/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_light.c #include "tr_local.h" #define DLIGHT_AT_RADIUS 16 // at the edge of a dlight's influence, this amount of light will be added #define DLIGHT_MINIMUM_RADIUS 16 // never calculate a range less than this to prevent huge light numbers void R_TransformDlights( int count, dlight_t* dl, const orientationr_t* orient ) { vec3_t temp; for ( int i = 0; i < count; ++i, ++dl ) { VectorSubtract( dl->origin, orient->origin, temp ); dl->transformed[0] = DotProduct( temp, orient->axis[0] ); dl->transformed[1] = DotProduct( temp, orient->axis[1] ); dl->transformed[2] = DotProduct( temp, orient->axis[2] ); } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ extern cvar_t *r_ambientScale; extern cvar_t *r_directedScale; extern cvar_t *r_debugLight; /* ================= R_SetupEntityLightingGrid ================= */ static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) { vec3_t lightOrigin; int pos[3]; int i, j; byte *gridData; float frac[3]; int gridStep[3]; vec3_t direction; float totalFactor; if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) { // seperate lightOrigins are needed so an object that is // sinking into the ground can still be lit, and so // multi-part models can be lit identically VectorCopy( ent->e.lightingOrigin, lightOrigin ); } else { VectorCopy( ent->e.origin, lightOrigin ); } VectorSubtract( lightOrigin, tr.world->lightGridOrigin, lightOrigin ); for ( i = 0 ; i < 3 ; i++ ) { float v; v = lightOrigin[i]*tr.world->lightGridInverseSize[i]; pos[i] = floor( v ); frac[i] = v - pos[i]; if ( pos[i] < 0 ) { pos[i] = 0; } else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) { pos[i] = tr.world->lightGridBounds[i] - 1; } } VectorClear( ent->ambientLight ); VectorClear( ent->directedLight ); VectorClear( direction ); assert( tr.world->lightGridData ); // bk010103 - NULL with -nolight maps // trilerp the light value gridStep[0] = 8; gridStep[1] = 8 * tr.world->lightGridBounds[0]; gridStep[2] = 8 * tr.world->lightGridBounds[0] * tr.world->lightGridBounds[1]; gridData = tr.world->lightGridData + pos[0] * gridStep[0] + pos[1] * gridStep[1] + pos[2] * gridStep[2]; totalFactor = 0; for ( i = 0 ; i < 8 ; i++ ) { float factor; byte *data; vec3_t normal; #if idppc float d0, d1, d2, d3, d4, d5; #endif factor = 1.0; data = gridData; for ( j = 0 ; j < 3 ; j++ ) { if ( i & (1<ambientLight[0] += factor * d0; ent->ambientLight[1] += factor * d1; ent->ambientLight[2] += factor * d2; ent->directedLight[0] += factor * d3; ent->directedLight[1] += factor * d4; ent->directedLight[2] += factor * d5; #else ent->ambientLight[0] += factor * data[0]; ent->ambientLight[1] += factor * data[1]; ent->ambientLight[2] += factor * data[2]; ent->directedLight[0] += factor * data[3]; ent->directedLight[1] += factor * data[4]; ent->directedLight[2] += factor * data[5]; #endif const float lat = (float)data[7] * (2.0f * M_PI / 256.0f); const float lon = (float)data[6] * (2.0f * M_PI / 256.0f); const float cosLat = cos( lat ); const float sinLat = sin( lat ); const float cosLon = cos( lon ); const float sinLon = sin( lon ); normal[0] = cosLat * sinLon; normal[1] = sinLat * sinLon; normal[2] = cosLon; VectorMA( direction, factor, normal, direction ); } if ( totalFactor > 0 && totalFactor < 0.99 ) { totalFactor = 1.0f / totalFactor; VectorScale( ent->ambientLight, totalFactor, ent->ambientLight ); VectorScale( ent->directedLight, totalFactor, ent->directedLight ); } VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight ); VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight ); VectorNormalize2( direction, ent->lightDir ); } /* =============== LogLight =============== */ static void LogLight( trRefEntity_t *ent ) { int max1, max2; if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) { return; } max1 = ent->ambientLight[0]; if ( ent->ambientLight[1] > max1 ) { max1 = ent->ambientLight[1]; } else if ( ent->ambientLight[2] > max1 ) { max1 = ent->ambientLight[2]; } max2 = ent->directedLight[0]; if ( ent->directedLight[1] > max2 ) { max2 = ent->directedLight[1]; } else if ( ent->directedLight[2] > max2 ) { max2 = ent->directedLight[2]; } ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 ); } /* ================= R_SetupEntityLighting Calculates all the lighting values that will be used by the Calc_* functions ================= */ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) { int i; dlight_t *dl; float power; vec3_t dir; float d; vec3_t lightDir; vec3_t lightOrigin; // lighting calculations if ( ent->lightingCalculated ) { return; } ent->lightingCalculated = qtrue; // // trace a sample point down to find ambient light // if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) { // seperate lightOrigins are needed so an object that is // sinking into the ground can still be lit, and so // multi-part models can be lit identically VectorCopy( ent->e.lightingOrigin, lightOrigin ); } else { VectorCopy( ent->e.origin, lightOrigin ); } // if NOWORLDMODEL, only use dynamic lights (menu system, etc) if ( !(refdef->rdflags & RDF_NOWORLDMODEL) && tr.world->lightGridData ) { R_SetupEntityLightingGrid( ent ); } else { ent->ambientLight[0] = ent->ambientLight[1] = ent->ambientLight[2] = tr.identityLight * 150; ent->directedLight[0] = ent->directedLight[1] = ent->directedLight[2] = tr.identityLight * 150; const vec3_t defaultLightDir = { 0.45f, 0.3f, 0.9f }; VectorNormalize2( defaultLightDir, ent->lightDir ); } // bonus items and view weapons have a fixed minimum add if ( 1 /* ent->e.renderfx & RF_MINLIGHT */ ) { // give everything a minimum light add ent->ambientLight[0] += tr.identityLight * 32; ent->ambientLight[1] += tr.identityLight * 32; ent->ambientLight[2] += tr.identityLight * 32; } // // modify the light by dynamic lights // d = VectorLength( ent->directedLight ); VectorScale( ent->lightDir, d, lightDir ); for ( i = 0 ; i < refdef->num_dlights ; i++ ) { dl = &refdef->dlights[i]; VectorSubtract( dl->origin, lightOrigin, dir ); d = VectorNormalize( dir ); power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius ); if ( d < DLIGHT_MINIMUM_RADIUS ) { d = DLIGHT_MINIMUM_RADIUS; } d = power / ( d * d ); VectorMA( ent->directedLight, d, dl->color, ent->directedLight ); VectorMA( lightDir, d, dir, lightDir ); } // clamp ambient for ( i = 0 ; i < 3 ; i++ ) { if ( ent->ambientLight[i] > tr.identityLightByte ) { ent->ambientLight[i] = tr.identityLightByte; } } if ( r_debugLight->integer ) { LogLight( ent ); } // save out the byte-packed version ((byte *)&ent->ambientLightInt)[0] = (byte)( ent->ambientLight[0] ); ((byte *)&ent->ambientLightInt)[1] = (byte)( ent->ambientLight[1] ); ((byte *)&ent->ambientLightInt)[2] = (byte)( ent->ambientLight[2] ); ((byte *)&ent->ambientLightInt)[3] = 0xff; // transform the direction to local space VectorNormalize( lightDir ); ent->lightDir[0] = DotProduct( lightDir, ent->e.axis[0] ); ent->lightDir[1] = DotProduct( lightDir, ent->e.axis[1] ); ent->lightDir[2] = DotProduct( lightDir, ent->e.axis[2] ); } qbool R_LightForPoint( const vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ) { // bk010103 - this segfaults with -nolight maps if (!tr.world->lightGridData) return qfalse; trRefEntity_t ent; Com_Memset(&ent, 0, sizeof(ent)); VectorCopy( point, ent.e.origin ); R_SetupEntityLightingGrid( &ent ); VectorCopy(ent.ambientLight, ambientLight); VectorCopy(ent.directedLight, directedLight); VectorCopy(ent.lightDir, lightDir); return qtrue; }