lightmap += 3*(dt * ((surf->extents[0]>>4)+1) + ds);
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for (maps=0; maps < MAXLIGHTMAPS && surf->styles[maps]!=255; maps++)
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{
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if (!r_newrefdef.lightstyles || !surf->styles)
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break;
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for (i=0; i<3; i++)
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scale[i] = r_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
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pointcolor[0] += lightmap[0] * scale[0] * (1.0/255);
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pointcolor[1] += lightmap[1] * scale[1] * (1.0/255);
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pointcolor[2] += lightmap[2] * scale[2] * (1.0/255);
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lightmap += 3*((surf->extents[0]>>4)+1) *
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((surf->extents[1]>>4)+1);
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}
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}
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return 1;
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}
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// go down back side
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return RecursiveLightPoint (node->children[!side], mid, end);
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}
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/*
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===============
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R_MaxColorVec
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Psychospaz's lighting on alpha surfaces
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===============
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*/
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void R_MaxColorVec (vec3_t color)
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{
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int j;
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float lightest = 0.0f;
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for (j=0;j<3;j++)
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if (color[j]>lightest)
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lightest= color[j];
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if (lightest>255)
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for (j=0;j<3;j++)
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color[j]*= 255/lightest;
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for (j=0;j<3;j++)
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{
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if (color[j]>1) color[j] = 1;
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if (color[j]<0) color[j] = 0;
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}
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}
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/*
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===============
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R_LightPoint
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===============
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*/
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void R_LightPoint (vec3_t p, vec3_t color, qboolean isEnt)
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{
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vec3_t end;
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float r;
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int lnum, i;
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dlight_t *dl;
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float light;
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vec3_t dist;
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float add;
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if (!r_worldmodel->lightdata)
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{
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color[0] = color[1] = color[2] = 1.0;
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return;
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}
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end[0] = p[0];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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r = RecursiveLightPoint (r_worldmodel->nodes, p, end);
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if (r == -1)
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{
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VectorCopy (vec3_origin, color);
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}
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else
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{
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VectorCopy (pointcolor, color);
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}
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// this catches too bright modulated color
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for (i=0; i<3; i++)
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if (color[i]>1) color[i] = 1;
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//
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// add dynamic lights
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//
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light = 0;
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dl = r_newrefdef.dlights;
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for (lnum=0; lnum < r_newrefdef.num_dlights; lnum++, dl++)
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{
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if (dl->spotlight) // spotlights
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continue;
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if (isEnt)
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VectorSubtract (currententity->origin, dl->origin, dist);
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else
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VectorSubtract (p, dl->origin, dist);
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add = dl->intensity - VectorLength(dist);
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add *= (1.0/256);
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if (add > 0)
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VectorMA (color, add, dl->color, color);
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}
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// scale up light color by r_modulate if enabled
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if (r_entity_doublelight->integer) {
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VectorScale (color, r_modulate->value, color);
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}
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// VectorScale (color, r_modulate->value, color); // Knightmare- this makes ents too bright
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// VectorScale (color, r_modulate->value*1.5f, color); // Knightmare- this makes ents too bright
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}
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/*
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===============
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R_LightPointDynamics
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===============
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*/
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void R_LightPointDynamics (vec3_t p, vec3_t color, m_dlight_t *list, int *amount, int max)
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{
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vec3_t end;
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float r;
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int lnum, i, m_dl;
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dlight_t *dl;
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vec3_t dist, dlColor;
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float add;
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if (!r_worldmodel->lightdata)
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{
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color[0] = color[1] = color[2] = 1.0;
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return;
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}
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end[0] = p[0];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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r = RecursiveLightPoint (r_worldmodel->nodes, p, end);
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if (r == -1)
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{
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VectorCopy (vec3_origin, color);
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}
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else
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{
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VectorCopy (pointcolor, color);
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}
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// this catches too bright modulated color
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for (i=0;i<3;i++)
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if (color[i]>1) color[i] = 1;
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//
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// add dynamic lights
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//
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m_dl = 0;
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dl = r_newrefdef.dlights;
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for (lnum=0; lnum<r_newrefdef.num_dlights; lnum++, dl++)
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{
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if (dl->spotlight) // spotlights
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continue;
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VectorSubtract (dl->origin, p, dist);
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add = dl->intensity - VectorNormalize(dist);
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add *= (DIV256);
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if (add > 0)
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{
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float highest = -1;
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VectorScale(dl->color, add, dlColor);
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for (i=0; i<3; i++)
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if (highest<dlColor[i]) highest = dlColor[i];
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if (m_dl<max)
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{
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list[m_dl].strength = highest;
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VectorCopy(dist, list[m_dl].direction);
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VectorCopy(dlColor, list[m_dl].color);
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m_dl++;
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}
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else
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{
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float least_val = 10;
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int least_index = 0;
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for (i=0; i<m_dl; i++)
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if (list[i].strength < least_val)
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{
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least_val = list[i].strength;
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least_index = i;
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}
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VectorAdd (color, list[least_index].color, color);
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list[least_index].strength = highest;
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VectorCopy(dist, list[least_index].direction);
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VectorCopy(dlColor, list[least_index].color);
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}
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}
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}
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// scale up light color by r_modulate if enabled
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if (r_entity_doublelight->integer) {
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VectorScale (color, r_modulate->value, color);
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}
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*amount = m_dl;
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}
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/*
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===============
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R_SurfLightPoint
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===============
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*/
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void R_SurfLightPoint (msurface_t *surf, vec3_t p, vec3_t color, qboolean baselight)
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{
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vec3_t start, end, dist, bestColor;
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vec3_t dlorigin, temp, forward, right, up;
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// vec3_t startOffset[4] = { {0,0,0}, {-1,0,0}, {0,-1,0}, {-1,-1,0} };
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vec3_t startOffset[9] = { {0,0,0}, {-1,0,0}, {-1,-1,0}, {0,-1,0}, {1,-1,0}, {1,0,0}, {1,1,0}, {0,1,0}, {-1,1,0} };
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float r, light, add;
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int lnum, i;
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dlight_t *dl;
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// Knightmare- fix for moving surfaces
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qboolean rotated = false;
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entity_t *hostent = NULL;
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if (!r_worldmodel->lightdata)
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{
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color[0] = color[1] = color[2] = 1.0;
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return;
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}
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// Knightmare- fix for moving surfaces
|
|
if (surf)
|
|
hostent = surf->entity;
|
|
if (hostent && (hostent->angles[0] || hostent->angles[1] || hostent->angles[2]))
|
|
{
|
|
rotated = true;
|
|
AngleVectors (hostent->angles, forward, right, up);
|
|
}
|
|
|
|
if (baselight)
|
|
{
|
|
#if 1
|
|
VectorCopy (vec3_origin, bestColor);
|
|
for (i=0; i<9; i++) // test multiple offset points to avoid dark corners, select brightest
|
|
{
|
|
vec3_t tempOffset;
|
|
VectorCopy (p, start);
|
|
VectorScale (startOffset[i], min(max(r_warp_lighting_sample_offset->value,1.0f),16.0f), tempOffset);
|
|
VectorAdd (start, tempOffset, start);
|
|
end[0] = start[0];
|
|
end[1] = start[1];
|
|
end[2] = start[2] - 2048;
|
|
|
|
r = RecursiveLightPoint (r_worldmodel->nodes, start, end);
|
|
|
|
if ( (r != -1) && (VectorLength(pointcolor) > VectorLength(bestColor)) )
|
|
VectorCopy (pointcolor, bestColor);
|
|
}
|
|
#else
|
|
for (i=0; i<4; i++) // test multiple points to avoid dark corners
|
|
{
|
|
VectorCopy (p, start);
|
|
VectorAdd (start, startOffset[i], start);
|
|
end[0] = start[0];
|
|
end[1] = start[1];
|
|
end[2] = start[2] - 2048;
|
|
|
|
r = RecursiveLightPoint (r_worldmodel->nodes, start, end);
|
|
|
|
if (r != -1) break;
|
|
}
|
|
#endif
|
|
/*
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 2048;
|
|
|
|
r = RecursiveLightPoint (r_worldmodel->nodes, p, end);
|
|
*/
|
|
if (r == -1)
|
|
VectorCopy (vec3_origin, color);
|
|
else
|
|
VectorCopy (pointcolor, color);
|
|
|
|
// this catches too bright modulated color
|
|
for (i=0; i<3; i++)
|
|
if (color[i]>1) color[i] = 1;
|
|
}
|
|
else
|
|
{
|
|
VectorClear(color);
|
|
//
|
|
// add dynamic lights
|
|
//
|
|
light = 0;
|
|
dl = r_newrefdef.dlights;
|
|
for (lnum=0; lnum<r_newrefdef.num_dlights; lnum++, dl++)
|
|
{
|
|
if (dl->spotlight) // spotlights
|
|
continue;
|
|
if (r_flashblend->integer || !r_dynamic->integer) // no dlight casting
|
|
continue;
|
|
|
|
// Knightmare- fix for moving surfaces
|
|
VectorCopy (dl->origin, dlorigin);
|
|
if (hostent)
|
|
VectorSubtract (dlorigin, hostent->origin, dlorigin);
|
|
if (rotated)
|
|
{
|
|
VectorCopy (dlorigin, temp);
|
|
dlorigin[0] = DotProduct (temp, forward);
|
|
dlorigin[1] = -DotProduct (temp, right);
|
|
dlorigin[2] = DotProduct (temp, up);
|
|
}
|
|
VectorSubtract (p, dlorigin, dist);
|
|
// end Knightmare
|
|
//VectorSubtract (p, dl->origin, dist);
|
|
|
|
add = dl->intensity - VectorLength(dist);
|
|
add *= (DIV256);
|
|
if (add > 0)
|
|
{
|
|
VectorMA (color, add, dl->color, color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===================================================================
|
|
// Knightmare- added Psychospaz's dynamic light-based shadows
|
|
|
|
/*
|
|
===============
|
|
R_ShadowLight
|
|
===============
|
|
*/
|
|
void R_ShadowLight (vec3_t pos, vec3_t lightAdd)
|
|
{
|
|
int lnum;
|
|
dlight_t *dl;
|
|
vec3_t dist, angle;
|
|
float add, shadowdist;
|
|
|
|
if (!r_worldmodel)
|
|
return;
|
|
if (!r_worldmodel->lightdata) // keep old lame shadow
|
|
return;
|
|
|
|
VectorClear(lightAdd);
|
|
|
|
//
|
|
// add dynamic light shadow angles
|
|
//
|
|
if (r_shadows->integer == 2)
|
|
{
|
|
dl = r_newrefdef.dlights;
|
|
for (lnum=0; lnum<r_newrefdef.num_dlights; lnum++, dl++)
|
|
{
|
|
if (dl->spotlight) //spotlights
|
|
continue;
|
|
|
|
VectorSubtract (dl->origin, pos, dist);
|
|
add = 0.20*sqrt(dl->intensity - VectorLength(dist));
|
|
if (add > 0) {
|
|
VectorNormalize(dist);
|
|
VectorScale(dist, add, dist);
|
|
VectorAdd (lightAdd, dist, lightAdd);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
shadowdist = VectorNormalize(lightAdd);
|
|
if (shadowdist>2048) shadowdist=2048;
|
|
if (shadowdist<=0) return;
|
|
|
|
// now rotate according to model yaw
|
|
vectoangles (lightAdd, angle);
|
|
angle[YAW] = -(currententity->angles[YAW]-angle[YAW]);
|
|
AngleVectors (angle, dist, NULL, NULL);
|
|
VectorScale (dist, shadowdist, lightAdd);
|
|
#else
|
|
// Barnes improved code
|
|
shadowdist = VectorNormalize(lightAdd);
|
|
if (shadowdist > 4) shadowdist = 4;
|
|
if (shadowdist < 1) // old style static shadow
|
|
{
|
|
//angle[PITCH] = currententity->angles[PITCH];
|
|
//angle[YAW] = -currententity->angles[YAW];
|
|
//angle[ROLL] = currententity->angles[ROLL];
|
|
add = currententity->angles[1]/180*M_PI;
|
|
dist[0] = cos(-add);
|
|
dist[1] = sin(-add);
|
|
dist[2] = 1;
|
|
VectorNormalize (dist);
|
|
shadowdist = 1;
|
|
}
|
|
else // shadow from dynamic lights
|
|
{
|
|
vectoangles (lightAdd, angle);
|
|
angle[YAW] -= currententity->angles[YAW];
|
|
AngleVectors (angle, dist, NULL, NULL);
|
|
}
|
|
VectorScale (dist, shadowdist, lightAdd);
|
|
#endif
|
|
}
|
|
|
|
//===================================================================
|
|
|
|
static float s_blocklights[128*128*4]; //Knightmare- was [34*34*3], supports max chop size of 2048?
|
|
/*
|
|
===============
|
|
R_AddDynamicLights
|
|
===============
|
|
*/
|
|
void R_AddDynamicLights (msurface_t *surf)
|
|
{
|
|
int lnum;
|
|
int sd, td;
|
|
float fdist, frad, fminlight;
|
|
vec3_t impact, local, dlorigin, temp, entOrigin, entAngles;
|
|
int s, t;
|
|
int i;
|
|
int smax, tmax;
|
|
mtexinfo_t *tex;
|
|
dlight_t *dl;
|
|
float *pfBL;
|
|
float fsacc, ftacc;
|
|
qboolean rotated = false;
|
|
vec3_t forward, right, up;
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
tex = surf->texinfo;
|
|
|
|
// currententity is not valid for trans surfaces
|
|
if (tex->flags & (SURF_TRANS33|SURF_TRANS66)) {
|
|
if (surf->entity) {
|
|
VectorCopy (surf->entity->origin, entOrigin);
|
|
VectorCopy (surf->entity->angles, entAngles);
|
|
}
|
|
else {
|
|
VectorCopy (vec3_origin, entOrigin);
|
|
VectorCopy (vec3_origin, entAngles);
|
|
}
|
|
}
|
|
else {
|
|
VectorCopy (currententity->origin, entOrigin);
|
|
VectorCopy (currententity->angles, entAngles);
|
|
}
|
|
|
|
// if (currententity->angles[0] || currententity->angles[1] || currententity->angles[2])
|
|
if (entAngles[0] || entAngles[1] || entAngles[2])
|
|
{
|
|
rotated = true;
|
|
// AngleVectors (currententity->angles, forward, right, up);
|
|
AngleVectors (entAngles, forward, right, up);
|
|
}
|
|
|
|
for (lnum=0; lnum<r_newrefdef.num_dlights; lnum++)
|
|
{
|
|
// if ( !(surf->dlightbits & (1<<lnum) ) )
|
|
if ( !(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)) ) )
|
|
continue; // not lit by this light
|
|
|
|
dl = &r_newrefdef.dlights[lnum];
|
|
|
|
if (dl->spotlight) //spotlights
|
|
continue;
|
|
|
|
frad = dl->intensity;
|
|
|
|
VectorCopy (dl->origin, dlorigin);
|
|
// VectorSubtract (dlorigin, currententity->origin, dlorigin);
|
|
VectorSubtract (dlorigin, entOrigin, dlorigin);
|
|
|
|
if (rotated)
|
|
{
|
|
VectorCopy (dlorigin, temp);
|
|
dlorigin[0] = DotProduct (temp, forward);
|
|
dlorigin[1] = -DotProduct (temp, right);
|
|
dlorigin[2] = DotProduct (temp, up);
|
|
}
|
|
|
|
fdist = DotProduct (dlorigin, surf->plane->normal) -
|
|
surf->plane->dist;
|
|
frad -= fabs(fdist);
|
|
// rad is now the highest intensity on the plane
|
|
|
|
fminlight = r_lightcutoff->value; //** DMP var dynalight cutoff
|
|
if (frad < fminlight)
|
|
continue;
|
|
fminlight = frad - fminlight;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
impact[i] = dlorigin[i] -
|
|
surf->plane->normal[i]*fdist;
|
|
}
|
|
|
|
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3] - surf->texturemins[0];
|
|
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3] - surf->texturemins[1];
|
|
|
|
pfBL = s_blocklights;
|
|
for (t = 0, ftacc = 0; t<tmax; t++, ftacc += 16)
|
|
{
|
|
td = local[1] - ftacc;
|
|
if ( td < 0 )
|
|
td = -td;
|
|
|
|
for ( s=0, fsacc = 0; s<smax; s++, fsacc += 16, pfBL += 3)
|
|
{
|
|
sd = Q_ftol( local[0] - fsacc );
|
|
|
|
if ( sd < 0 )
|
|
sd = -sd;
|
|
|
|
if (sd > td)
|
|
fdist = sd + (td>>1);
|
|
else
|
|
fdist = td + (sd>>1);
|
|
|
|
if ( fdist < fminlight )
|
|
{
|
|
pfBL[0] += ( frad - fdist ) * dl->color[0];
|
|
pfBL[1] += ( frad - fdist ) * dl->color[1];
|
|
pfBL[2] += ( frad - fdist ) * dl->color[2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_SetCacheState
|
|
===============
|
|
*/
|
|
void R_SetCacheState (msurface_t *surf)
|
|
{
|
|
int maps;
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
surf->cached_light[maps] = r_newrefdef.lightstyles[surf->styles[maps]].white;
|
|
}
|
|
#ifdef BATCH_LM_UPDATES
|
|
// mark if dynamicly lit
|
|
surf->cached_dlight = (surf->dlightframe == r_framecount);
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_BuildLightMap
|
|
|
|
Combine and scale multiple lightmaps into the floating format in blocklights
|
|
===============
|
|
*/
|
|
void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
|
|
{
|
|
int smax, tmax;
|
|
int r, g, b, a, max;
|
|
int i, j, size;
|
|
byte *lightmap;
|
|
float scale[4];
|
|
int nummaps;
|
|
float *bl;
|
|
lightstyle_t *style;
|
|
int monolightmap;
|
|
|
|
// if ( surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP) )
|
|
if ( surf->texinfo->flags & (SURF_SKY|SURF_WARP) )
|
|
VID_Error (ERR_DROP, "R_BuildLightMap called for non-lit surface");
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
size = smax*tmax;
|
|
// FIXME- can this limit be directly increased? Yep - Knightmare
|
|
if (size > (sizeof(s_blocklights)>>4) )
|
|
VID_Error (ERR_DROP, "Bad s_blocklights size: %d", size);
|
|
|
|
// set to full bright if no light data
|
|
if (!surf->samples)
|
|
{
|
|
int maps;
|
|
|
|
for (i=0 ; i<size*3 ; i++)
|
|
s_blocklights[i] = 255;
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
style = &r_newrefdef.lightstyles[surf->styles[maps]];
|
|
}
|
|
goto store;
|
|
}
|
|
|
|
// count the # of maps
|
|
for ( nummaps = 0 ; nummaps < MAXLIGHTMAPS && surf->styles[nummaps] != 255 ;
|
|
nummaps++)
|
|
;
|
|
|
|
lightmap = surf->samples;
|
|
|
|
// add all the lightmaps
|
|
if ( nummaps == 1 )
|
|
{
|
|
int maps;
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
bl = s_blocklights;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
scale[i] = r_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
|
|
|
|
if ( scale[0] == 1.0F &&
|
|
scale[1] == 1.0F &&
|
|
scale[2] == 1.0F )
|
|
{
|
|
for (i=0 ; i<size ; i++, bl+=3)
|
|
{
|
|
bl[0] = lightmap[i*3+0];
|
|
bl[1] = lightmap[i*3+1];
|
|
bl[2] = lightmap[i*3+2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<size ; i++, bl+=3)
|
|
{
|
|
bl[0] = lightmap[i*3+0] * scale[0];
|
|
bl[1] = lightmap[i*3+1] * scale[1];
|
|
bl[2] = lightmap[i*3+2] * scale[2];
|
|
}
|
|
}
|
|
lightmap += size*3; // skip to next lightmap
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int maps;
|
|
|
|
memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 );
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
bl = s_blocklights;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
scale[i] = r_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
|
|
|
|
if ( scale[0] == 1.0F &&
|
|
scale[1] == 1.0F &&
|
|
scale[2] == 1.0F )
|
|
{
|
|
for (i=0 ; i<size ; i++, bl+=3 )
|
|
{
|
|
bl[0] += lightmap[i*3+0];
|
|
bl[1] += lightmap[i*3+1];
|
|
bl[2] += lightmap[i*3+2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<size ; i++, bl+=3)
|
|
{
|
|
bl[0] += lightmap[i*3+0] * scale[0];
|
|
bl[1] += lightmap[i*3+1] * scale[1];
|
|
bl[2] += lightmap[i*3+2] * scale[2];
|
|
}
|
|
}
|
|
lightmap += size*3; // skip to next lightmap
|
|
}
|
|
}
|
|
|
|
// add all the dynamic lights
|
|
if (surf->dlightframe == r_framecount)
|
|
R_AddDynamicLights (surf);
|
|
|
|
// put into texture format
|
|
store:
|
|
stride -= (smax<<2);
|
|
bl = s_blocklights;
|
|
|
|
monolightmap = r_monolightmap->string[0];
|
|
|
|
if ( monolightmap == '0' )
|
|
{
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
|
|
r = Q_ftol( bl[0] );
|
|
g = Q_ftol( bl[1] );
|
|
b = Q_ftol( bl[2] );
|
|
|
|
// catch negative lights
|
|
if (r < 0)
|
|
r = 0;
|
|
if (g < 0)
|
|
g = 0;
|
|
if (b < 0)
|
|
b = 0;
|
|
|
|
//
|
|
// determine the brightest of the three color components
|
|
//
|
|
if (r > g)
|
|
max = r;
|
|
else
|
|
max = g;
|
|
if (b > max)
|
|
max = b;
|
|
|
|
//
|
|
// alpha is ONLY used for the mono lightmap case. For this reason
|
|
// we set it to the brightest of the color components so that
|
|
// things don't get too dim.
|
|
//
|
|
a = max;
|
|
|
|
//
|
|
// rescale all the color components if the intensity of the greatest
|
|
// channel exceeds 1.0
|
|
//
|
|
if (max > 255)
|
|
{
|
|
float t = 255.0F / max;
|
|
|
|
r = r*t;
|
|
g = g*t;
|
|
b = b*t;
|
|
a = a*t;
|
|
}
|
|
a = 255; // fix for alpha test
|
|
|
|
if (gl_lms.format == GL_BGRA)
|
|
{
|
|
dest[0] = b;
|
|
dest[1] = g;
|
|
dest[2] = r;
|
|
dest[3] = a;
|
|
}
|
|
else
|
|
{
|
|
dest[0] = r;
|
|
dest[1] = g;
|
|
dest[2] = b;
|
|
dest[3] = a;
|
|
}
|
|
|
|
bl += 3;
|
|
dest += 4;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
|
|
r = Q_ftol( bl[0] );
|
|
g = Q_ftol( bl[1] );
|
|
b = Q_ftol( bl[2] );
|
|
|
|
// catch negative lights
|
|
if (r < 0)
|
|
r = 0;
|
|
if (g < 0)
|
|
g = 0;
|
|
if (b < 0)
|
|
b = 0;
|
|
|
|
//
|
|
// determine the brightest of the three color components
|
|
//
|
|
if (r > g)
|
|
max = r;
|
|
else
|
|
max = g;
|
|
if (b > max)
|
|
max = b;
|
|
|
|
//
|
|
// alpha is ONLY used for the mono lightmap case. For this reason
|
|
// we set it to the brightest of the color components so that
|
|
// things don't get too dim.
|
|
//
|
|
a = max;
|
|
|
|
//
|
|
// rescale all the color components if the intensity of the greatest
|
|
// channel exceeds 1.0
|
|
//
|
|
if (max > 255)
|
|
{
|
|
float t = 255.0F / max;
|
|
|
|
r = r*t;
|
|
g = g*t;
|
|
b = b*t;
|
|
a = a*t;
|
|
}
|
|
|
|
//
|
|
// So if we are doing alpha lightmaps we need to set the R, G, and B
|
|
// components to 0 and we need to set alpha to 1-alpha.
|
|
//
|
|
switch ( monolightmap )
|
|
{
|
|
case 'L':
|
|
case 'I':
|
|
r = a;
|
|
g = b = 0;
|
|
a = 255; // fix for alpha test
|
|
break;
|
|
case 'C':
|
|
// try faking colored lighting
|
|
a = 255 - ((r+g+b)/3); //Knightmare changed
|
|
r *= a*0.003921568627450980392156862745098; // /255.0;
|
|
g *= a*0.003921568627450980392156862745098; // /255.0;
|
|
b *= a*0.003921568627450980392156862745098; // /255.0;
|
|
a = 255; // fix for alpha test
|
|
break;
|
|
case 'A':
|
|
// r = g = b = 0;
|
|
a = 255 - a;
|
|
r = g = b = a;
|
|
break;
|
|
default:
|
|
r = g = b = a;
|
|
a = 255; // fix for alpha test
|
|
break;
|
|
}
|
|
|
|
if (gl_lms.format == GL_BGRA)
|
|
{
|
|
dest[0] = b;
|
|
dest[1] = g;
|
|
dest[2] = r;
|
|
dest[3] = a;
|
|
}
|
|
else
|
|
{
|
|
dest[0] = r;
|
|
dest[1] = g;
|
|
dest[2] = b;
|
|
dest[3] = a;
|
|
}
|
|
|
|
bl += 3;
|
|
dest += 4;
|
|
}
|
|
}
|
|
}
|
|
}
|