/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_light.c #include "globaldef.h" #include "r_local.h" int r_dlightframecount; int r_shadowframecount; int r_wlightframecount; /* ================== R_AnimateLight ================== */ void R_AnimateLight (void) { int i,j,k; // // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright i = (int)(cl.time*10); for (j=0 ; jcontents < 0) return; if(!dynlightenabled) return; if (light->unmark) return; // don't do it if we don't want to mark it splitplane = node->plane; // LordHavoc: original code VectorSubtract (light->origin, currententity->origin, origin_for_ent); // mankrip - dynamic lights on moving brush models fix if (splitplane->type < 3) dist = origin_for_ent[splitplane->type] - splitplane->dist; else dist = DotProduct (origin_for_ent, splitplane->normal) - splitplane->dist; // mankrip - dynamic lights on moving brush models fix - edited if (dist > light->radius) { node = node->children[0]; goto loc0; } if (dist < -light->radius) { node = node->children[1]; goto loc0; } maxdist = light->radius*light->radius; // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { // leilei - unrolled impact[0] = origin_for_ent[0] - surf->plane->normal[0]*dist; impact[1] = origin_for_ent[1] - surf->plane->normal[1]*dist; // MH dlight fix impact[2] = origin_for_ent[2] - surf->plane->normal[2]*dist; // clamp center of light to corner and check brightness l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0]; s = l - s; l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1]; t = l - t; // compare to minimum light if ((s*s+t*t+dist*dist) < maxdist) { if (surf->dlightframe != r_dlightframecount) // not dynamic until now { surf->dlightbits = bit; surf->dlightframe = r_dlightframecount; } else // already dynamic surf->dlightbits |= bit; } } if (node->children[0]->contents >= 0) R_MarkLights (light, bit, node->children[0]); // LordHavoc: original code if (node->children[1]->contents >= 0) R_MarkLights (light, bit, node->children[1]); // LordHavoc: original code } extern unsigned int shadowhack; void R_MarkShadows (shadow_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; unsigned int i; // LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :) float l, maxdist; int s, t; vec3_t impact; vec3_t origin_for_ent; // mankrip - dynamic lights on moving brush models fix loc0: if (node->contents < 0) return; if(!shadowhack) return; splitplane = node->plane; // LordHavoc: original code VectorSubtract (light->origin, currententity->origin, origin_for_ent); // mankrip - dynamic lights on moving brush models fix if (splitplane->type < 3) dist = origin_for_ent[splitplane->type] - splitplane->dist; else dist = DotProduct (origin_for_ent, splitplane->normal) - splitplane->dist; // mankrip - dynamic lights on moving brush models fix - edited if (dist > light->radius) { node = node->children[0]; goto loc0; // LordHavoc: .lit support end } if (dist < -light->radius) { node = node->children[1]; goto loc0; } maxdist = light->radius*light->radius; surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { impact[0] = origin_for_ent[0] - surf->plane->normal[0]*dist; impact[1] = origin_for_ent[1] - surf->plane->normal[1]*dist; impact[2] = origin_for_ent[2] - surf->plane->normal[2]*dist; // clamp center of light to corner and check brightness l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0]; s = l - s; l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1]; t = l - t; if ((s*s+t*t+dist*dist) < maxdist) { if (surf->shadowframe != r_shadowframecount) // not dynamic until now { surf->shadowbits = bit; surf->shadowframe = r_shadowframecount; } else // already dynamic surf->shadowbits |= bit; } } if (node->children[0]->contents >= 0) R_MarkShadows (light, bit, node->children[0]); // LordHavoc: original code if (node->children[1]->contents >= 0) R_MarkShadows (light, bit, node->children[1]); // LordHavoc: original code } void R_MarkWLights (wlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; unsigned int i; // LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :) float l, maxdist; int s, t; vec3_t impact; vec3_t origin_for_ent; // mankrip - dynamic lights on moving brush models fix loc0: if (node->contents < 0) return; splitplane = node->plane; // LordHavoc: original code VectorSubtract (light->origin, currententity->origin, origin_for_ent); // mankrip - dynamic lights on moving brush models fix if (splitplane->type < 3) dist = origin_for_ent[splitplane->type] - splitplane->dist; else dist = DotProduct (origin_for_ent, splitplane->normal) - splitplane->dist; // mankrip - dynamic lights on moving brush models fix - edited if (dist > light->radius) { node = node->children[0]; goto loc0; // LordHavoc: .lit support end } if (dist < -light->radius) { node = node->children[1]; goto loc0; } maxdist = light->radius*light->radius; surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { impact[0] = origin_for_ent[0] - surf->plane->normal[0]*dist; impact[1] = origin_for_ent[1] - surf->plane->normal[1]*dist; impact[2] = origin_for_ent[2] - surf->plane->normal[2]*dist; // clamp center of light to corner and check brightness l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0]; s = l - s; l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1]; t = l - t; if ((s*s+t*t+dist*dist) < maxdist) { if (surf->wlightframe != r_wlightframecount) // not dynamic until now { surf->wlightbits = bit; surf->wlightframe = r_wlightframecount; } else // already dynamic surf->wlightbits |= bit; } } if (node->children[0]->contents >= 0) R_MarkWLights (light, bit, node->children[0]); // LordHavoc: original code if (node->children[1]->contents >= 0) R_MarkWLights (light, bit, node->children[1]); // LordHavoc: original code } /* ============= R_PushDlights ============= */ void R_PushDlights (void) { int i, h; dlight_t *l; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame l = cl_dlights; currententity = &cl_entities[0]; // mankrip - dynamic lights on moving brush models fix for (i=0 ; idie < cl.time || !l->radius) continue; R_MarkLights ( l, 1<nodes ); } } void R_PushShadows (void) { int i, h; shadow_t *s; r_shadowframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame s = cl_shadows; currententity = &cl_entities[0]; // mankrip - dynamic lights on moving brush models fix for (h=0 ; hdie < cl.time || !s->radius) continue; R_MarkShadows ( s, 1<nodes ); } } void R_PushWlights (void) { int i, h; wlight_t *s; r_wlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame s = cl_wlights; currententity = &cl_entities[0]; for (h=0 ; hdie < cl.time || !s->radius) continue; R_MarkWLights ( s, 1<nodes ); } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ // old function reserved for old uncolored and classic lighting. int RecursivedLightPoint (mnode_t *node, vec3_t start, vec3_t end) { int r; float front, back, frac; int side; mplane_t *plane; vec3_t mid; msurface_t *surf; int s, t, ds, dt; int i; mtexinfo_t *tex; byte *lightmap; unsigned scale; int maps; if (node->contents < 0) return -1; // didn't hit anything // calculate mid point // FIXME: optimize for axial plane = node->plane; front = DotProduct (start, plane->normal) - plane->dist; back = DotProduct (end, plane->normal) - plane->dist; side = front < 0; if ( (back < 0) == side) return RecursivedLightPoint (node->children[side], start, end); frac = front / (front-back); mid[0] = start[0] + (end[0] - start[0])*frac; mid[1] = start[1] + (end[1] - start[1])*frac; mid[2] = start[2] + (end[2] - start[2])*frac; // go down front side r = RecursivedLightPoint (node->children[side], start, mid); if (r >= 0) return r; // hit something if ( (back < 0) == side ) return -1; // didn't hit anuthing // check for impact on this node surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags & SURF_DRAWTILED) continue; // no lightmaps tex = surf->texinfo; s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]; t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];; if (s < surf->texturemins[0] || t < surf->texturemins[1]) continue; ds = s - surf->texturemins[0]; dt = t - surf->texturemins[1]; if ( ds > surf->extents[0] || dt > surf->extents[1] ) continue; if (!surf->samples) return 0; ds >>= 4; dt >>= 4; lightmap = surf->samples; r = 0; if (lightmap) { lightmap += dt * ((surf->extents[0]>>4)+1) + ds; for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; r += *lightmap * scale; lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1); } r >>= 8; } return r; } // go down back side return RecursivedLightPoint (node->children[!side], mid, end); } int R_LightPoints (vec3_t p) { vec3_t end; int r; if (!cl.worldmodel->lightdata) return 255; end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; r = RecursiveLightPoint (cl.worldmodel->nodes, p, end); if (r == -1) r = 0; if (r < r_refdef.ambientlight) r = r_refdef.ambientlight; return r; } mplane_t *lightplane; vec3_t lightspot; // LordHavoc: .lit support begin // LordHavoc: original code replaced entirely int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) { float front, back, frac; vec3_t mid; loc0: if (node->contents < 0) return false; // didn't hit anything // calculate mid point if (node->plane->type < 3) { front = start[node->plane->type] - node->plane->dist; back = end[node->plane->type] - node->plane->dist; } else { front = DotProduct(start, node->plane->normal) - node->plane->dist; back = DotProduct(end, node->plane->normal) - node->plane->dist; } // LordHavoc: optimized recursion if ((back < 0) == (front < 0)) // return RecursiveLightPoint (color, node->children[front < 0], start, end); { node = node->children[front < 0]; goto loc0; } frac = front / (front-back); mid[0] = start[0] + (end[0] - start[0])*frac; mid[1] = start[1] + (end[1] - start[1])*frac; mid[2] = start[2] + (end[2] - start[2])*frac; // go down front side if (RecursiveLightPoint (color, node->children[front < 0], start, mid)) return true; // hit something else { int i, ds, dt; msurface_t *surf; // check for impact on this node VectorCopy (mid, lightspot); lightplane = node->plane; surf = cl.worldmodel->surfaces + node->firstsurface; for (i = 0;i < node->numsurfaces;i++, surf++) { if (surf->flags & SURF_DRAWTILED) continue; // no lightmaps ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]); dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]); if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) continue; ds -= surf->texturemins[0]; dt -= surf->texturemins[1]; if (ds > surf->extents[0] || dt > surf->extents[1]) continue; if (surf->samples) { // LordHavoc: enhanced to interpolate lighting byte *lightmap; int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0; float scale; line3 = ((surf->extents[0]>>4)+1)*3; lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) { scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0; r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale; r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale; r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale; r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale; lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting } color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00))); color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00))); color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00))); } return true; // success } // go down back side return RecursiveLightPoint (color, node->children[front >= 0], mid, end); } } vec3_t lightcolor; // LordHavoc: used by model rendering int R_LightPoint (vec3_t p) { vec3_t end; int r; if (coloredlights) { if (r_fullbright->value || !cl.worldmodel->lightdata) { lightcolor[0] = lightcolor[1] = lightcolor[2] = 255; return 255; } end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; lightcolor[0] = lightcolor[1] = lightcolor[2] = 0; RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end); return ((lightcolor[0] + lightcolor[1] + lightcolor[2]) * (1.0f / 3.0f)); } else { if (!cl.worldmodel->lightdata) return 255; end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; r = RecursivedLightPoint (cl.worldmodel->nodes, p, end); if (r == -1) r = 0; if (r < r_refdef.ambientlight) r = r_refdef.ambientlight; return r; } }