56a48000e8
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5193 fc73d0e0-1445-4013-8a0c-d673dee63da5
1881 lines
48 KiB
C
1881 lines
48 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_light.c
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#include "quakedef.h"
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#ifndef SERVERONLY
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#include "glquake.h"
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#include "shader.h"
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extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
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extern cvar_t r_hdr_irisadaptation, r_hdr_irisadaptation_multiplier, r_hdr_irisadaptation_minvalue, r_hdr_irisadaptation_maxvalue, r_hdr_irisadaptation_fade_down, r_hdr_irisadaptation_fade_up;
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int r_dlightframecount;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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void R_UpdateLightStyle(unsigned int style, const char *stylestring, float r, float g, float b)
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{
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if (style >= MAX_LIGHTSTYLES)
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return;
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if (!stylestring)
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stylestring = "";
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Q_strncpyz (cl_lightstyle[style].map, stylestring, sizeof(cl_lightstyle[style].map));
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cl_lightstyle[style].length = Q_strlen(cl_lightstyle[style].map);
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if (!cl_lightstyle[style].length)
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{
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d_lightstylevalue[style] = 256;
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VectorSet(cl_lightstyle[style].colours, 1,1,1);
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}
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else
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VectorSet(cl_lightstyle[style].colours, r,g,b);
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cl_lightstyle[style].colourkey = (int)(cl_lightstyle[style].colours[0]*0x400) ^ (int)(cl_lightstyle[style].colours[1]*0x100000) ^ (int)(cl_lightstyle[style].colours[2]*0x40000000);
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}
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void Sh_CalcPointLight(vec3_t point, vec3_t light);
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void R_UpdateHDR(vec3_t org)
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{
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if (r_hdr_irisadaptation.ival && cl.worldmodel && !(r_refdef.flags & RDF_NOWORLDMODEL))
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{
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//fake and lame, but whatever.
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vec3_t ambient, diffuse, dir;
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float lev = 0;
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#ifdef RTLIGHTS
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Sh_CalcPointLight(org, ambient);
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lev += VectorLength(ambient);
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if (!r_shadow_realtime_world.ival || r_shadow_realtime_world_lightmaps.value)
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#endif
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{
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cl.worldmodel->funcs.LightPointValues(cl.worldmodel, org, ambient, diffuse, dir);
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lev += (VectorLength(ambient) + VectorLength(diffuse))/256;
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}
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lev += 0.001; //no division by 0!
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lev = r_hdr_irisadaptation_multiplier.value / lev;
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lev = bound(r_hdr_irisadaptation_minvalue.value, lev, r_hdr_irisadaptation_maxvalue.value);
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if (lev > r_refdef.playerview->hdr_last + r_hdr_irisadaptation_fade_up.value*host_frametime)
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lev = r_refdef.playerview->hdr_last + r_hdr_irisadaptation_fade_up.value*host_frametime;
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else if (lev < r_refdef.playerview->hdr_last - r_hdr_irisadaptation_fade_down.value*host_frametime)
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lev = r_refdef.playerview->hdr_last - r_hdr_irisadaptation_fade_down.value*host_frametime;
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lev = bound(r_hdr_irisadaptation_minvalue.value, lev, r_hdr_irisadaptation_maxvalue.value);
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r_refdef.playerview->hdr_last = lev;
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r_refdef.hdr_value = lev;
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}
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else
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r_refdef.hdr_value = 1;
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}
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/*
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==================
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R_AnimateLight
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==================
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*/
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void R_AnimateLight (void)
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{
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int i,j;
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float f;
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//if (r_lightstylescale.value > 2)
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//r_lightstylescale.value = 2;
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//
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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f = (cl.time*r_lightstylespeed.value);
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if (f < 0)
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f = 0;
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i = (int)f;
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f -= i; //this can require updates at 1000 times a second.. Depends on your framerate of course
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for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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int v1, v2, vd;
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if (!cl_lightstyle[j].length)
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{
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d_lightstylevalue[j] = ('m'-'a')*22 * r_lightstylescale.value;
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continue;
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}
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if (cl_lightstyle[j].map[0] == '=')
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{
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d_lightstylevalue[j] = atof(cl_lightstyle[j].map+1)*256*r_lightstylescale.value;
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continue;
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}
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v1 = i % cl_lightstyle[j].length;
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v1 = cl_lightstyle[j].map[v1] - 'a';
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v2 = (i+1) % cl_lightstyle[j].length;
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v2 = cl_lightstyle[j].map[v2] - 'a';
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vd = v1 - v2;
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if (!r_lightstylesmooth.ival || vd < -r_lightstylesmooth_limit.ival || vd > r_lightstylesmooth_limit.ival)
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d_lightstylevalue[j] = v1*22*r_lightstylescale.value;
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else
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d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22*r_lightstylescale.value;
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}
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}
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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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void AddLightBlend (float r, float g, float b, float a2)
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{
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float a;
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float *sw_blend = r_refdef.playerview->screentint;
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r = bound(0, r, 1);
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g = bound(0, g, 1);
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b = bound(0, b, 1);
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sw_blend[3] = a = sw_blend[3] + a2*(1-sw_blend[3]);
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a2 = a2/a;
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sw_blend[0] = sw_blend[0]*(1-a2) + r*a2;
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sw_blend[1] = sw_blend[1]*(1-a2) + g*a2;
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sw_blend[2] = sw_blend[2]*(1-a2) + b*a2;
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//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
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}
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#define FLASHBLEND_VERTS 16
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static float bubble_sintable[FLASHBLEND_VERTS+1], bubble_costable[FLASHBLEND_VERTS+1];
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static void R_InitBubble(void)
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{
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float a;
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int i;
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float *bub_sin, *bub_cos;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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for (i=FLASHBLEND_VERTS ; i>=0 ; i--)
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{
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a = i/(float)FLASHBLEND_VERTS * M_PI*2;
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*bub_sin++ = sin(a);
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*bub_cos++ = cos(a);
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}
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}
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avec4_t flashblend_colours[FLASHBLEND_VERTS+1];
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vecV_t flashblend_vcoords[FLASHBLEND_VERTS+1];
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vec2_t flashblend_tccoords[FLASHBLEND_VERTS+1];
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index_t flashblend_indexes[FLASHBLEND_VERTS*3];
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index_t flashblend_fsindexes[6] = {0, 1, 2, 0, 2, 3};
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mesh_t flashblend_mesh;
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mesh_t flashblend_fsmesh;
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shader_t *occluded_shader;
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shader_t *flashblend_shader;
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shader_t *deferredlight_shader[LSHADER_MODES];
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void R_GenerateFlashblendTexture(void)
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{
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float dx, dy;
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int x, y, a;
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unsigned char pixels[32][32][4];
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for (y = 0;y < 32;y++)
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{
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dy = (y - 15.5f) * (1.0f / 16.0f);
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for (x = 0;x < 32;x++)
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{
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dx = (x - 15.5f) * (1.0f / 16.0f);
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a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
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a = bound(0, a, 255);
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pixels[y][x][0] = a;
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pixels[y][x][1] = a;
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pixels[y][x][2] = a;
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pixels[y][x][3] = 255;
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}
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}
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R_LoadReplacementTexture("***flashblend***", NULL, 0, pixels, 32, 32, TF_RGBA32);
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}
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void R_InitFlashblends(void)
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{
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int i;
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R_InitBubble();
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for (i = 0; i < FLASHBLEND_VERTS; i++)
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{
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flashblend_indexes[i*3+0] = 0;
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if (i+1 == FLASHBLEND_VERTS)
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flashblend_indexes[i*3+1] = 1;
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else
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flashblend_indexes[i*3+1] = i+2;
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flashblend_indexes[i*3+2] = i+1;
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flashblend_tccoords[i+1][0] = 0.5 + bubble_sintable[i]*0.5;
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flashblend_tccoords[i+1][1] = 0.5 + bubble_costable[i]*0.5;
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}
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flashblend_tccoords[0][0] = 0.5;
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flashblend_tccoords[0][1] = 0.5;
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flashblend_mesh.numvertexes = FLASHBLEND_VERTS+1;
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flashblend_mesh.xyz_array = flashblend_vcoords;
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flashblend_mesh.st_array = flashblend_tccoords;
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flashblend_mesh.colors4f_array[0] = flashblend_colours;
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flashblend_mesh.indexes = flashblend_indexes;
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flashblend_mesh.numindexes = FLASHBLEND_VERTS*3;
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flashblend_mesh.istrifan = true;
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flashblend_fsmesh.numvertexes = 4;
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flashblend_fsmesh.xyz_array = flashblend_vcoords;
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flashblend_fsmesh.st_array = flashblend_tccoords;
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flashblend_fsmesh.colors4f_array[0] = flashblend_colours;
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flashblend_fsmesh.indexes = flashblend_fsindexes;
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flashblend_fsmesh.numindexes = 6;
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flashblend_fsmesh.istrifan = true;
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R_GenerateFlashblendTexture();
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flashblend_shader = R_RegisterShader("flashblend", SUF_NONE,
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"{\n"
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"program defaultadditivesprite\n"
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"{\n"
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"map ***flashblend***\n"
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"blendfunc gl_one gl_one\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"nodepth\n"
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"}\n"
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"}\n"
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);
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occluded_shader = R_RegisterShader("flashblend_occlusiontest", SUF_NONE,
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"{\n"
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"program defaultadditivesprite\n"
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"{\n"
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"maskcolor\n"
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"maskalpha\n"
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"}\n"
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"}\n"
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);
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memset(deferredlight_shader, 0, sizeof(deferredlight_shader));
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}
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static qboolean R_BuildDlightMesh(dlight_t *light, float colscale, float radscale, int dtype)
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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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float *bub_sin, *bub_cos;
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vec3_t colour;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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rad = light->radius * radscale;
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VectorCopy(light->color, colour);
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if (light->fov)
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{
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float a = -DotProduct(light->axis[0], vpn);
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colour[0] *= a;
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colour[1] *= a;
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colour[2] *= a;
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rad *= a;
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rad *= 0.33;
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}
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if (light->style)
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{
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colscale *= d_lightstylevalue[light->style-1]/255.0f;
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}
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VectorSubtract (light->origin, r_origin, v);
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if (dtype != 1 && Length (v) < rad + r_refdef.mindist*2)
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{ // view is inside the dlight
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return false;
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}
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flashblend_colours[0][0] = colour[0]*colscale;
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flashblend_colours[0][1] = colour[1]*colscale;
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flashblend_colours[0][2] = colour[2]*colscale;
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flashblend_colours[0][3] = 1;
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VectorCopy(light->origin, flashblend_vcoords[0]);
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for (i=FLASHBLEND_VERTS ; i>0 ; i--)
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{
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for (j=0 ; j<3 ; j++)
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flashblend_vcoords[i][j] = light->origin[j] + (vright[j]*(*bub_cos) +
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+ vup[j]*(*bub_sin)) * rad;
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bub_sin++;
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bub_cos++;
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}
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if (dtype == 0)
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{
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//flashblend 3d-ish
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VectorMA(flashblend_vcoords[0], -rad/1.5, vpn, flashblend_vcoords[0]);
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}
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else if (dtype != 1)
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{
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//prepass lights needs to be fully infront of the light. the glsl is a fullscreen-style effect, but we can benefit from early-z and scissoring
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vec3_t diff;
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VectorSubtract(r_origin, light->origin, diff);
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VectorNormalize(diff);
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for (i=0 ; i<=FLASHBLEND_VERTS ; i++)
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VectorMA(flashblend_vcoords[i], rad, diff, flashblend_vcoords[i]);
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}
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return true;
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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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vec3_t waste1, waste2;
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unsigned int beflags = 0;
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float intensity, cscale;
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qboolean coronastyle;
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qboolean flashstyle;
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float dist;
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if (!r_coronas.value && !r_flashblend.value)
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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 = cl_dlights+rtlights_first;
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for (i=rtlights_first; i<rtlights_max; i++, l++)
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{
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if (!l->radius)
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continue;
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if (l->corona <= 0)
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continue;
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//dlights emitting from the local player are not visible as flashblends
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if (l->key == r_refdef.playerview->viewentity)
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continue; //was a glow
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if (l->key == -(r_refdef.playerview->viewentity))
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continue; //was a muzzleflash
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coronastyle = (l->flags & (LFLAG_NORMALMODE|LFLAG_REALTIMEMODE)) && r_coronas.value;
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flashstyle = ((l->flags & LFLAG_FLASHBLEND) && r_flashblend.value);
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if (!coronastyle && !flashstyle)
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continue;
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if (coronastyle && flashstyle)
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flashstyle = false;
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cscale = l->coronascale;
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intensity = l->corona;// * 0.25;
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if (coronastyle)
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intensity *= r_coronas.value;
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else
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intensity *= r_flashblend.value;
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if (intensity <= 0 || cscale <= 0)
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continue;
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//prevent the corona from intersecting with the near clip plane by just fading it away if its too close
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VectorSubtract(l->origin, r_refdef.vieworg, waste1);
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dist = VectorLength(waste1);
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if (dist < r_coronas_mindist.value+r_coronas_fadedist.value)
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{
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if (dist <= r_coronas_mindist.value)
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continue;
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intensity *= (dist-r_coronas_mindist.value) / r_coronas_fadedist.value;
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}
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/*coronas use depth testing to compute visibility*/
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if (coronastyle)
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{
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int method;
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if (!*r_coronas_occlusion.string)
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method = 4; //default to using hardware queries where possible.
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else
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method = r_coronas_occlusion.ival;
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switch(method)
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{
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case 2:
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if (TraceLineR(r_refdef.vieworg, l->origin, waste1, waste2))
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continue;
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break;
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case 0:
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break;
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case 3:
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#ifdef GLQUAKE
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if (qrenderer == QR_OPENGL)
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{
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float depth;
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vec3_t out;
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float v[4], tempv[4];
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float mvp[16];
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v[0] = l->origin[0];
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v[1] = l->origin[1];
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v[2] = l->origin[2];
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v[3] = 1;
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Matrix4_Multiply(r_refdef.m_projection_std, r_refdef.m_view, mvp);
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Matrix4x4_CM_Transform4(mvp, v, tempv);
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tempv[0] /= tempv[3];
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tempv[1] /= tempv[3];
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tempv[2] /= tempv[3];
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out[0] = (1+tempv[0])/2;
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out[1] = (1+tempv[1])/2;
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out[2] = (1+tempv[2])/2;
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out[0] = out[0]*r_refdef.pxrect.width + r_refdef.pxrect.x;
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out[1] = out[1]*r_refdef.pxrect.height + r_refdef.pxrect.y;
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if (tempv[3] < 0)
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out[2] *= -1;
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if (out[2] < 0)
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continue;
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//FIXME: in terms of performance, mixing reads+draws is BAD BAD BAD. SERIOUSLY BAD
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//it would be an improvement to calculate all of these at once.
|
|
qglReadPixels(out[0], out[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
|
|
if (depth < out[2])
|
|
continue;
|
|
break;
|
|
}
|
|
#endif
|
|
//other renderers fall through
|
|
case 4:
|
|
#ifdef GLQUAKE
|
|
if (qrenderer == QR_OPENGL && qglGenQueriesARB)
|
|
{
|
|
GLuint res;
|
|
qboolean requery = true;
|
|
if (r_refdef.recurse)
|
|
requery = false;
|
|
else if (l->coronaocclusionquery)
|
|
{
|
|
qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_AVAILABLE_ARB, &res);
|
|
if (res)
|
|
qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_ARB, &l->coronaocclusionresult);
|
|
else if (!l->coronaocclusionresult)
|
|
continue; //query still running, nor currently visible.
|
|
else
|
|
requery = false;
|
|
}
|
|
else
|
|
{
|
|
qglGenQueriesARB(1, &l->coronaocclusionquery);
|
|
}
|
|
|
|
if (requery)
|
|
{
|
|
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, l->coronaocclusionquery);
|
|
R_BuildDlightMesh (l, intensity*10, cscale*.1, coronastyle);
|
|
BE_DrawMesh_Single(occluded_shader, &flashblend_mesh, NULL, beflags);
|
|
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
|
}
|
|
|
|
if (!l->coronaocclusionresult)
|
|
continue;
|
|
break;
|
|
}
|
|
#endif
|
|
//other renderers fall through
|
|
default:
|
|
case 1:
|
|
if (CL_TraceLine(r_refdef.vieworg, l->origin, waste1, NULL, NULL) < 1)
|
|
continue;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!R_BuildDlightMesh (l, intensity, cscale, coronastyle) && !coronastyle)
|
|
AddLightBlend (l->color[0], l->color[1], l->color[2], l->radius * 0.0003);
|
|
else
|
|
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, (coronastyle?BEF_FORCENODEPTH|BEF_FORCEADDITIVE:0)|beflags);
|
|
}
|
|
}
|
|
|
|
|
|
qboolean Sh_GenerateShadowMap(dlight_t *l);
|
|
qboolean Sh_CullLight(dlight_t *dl, qbyte *vvis);
|
|
void R_GenDlightMesh(struct batch_s *batch)
|
|
{
|
|
static mesh_t *meshptr;
|
|
dlight_t *l = cl_dlights + batch->surf_first;
|
|
vec3_t colour;
|
|
|
|
int lightflags = batch->surf_count;
|
|
|
|
VectorCopy(l->color, colour);
|
|
if (l->style)
|
|
{
|
|
colour[0] *= cl_lightstyle[l->style-1].colours[0] * d_lightstylevalue[l->style-1]/255.0f;
|
|
colour[1] *= cl_lightstyle[l->style-1].colours[1] * d_lightstylevalue[l->style-1]/255.0f;
|
|
colour[2] *= cl_lightstyle[l->style-1].colours[2] * d_lightstylevalue[l->style-1]/255.0f;
|
|
}
|
|
else
|
|
{
|
|
colour[0] *= r_lightstylescale.value;
|
|
colour[1] *= r_lightstylescale.value;
|
|
colour[2] *= r_lightstylescale.value;
|
|
}
|
|
|
|
if (colour[0] < 0.001 && colour[1] < 0.001 && colour[2] < 0.001)
|
|
{ //just switch these off.
|
|
batch->meshes = 0;
|
|
return;
|
|
}
|
|
|
|
BE_SelectDLight(l, colour, l->axis, lightflags);
|
|
#ifdef RTLIGHTS
|
|
if (lightflags & LSHADER_SMAP)
|
|
{
|
|
if (!Sh_GenerateShadowMap(l))
|
|
{
|
|
batch->meshes = 0;
|
|
return;
|
|
}
|
|
BE_SelectEntity(&r_worldentity);
|
|
BE_SelectMode(BEM_STANDARD);
|
|
}
|
|
else if (Sh_CullLight(l, r_refdef.scenevis))
|
|
{
|
|
batch->meshes = 0;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (!R_BuildDlightMesh (l, 2, 1, 2))
|
|
{
|
|
int i;
|
|
static vec2_t s[4] = {{1, -1}, {-1, -1}, {-1, 1}, {1, 1}};
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
VectorMA(r_origin, 32, vpn, flashblend_vcoords[i]);
|
|
VectorMA(flashblend_vcoords[i], s[i][0]*320, vright, flashblend_vcoords[i]);
|
|
VectorMA(flashblend_vcoords[i], s[i][1]*320, vup, flashblend_vcoords[i]);
|
|
}
|
|
|
|
meshptr = &flashblend_fsmesh;
|
|
}
|
|
else
|
|
{
|
|
meshptr = &flashblend_mesh;
|
|
}
|
|
batch->mesh = &meshptr;
|
|
|
|
RQuantAdd(RQUANT_RTLIGHT_DRAWN, 1);
|
|
}
|
|
void R_GenDlightBatches(batch_t *batches[])
|
|
{
|
|
#ifdef RTLIGHTS
|
|
int i, j, sort;
|
|
dlight_t *l;
|
|
batch_t *b;
|
|
int lmode;
|
|
unsigned modes;
|
|
extern cvar_t r_shadow_realtime_dlight;
|
|
extern cvar_t r_shadow_realtime_world;
|
|
if (!r_lightprepass)
|
|
return;
|
|
|
|
modes = 0;
|
|
if (r_shadow_realtime_dlight.ival)
|
|
modes |= LFLAG_NORMALMODE;
|
|
if (r_shadow_realtime_world.ival)
|
|
modes |= LFLAG_REALTIMEMODE;
|
|
if (!modes)
|
|
return;
|
|
|
|
|
|
if (!deferredlight_shader[0])
|
|
{
|
|
const char *deferredlight_shader_code =
|
|
"{\n"
|
|
"deferredlight\n"
|
|
"surfaceparm nodlight\n"
|
|
"{\n"
|
|
"program lpp_light\n"
|
|
"blendfunc gl_one gl_one\n"
|
|
"nodepthtest\n"
|
|
"map $gbuffer0\n" //depth
|
|
"map $gbuffer1\n" //normals.rgb specexp.a
|
|
"}\n"
|
|
"}\n"
|
|
;
|
|
deferredlight_shader[0] = R_RegisterShader("deferredlight", SUF_NONE, deferredlight_shader_code);
|
|
#ifdef RTLIGHTS
|
|
deferredlight_shader[LSHADER_SMAP] = R_RegisterShader("deferredlight#PCF", SUF_NONE, deferredlight_shader_code);
|
|
#endif
|
|
}
|
|
|
|
l = cl_dlights+rtlights_first;
|
|
for (i=rtlights_first; i<rtlights_max; i++, l++)
|
|
{
|
|
if (!l->radius)
|
|
continue;
|
|
|
|
if (!(modes & l->flags))
|
|
continue;
|
|
|
|
if (R_CullSphere(l->origin, l->radius))
|
|
{
|
|
RQuantAdd(RQUANT_RTLIGHT_CULL_FRUSTUM, 1);
|
|
continue;
|
|
}
|
|
|
|
lmode = 0;
|
|
#ifdef RTLIGHTS
|
|
if (!(((i >= RTL_FIRST)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || l->flags & LFLAG_NOSHADOWS))
|
|
lmode |= LSHADER_SMAP;
|
|
#endif
|
|
// if (TEXLOADED(l->cubetexture))
|
|
// lmode |= LSHADER_CUBE;
|
|
|
|
b = BE_GetTempBatch();
|
|
if (!b)
|
|
return;
|
|
|
|
b->flags = 0;
|
|
b->shader = deferredlight_shader[lmode];
|
|
sort = b->shader->sort;
|
|
b->buildmeshes = R_GenDlightMesh;
|
|
b->ent = &r_worldentity;
|
|
b->mesh = NULL;
|
|
b->firstmesh = 0;
|
|
b->meshes = 1;
|
|
b->skin = NULL;
|
|
b->texture = NULL;
|
|
for (j = 0; j < MAXRLIGHTMAPS; j++)
|
|
b->lightmap[j] = -1;
|
|
b->surf_first = i;
|
|
b->surf_count = lmode;
|
|
b->flags |= BEF_NOSHADOWS|BEF_NODLIGHT; //that would be weeird
|
|
b->vbo = NULL;
|
|
b->next = batches[sort];
|
|
batches[sort] = b;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
DYNAMIC LIGHTS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
R_PushDlights
|
|
=============
|
|
*/
|
|
void R_PushDlights (void)
|
|
{
|
|
int i;
|
|
dlight_t *l;
|
|
|
|
r_dlightframecount = r_framecount + 1; // because the count hasn't
|
|
// advanced yet for this frame
|
|
|
|
#ifdef RTLIGHTS
|
|
/*if we're doing full rtlighting only, then don't bother calculating old-style dlights as they won't be visible anyway*/
|
|
if (r_shadow_realtime_world.ival && r_shadow_realtime_world_lightmaps.value < 0.1)
|
|
return;
|
|
#endif
|
|
|
|
if (r_dynamic.ival <= 0|| !cl.worldmodel)
|
|
return;
|
|
|
|
if (!cl.worldmodel->nodes)
|
|
return;
|
|
|
|
currentmodel = cl.worldmodel;
|
|
if (!currentmodel->funcs.MarkLights)
|
|
return;
|
|
|
|
l = cl_dlights+rtlights_first;
|
|
for (i=rtlights_first ; i <= DL_LAST ; i++, l++)
|
|
{
|
|
if (!l->radius || !(l->flags & LFLAG_LIGHTMAP))
|
|
continue;
|
|
currentmodel->funcs.MarkLights( l, 1<<i, currentmodel->nodes );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
//rtlight loading
|
|
|
|
#ifdef RTLIGHTS
|
|
qboolean R_ImportRTLights(const char *entlump)
|
|
{
|
|
typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
|
|
|
|
/*I'm using the DP code so I know I'll get the DP results*/
|
|
int entnum, style, islight, skin, pflags, n;
|
|
lighttype_t type;
|
|
float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], colourscales[3], vec[4];
|
|
char key[256], value[8192];
|
|
int nest;
|
|
qboolean okay = false;
|
|
|
|
//a quick note about tenebrae:
|
|
//by default, tenebrae's rtlights come from the server via static entities, which is all fancy and posh and actually fairly nice... if all servers actually did it.
|
|
//(the tenebrae gamecode uses spawnflag 2048 for static lights. note the pflags_fulldynamic fte/dp vs tenebrae difference)
|
|
//failing that, it will insert lights with some crappy fixed radius around only all 'classname light' entities, without any colours or anything, vanilla only.
|
|
//such lights are ONLY created if they're not near some other existing light (like a static entity one).
|
|
//this can result in FTE having noticably more and bigger lights than tenebrae. shadowmapping doesn't help performance either.
|
|
|
|
COM_Parse(entlump);
|
|
if (!strcmp(com_token, "Version"))
|
|
{
|
|
entlump = COM_Parse(entlump);
|
|
entlump = COM_Parse(entlump);
|
|
}
|
|
|
|
for (entnum = 0; ;entnum++)
|
|
{
|
|
entlump = COM_Parse(entlump);
|
|
if (com_token[0] != '{')
|
|
break;
|
|
|
|
type = LIGHTTYPE_MINUSX;
|
|
origin[0] = origin[1] = origin[2] = 0;
|
|
originhack[0] = originhack[1] = originhack[2] = 0;
|
|
angles[0] = angles[1] = angles[2] = 0;
|
|
color[0] = color[1] = color[2] = 1;
|
|
light[0] = light[1] = light[2] = 1;light[3] = 300;
|
|
overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
|
|
fadescale = 1;
|
|
lightscale = 1;
|
|
style = 0;
|
|
skin = 0;
|
|
pflags = 0;
|
|
VectorSet(colourscales, r_editlights_import_ambient.value, r_editlights_import_diffuse.value, r_editlights_import_specular.value);
|
|
//effects = 0;
|
|
islight = false;
|
|
nest = 1;
|
|
while (1)
|
|
{
|
|
entlump = COM_Parse(entlump);
|
|
if (!entlump)
|
|
break; // error
|
|
if (com_token[0] == '{')
|
|
{
|
|
nest++;
|
|
continue;
|
|
}
|
|
if (com_token[0] == '}')
|
|
{
|
|
nest--;
|
|
if (!nest)
|
|
break; // end of entity
|
|
continue;
|
|
}
|
|
if (nest!=1)
|
|
continue;
|
|
if (com_token[0] == '_')
|
|
Q_strncpyz(key, com_token + 1, sizeof(key));
|
|
else
|
|
Q_strncpyz(key, com_token, sizeof(key));
|
|
while (key[strlen(key)-1] == ' ') // remove trailing spaces
|
|
key[strlen(key)-1] = 0;
|
|
entlump = COM_Parse(entlump);
|
|
if (!entlump)
|
|
break; // error
|
|
Q_strncpyz(value, com_token, sizeof(value));
|
|
|
|
// now that we have the key pair worked out...
|
|
if (!strcmp("light", key))
|
|
{
|
|
n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
|
|
if (n == 1)
|
|
{
|
|
// quake
|
|
light[0] = vec[0] * (1.0f / 256.0f);
|
|
light[1] = vec[0] * (1.0f / 256.0f);
|
|
light[2] = vec[0] * (1.0f / 256.0f);
|
|
light[3] = vec[0];
|
|
}
|
|
else if (n == 4)
|
|
{
|
|
// halflife
|
|
light[0] = vec[0] * (1.0f / 255.0f);
|
|
light[1] = vec[1] * (1.0f / 255.0f);
|
|
light[2] = vec[2] * (1.0f / 255.0f);
|
|
light[3] = vec[3];
|
|
}
|
|
}
|
|
else if (!strcmp("delay", key))
|
|
type = atoi(value);
|
|
else if (!strcmp("origin", key))
|
|
sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
|
|
else if (!strcmp("angle", key))
|
|
angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
|
|
else if (!strcmp("angles", key))
|
|
sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
|
|
else if (!strcmp("color", key))
|
|
sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
|
|
else if (!strcmp("wait", key))
|
|
fadescale = atof(value);
|
|
else if (!strcmp("classname", key))
|
|
{
|
|
if (!strncmp(value, "light", 5))
|
|
{
|
|
islight = true;
|
|
if (!strcmp(value, "light_fluoro"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 1;
|
|
overridecolor[2] = 1;
|
|
}
|
|
if (!strcmp(value, "light_fluorospark"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 1;
|
|
overridecolor[2] = 1;
|
|
}
|
|
if (!strcmp(value, "light_globe"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.8;
|
|
overridecolor[2] = 0.4;
|
|
}
|
|
if (!strcmp(value, "light_flame_large_yellow"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_flame_small_yellow"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_torch_small_white"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_torch_small_walltorch"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
}
|
|
}
|
|
else if (!strcmp("style", key))
|
|
style = atoi(value);
|
|
else if (!strcmp("skin", key))
|
|
skin = (int)atof(value);
|
|
else if (!strcmp("pflags", key))
|
|
pflags = (int)atof(value);
|
|
//else if (!strcmp("effects", key))
|
|
//effects = (int)atof(value);
|
|
|
|
else if (!strcmp("scale", key))
|
|
lightscale = atof(value);
|
|
else if (!strcmp("fade", key))
|
|
fadescale = atof(value);
|
|
|
|
#ifdef MAP_PROC
|
|
else if (!strcmp("nodynamicshadows", key)) //doom3
|
|
;
|
|
else if (!strcmp("noshadows", key)) //doom3
|
|
{
|
|
if (atof(value))
|
|
pflags |= PFLAGS_NOSHADOW;
|
|
}
|
|
else if (!strcmp("nospecular", key))//doom3
|
|
{
|
|
if (atof(value))
|
|
colourscales[2] = 0;
|
|
}
|
|
else if (!strcmp("nodiffuse", key)) //doom3
|
|
{
|
|
if (atof(value))
|
|
colourscales[1] = 0;
|
|
}
|
|
#endif
|
|
|
|
else if (!strcmp("light_radius", key))
|
|
{
|
|
light[0] = 1;
|
|
light[1] = 1;
|
|
light[2] = 1;
|
|
light[3] = atof(value);
|
|
}
|
|
else if (entnum == 0 && !strcmp("noautolight", key))
|
|
{
|
|
//tenebrae compat. don't generate rtlights automagically if the world entity specifies this.
|
|
if (atoi(value))
|
|
{
|
|
okay = true;
|
|
return okay;
|
|
}
|
|
}
|
|
else if (entnum == 0 && !strcmp("lightmapbright", key))
|
|
{
|
|
//tenebrae compat. this overrides r_shadow_realtime_world_lightmap
|
|
r_shadow_realtime_world_lightmaps.value = atof(value);
|
|
}
|
|
}
|
|
if (!islight)
|
|
continue;
|
|
if (lightscale <= 0)
|
|
lightscale = 1;
|
|
if (fadescale <= 0)
|
|
fadescale = 1;
|
|
if (color[0] >= 16 || color[1] >= 16 || color[2] >= 16) //_color 255 255 255 should be identity, not super-oversaturated.
|
|
VectorScale(color, 1/255.0, color); //if only there were standards for this sort of thing.
|
|
if (color[0] == color[1] && color[0] == color[2])
|
|
{
|
|
color[0] *= overridecolor[0];
|
|
color[1] *= overridecolor[1];
|
|
color[2] *= overridecolor[2];
|
|
}
|
|
radius = light[3] * r_editlights_import_radius.value * lightscale / fadescale;
|
|
color[0] = color[0] * light[0];
|
|
color[1] = color[1] * light[1];
|
|
color[2] = color[2] * light[2];
|
|
switch (type)
|
|
{
|
|
case LIGHTTYPE_MINUSX:
|
|
break;
|
|
case LIGHTTYPE_RECIPX:
|
|
radius *= 2;
|
|
VectorScale(color, (1.0f / 16.0f), color);
|
|
break;
|
|
case LIGHTTYPE_RECIPXX:
|
|
radius *= 2;
|
|
VectorScale(color, (1.0f / 16.0f), color);
|
|
break;
|
|
default:
|
|
case LIGHTTYPE_NONE:
|
|
break;
|
|
case LIGHTTYPE_SUN:
|
|
break;
|
|
case LIGHTTYPE_MINUSXX:
|
|
break;
|
|
}
|
|
VectorAdd(origin, originhack, origin);
|
|
if (radius >= 1 && !(cl.worldmodel->funcs.PointContents(cl.worldmodel, NULL, origin) & FTECONTENTS_SOLID))
|
|
{
|
|
dlight_t *dl = CL_AllocSlight();
|
|
if (!dl)
|
|
break;
|
|
VectorCopy(origin, dl->origin);
|
|
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
|
|
VectorInverse(dl->axis[1]);
|
|
dl->radius = radius;
|
|
VectorCopy(color, dl->color);
|
|
dl->flags = 0;
|
|
dl->flags |= LFLAG_REALTIMEMODE;
|
|
dl->flags |= (pflags & PFLAGS_CORONA)?LFLAG_FLASHBLEND:0;
|
|
dl->flags |= (pflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
|
|
dl->style = style+1;
|
|
VectorCopy(colourscales, dl->lightcolourscales);
|
|
if (skin >= 16)
|
|
R_LoadNumberedLightTexture(dl, skin);
|
|
|
|
okay = true;
|
|
}
|
|
}
|
|
|
|
return okay;
|
|
}
|
|
|
|
qboolean R_LoadRTLights(void)
|
|
{
|
|
dlight_t *dl;
|
|
char fname[MAX_QPATH];
|
|
char cubename[MAX_QPATH];
|
|
char *file;
|
|
char *end;
|
|
int style;
|
|
|
|
vec3_t org;
|
|
float radius;
|
|
vec3_t rgb;
|
|
vec3_t avel;
|
|
float fov;
|
|
unsigned int flags;
|
|
|
|
float coronascale;
|
|
float corona;
|
|
float ambientscale, diffusescale, specularscale;
|
|
vec3_t angles;
|
|
|
|
//delete all old lights, even dynamic ones
|
|
rtlights_first = RTL_FIRST;
|
|
rtlights_max = RTL_FIRST;
|
|
|
|
COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
|
|
strncat(fname, ".rtlights", MAX_QPATH-1);
|
|
|
|
file = COM_LoadTempFile(fname, NULL);
|
|
if (file)
|
|
while(1)
|
|
{
|
|
end = strchr(file, '\n');
|
|
if (!end)
|
|
end = file + strlen(file);
|
|
if (end == file)
|
|
break;
|
|
*end = '\0';
|
|
|
|
while(*file == ' ' || *file == '\t')
|
|
file++;
|
|
if (*file == '#')
|
|
{
|
|
file++;
|
|
while(*file == ' ' || *file == '\t')
|
|
file++;
|
|
file = COM_Parse(file);
|
|
if (!Q_strcasecmp(com_token, "lightmaps"))
|
|
{
|
|
file = COM_Parse(file);
|
|
//foo = atoi(com_token);
|
|
}
|
|
else
|
|
Con_DPrintf("Unknown directive: %s\n", com_token);
|
|
file = end+1;
|
|
continue;
|
|
}
|
|
else if (*file == '!')
|
|
{
|
|
flags = LFLAG_NOSHADOWS;
|
|
file++;
|
|
}
|
|
else
|
|
flags = 0;
|
|
|
|
file = COM_Parse(file);
|
|
org[0] = atof(com_token);
|
|
file = COM_Parse(file);
|
|
org[1] = atof(com_token);
|
|
file = COM_Parse(file);
|
|
org[2] = atof(com_token);
|
|
|
|
file = COM_Parse(file);
|
|
radius = atof(com_token);
|
|
|
|
file = COM_Parse(file);
|
|
rgb[0] = file?atof(com_token):1;
|
|
file = COM_Parse(file);
|
|
rgb[1] = file?atof(com_token):1;
|
|
file = COM_Parse(file);
|
|
rgb[2] = file?atof(com_token):1;
|
|
|
|
file = COM_Parse(file);
|
|
style = file?atof(com_token):0;
|
|
|
|
file = COM_Parse(file);
|
|
//cubemap
|
|
Q_strncpyz(cubename, com_token, sizeof(cubename));
|
|
|
|
file = COM_Parse(file);
|
|
//corona
|
|
corona = file?atof(com_token):0;
|
|
|
|
file = COM_Parse(file);
|
|
angles[0] = file?atof(com_token):0;
|
|
file = COM_Parse(file);
|
|
angles[1] = file?atof(com_token):0;
|
|
file = COM_Parse(file);
|
|
angles[2] = file?atof(com_token):0;
|
|
|
|
file = COM_Parse(file);
|
|
//corona scale
|
|
coronascale = file?atof(com_token):0.25;
|
|
|
|
file = COM_Parse(file);
|
|
//ambient
|
|
ambientscale = file?atof(com_token):0;
|
|
|
|
file = COM_Parse(file);
|
|
//diffuse
|
|
diffusescale = file?atof(com_token):1;
|
|
|
|
file = COM_Parse(file);
|
|
//specular
|
|
specularscale = file?atof(com_token):1;
|
|
|
|
file = COM_Parse(file);
|
|
flags |= file?atoi(com_token):LFLAG_REALTIMEMODE;
|
|
|
|
fov = avel[0] = avel[1] = avel[2] = 0;
|
|
while(file)
|
|
{
|
|
file = COM_Parse(file);
|
|
if (!strncmp(com_token, "rotx=", 5))
|
|
avel[0] = file?atof(com_token+5):0;
|
|
else if (!strncmp(com_token, "roty=", 5))
|
|
avel[1] = file?atof(com_token+5):0;
|
|
else if (!strncmp(com_token, "rotz=", 5))
|
|
avel[2] = file?atof(com_token+5):0;
|
|
else if (!strncmp(com_token, "fov=", 4))
|
|
fov = file?atof(com_token+4):0;
|
|
}
|
|
|
|
if (radius)
|
|
{
|
|
dl = CL_AllocSlight();
|
|
if (!dl)
|
|
break;
|
|
|
|
VectorCopy(org, dl->origin);
|
|
dl->radius = radius;
|
|
VectorCopy(rgb, dl->color);
|
|
dl->corona = corona;
|
|
dl->coronascale = coronascale;
|
|
dl->die = 0;
|
|
dl->flags = flags;
|
|
dl->fov = fov;
|
|
dl->lightcolourscales[0] = ambientscale;
|
|
dl->lightcolourscales[1] = diffusescale;
|
|
dl->lightcolourscales[2] = specularscale;
|
|
AngleVectorsFLU(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
|
|
VectorCopy(avel, dl->rotation);
|
|
|
|
Q_strncpyz(dl->cubemapname, cubename, sizeof(dl->cubemapname));
|
|
if (*dl->cubemapname)
|
|
dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP, NULL, 0, 0, TF_INVALID);
|
|
else
|
|
dl->cubetexture = r_nulltex;
|
|
|
|
dl->style = style+1;
|
|
}
|
|
file = end+1;
|
|
}
|
|
return !!file;
|
|
}
|
|
|
|
void R_SaveRTLights_f(void)
|
|
{
|
|
dlight_t *light;
|
|
vfsfile_t *f;
|
|
unsigned int i;
|
|
char fname[MAX_QPATH];
|
|
char sysname[MAX_OSPATH];
|
|
vec3_t ang;
|
|
COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
|
|
strncat(fname, ".rtlights", MAX_QPATH-1);
|
|
|
|
FS_CreatePath(fname, FS_GAMEONLY);
|
|
f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
|
|
if (!f)
|
|
{
|
|
Con_Printf("couldn't open %s\n", fname);
|
|
return;
|
|
}
|
|
|
|
// VFS_PUTS(f, va("#lightmap %f\n", foo));
|
|
|
|
for (light = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, light++)
|
|
{
|
|
if (light->die)
|
|
continue;
|
|
if (!light->radius)
|
|
continue;
|
|
VectorAngles(light->axis[0], light->axis[2], ang, false);
|
|
VFS_PUTS(f, va(
|
|
"%s%f %f %f "
|
|
"%f %f %f %f "
|
|
"%i "
|
|
"\"%s\" %f "
|
|
"%f %f %f "
|
|
"%f %f %f %f %i "
|
|
"rotx=%g roty=%g rotz=%g fov=%g "
|
|
"\n"
|
|
,
|
|
(light->flags & LFLAG_NOSHADOWS)?"!":"", light->origin[0], light->origin[1], light->origin[2],
|
|
light->radius, light->color[0], light->color[1], light->color[2],
|
|
light->style-1,
|
|
light->cubemapname, light->corona,
|
|
ang[0], ang[1], ang[2],
|
|
light->coronascale, light->lightcolourscales[0], light->lightcolourscales[1], light->lightcolourscales[2], light->flags&(LFLAG_NORMALMODE|LFLAG_REALTIMEMODE|LFLAG_CREPUSCULAR),
|
|
light->rotation[0],light->rotation[1],light->rotation[2],light->fov
|
|
));
|
|
}
|
|
VFS_CLOSE(f);
|
|
|
|
FS_NativePath(fname, FS_GAMEONLY, sysname, sizeof(sysname));
|
|
Con_Printf("rtlights saved to %s\n", sysname);
|
|
}
|
|
|
|
void R_StaticEntityToRTLight(int i)
|
|
{
|
|
entity_state_t *state = &cl_static_entities[i].state;
|
|
dlight_t *dl;
|
|
if (!(state->lightpflags&(PFLAGS_FULLDYNAMIC|PFLAGS_CORONA)))
|
|
return;
|
|
dl = CL_AllocSlight();
|
|
if (!dl)
|
|
return;
|
|
VectorCopy(state->origin, dl->origin);
|
|
AngleVectors(state->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
|
|
VectorInverse(dl->axis[1]);
|
|
dl->radius = state->light[3];
|
|
if (!dl->radius)
|
|
dl->radius = 350;
|
|
VectorScale(state->light, 1.0/1024, dl->color);
|
|
if (!state->light[0] && !state->light[1] && !state->light[2])
|
|
VectorSet(dl->color, 1, 1, 1);
|
|
dl->flags = 0;
|
|
dl->flags |= LFLAG_NORMALMODE|LFLAG_REALTIMEMODE;
|
|
dl->flags |= (state->lightpflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
|
|
if (state->lightpflags & PFLAGS_CORONA)
|
|
dl->corona = 1;
|
|
dl->style = state->lightstyle+1;
|
|
if (state->lightpflags & PFLAGS_FULLDYNAMIC)
|
|
{
|
|
dl->lightcolourscales[0] = r_editlights_import_ambient.value;
|
|
dl->lightcolourscales[1] = r_editlights_import_diffuse.value;
|
|
dl->lightcolourscales[2] = r_editlights_import_specular.value;
|
|
}
|
|
else
|
|
{ //corona-only light
|
|
dl->lightcolourscales[0] = 0;
|
|
dl->lightcolourscales[1] = 0;
|
|
dl->lightcolourscales[2] = 0;
|
|
}
|
|
if (state->skinnum >= 16)
|
|
R_LoadNumberedLightTexture(dl, state->skinnum);
|
|
}
|
|
|
|
void R_ReloadRTLights_f(void)
|
|
{
|
|
int i;
|
|
|
|
if (!cl.worldmodel)
|
|
{
|
|
Con_Printf("Cannot reload lights at this time\n");
|
|
return;
|
|
}
|
|
rtlights_first = RTL_FIRST;
|
|
rtlights_max = RTL_FIRST;
|
|
if (!strcmp(Cmd_Argv(1), "bsp"))
|
|
R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel));
|
|
else if (!strcmp(Cmd_Argv(1), "rtlights"))
|
|
R_LoadRTLights();
|
|
else if (!strcmp(Cmd_Argv(1), "none"))
|
|
;
|
|
else
|
|
{
|
|
R_LoadRTLights();
|
|
if (rtlights_first == rtlights_max)
|
|
R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel));
|
|
}
|
|
|
|
for (i = 0; i < cl.num_statics; i++)
|
|
{
|
|
R_StaticEntityToRTLight(i);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
LIGHT SAMPLING
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
mplane_t *lightplane;
|
|
vec3_t lightspot;
|
|
|
|
static void GLQ3_AddLatLong(qbyte latlong[2], vec3_t dir, float mag)
|
|
{
|
|
float lat = (float)latlong[0] * (2 * M_PI)*(1.0 / 255.0);
|
|
float lng = (float)latlong[1] * (2 * M_PI)*(1.0 / 255.0);
|
|
dir[0] += mag * cos ( lng ) * sin ( lat );
|
|
dir[1] += mag * sin ( lng ) * sin ( lat );
|
|
dir[2] += mag * cos ( lat );
|
|
}
|
|
|
|
void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
q3lightgridinfo_t *lg = (q3lightgridinfo_t *)cl.worldmodel->lightgrid;
|
|
int index[8];
|
|
int vi[3];
|
|
int i, j;
|
|
float t[8];
|
|
vec3_t vf, vf2;
|
|
vec3_t ambient, diffuse, direction;
|
|
|
|
if (!lg || (!lg->lightgrid && !lg->rbspelements) || lg->numlightgridelems < 1)
|
|
{
|
|
if(res_ambient)
|
|
{
|
|
res_ambient[0] = 64;
|
|
res_ambient[1] = 64;
|
|
res_ambient[2] = 64;
|
|
}
|
|
|
|
if (res_diffuse)
|
|
{
|
|
res_diffuse[0] = 192;
|
|
res_diffuse[1] = 192;
|
|
res_diffuse[2] = 192;
|
|
}
|
|
|
|
if (res_dir)
|
|
{
|
|
res_dir[0] = 1;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 0.1;
|
|
}
|
|
return;
|
|
}
|
|
|
|
//If in doubt, steal someone else's code...
|
|
//Thanks QFusion.
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
vf[i] = (point[i] - lg->gridMins[i]) / lg->gridSize[i];
|
|
vi[i] = (int)(vf[i]);
|
|
vf[i] = vf[i] - floor(vf[i]);
|
|
vf2[i] = 1.0f - vf[i];
|
|
}
|
|
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
//bound it properly
|
|
index[i] = bound(0, vi[0]+((i&1)?1:0), lg->gridBounds[0]-1) * 1 +
|
|
bound(0, vi[1]+((i&2)?1:0), lg->gridBounds[1]-1) * lg->gridBounds[0] +
|
|
bound(0, vi[2]+((i&4)?1:0), lg->gridBounds[2]-1) * lg->gridBounds[3] ;
|
|
t[i] = ((i&1)?vf[0]:vf2[0]) *
|
|
((i&2)?vf[1]:vf2[1]) *
|
|
((i&4)?vf[2]:vf2[2]) ;
|
|
}
|
|
|
|
//rbsp has a separate grid->index lookup for compression.
|
|
if (lg->rbspindexes)
|
|
{
|
|
for (i = 0; i < 8; i++)
|
|
index[i] = lg->rbspindexes[index[i]];
|
|
}
|
|
|
|
VectorClear(ambient);
|
|
VectorClear(diffuse);
|
|
VectorClear(direction);
|
|
if (lg->rbspelements)
|
|
{
|
|
for (i = 0; i < 8; i++)
|
|
{ //rbsp has up to 4 styles per grid element, which needs to be scaled by that style's current value
|
|
float tot = 0;
|
|
for (j = 0; j < countof(lg->rbspelements[index[i]].styles); j++)
|
|
{
|
|
qbyte st = lg->rbspelements[index[i]].styles[j];
|
|
if (st != 255)
|
|
{
|
|
float mag = d_lightstylevalue[st] * 1.0/255 * t[i];
|
|
//FIXME: cl_lightstyle[st].colours[rgb]
|
|
VectorMA (ambient, mag, lg->rbspelements[index[i]].ambient[j], ambient);
|
|
VectorMA (diffuse, mag, lg->rbspelements[index[i]].diffuse[j], diffuse);
|
|
tot += mag;
|
|
}
|
|
}
|
|
GLQ3_AddLatLong(lg->rbspelements[index[i]].direction, direction, tot);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
VectorMA (ambient, t[i], lg->lightgrid[index[i]].ambient, ambient);
|
|
VectorMA (diffuse, t[i], lg->lightgrid[index[i]].diffuse, diffuse);
|
|
GLQ3_AddLatLong(lg->lightgrid[index[i]].direction, direction, t[i]);
|
|
}
|
|
|
|
VectorScale(ambient, d_lightstylevalue[0]/255.0, ambient);
|
|
VectorScale(diffuse, d_lightstylevalue[0]/255.0, diffuse);
|
|
//FIXME: cl_lightstyle[0].colours[rgb]
|
|
}
|
|
|
|
//q3bsp has *4 overbrighting.
|
|
// VectorScale(ambient, 4, ambient);
|
|
// VectorScale(diffuse, 4, diffuse);
|
|
|
|
/*ambient is the min level*/
|
|
/*diffuse is the max level*/
|
|
VectorCopy(ambient, res_ambient);
|
|
if (res_diffuse)
|
|
VectorAdd(diffuse, ambient, res_diffuse);
|
|
if (res_dir)
|
|
VectorCopy(direction, res_dir);
|
|
}
|
|
|
|
static int GLRecursiveLightPoint (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;
|
|
qbyte *lightmap;
|
|
unsigned scale;
|
|
int maps;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
{
|
|
if (node->contents != -1)
|
|
return -1; // solid
|
|
}
|
|
else 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 GLRecursiveLightPoint (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 = GLRecursiveLightPoint (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
|
|
VectorCopy (mid, lightspot);
|
|
lightplane = plane;
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; 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 >>= surf->lmshift;
|
|
dt >>= surf->lmshift;
|
|
|
|
lightmap = surf->samples;
|
|
r = 0;
|
|
if (lightmap)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
r += (lightmap[0]+lightmap[1]+lightmap[2]) * scale / 3;
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1)*3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += dt * ((surf->extents[0]>>surf->lmshift)+1) + ds;
|
|
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
r += *lightmap * scale;
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1);
|
|
}
|
|
}
|
|
|
|
r >>= 8;
|
|
}
|
|
|
|
return r;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint (node->children[!side], mid, end);
|
|
}
|
|
|
|
|
|
|
|
int R_LightPoint (vec3_t p)
|
|
{
|
|
vec3_t end;
|
|
int r;
|
|
|
|
if (r_refdef.flags & 1)
|
|
return 255;
|
|
|
|
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED || !cl.worldmodel->lightdata)
|
|
return 255;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake3)
|
|
{
|
|
GLQ3_LightGrid(cl.worldmodel, p, NULL, end, NULL);
|
|
return (end[0] + end[1] + end[2])/3;
|
|
}
|
|
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 2048;
|
|
|
|
r = GLRecursiveLightPoint (cl.worldmodel->rootnode, p, end);
|
|
|
|
if (r == -1)
|
|
r = 0;
|
|
|
|
return r;
|
|
}
|
|
|
|
|
|
|
|
#ifdef PEXT_LIGHTSTYLECOL
|
|
|
|
static float *GLRecursiveLightPoint3C (model_t *mod, mnode_t *node, vec3_t start, vec3_t end)
|
|
{
|
|
static float l[6];
|
|
float *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;
|
|
qbyte *lightmap, *deluxmap;
|
|
float scale, overbright;
|
|
int maps;
|
|
|
|
if (mod->fromgame == fg_quake2)
|
|
{
|
|
if (node->contents != -1)
|
|
return NULL; // solid
|
|
}
|
|
else if (node->contents < 0)
|
|
return NULL; // 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 GLRecursiveLightPoint3C (mod, 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 = GLRecursiveLightPoint3C (mod, node->children[side], start, mid);
|
|
if (r && r[0]+r[1]+r[2] >= 0)
|
|
return r; // hit something
|
|
|
|
if ( (back < 0) == side )
|
|
return NULL; // didn't hit anuthing
|
|
|
|
// check for impact on this node
|
|
VectorCopy (mid, lightspot);
|
|
lightplane = plane;
|
|
|
|
surf = mod->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; 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)
|
|
{
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=1;l[5]=1;
|
|
return l;
|
|
}
|
|
|
|
ds >>= surf->lmshift;
|
|
dt >>= surf->lmshift;
|
|
|
|
lightmap = surf->samples;
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=0;l[5]=0;
|
|
if (lightmap)
|
|
{
|
|
overbright = 1/255.0f;
|
|
if (mod->deluxdata)
|
|
{
|
|
if (mod->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
deluxmap = surf->samples - mod->lightdata + mod->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
l[0] += lightmap[0] * scale * cl_lightstyle[surf->styles[maps]].colours[0];
|
|
l[1] += lightmap[1] * scale * cl_lightstyle[surf->styles[maps]].colours[1];
|
|
l[2] += lightmap[2] * scale * cl_lightstyle[surf->styles[maps]].colours[2];
|
|
|
|
l[3] += (deluxmap[0]-127)*scale;
|
|
l[4] += (deluxmap[1]-127)*scale;
|
|
l[5] += (deluxmap[2]-127)*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1) * 3;
|
|
deluxmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
deluxmap = (surf->samples - mod->lightdata)*3 + mod->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds);
|
|
deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
l[0] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[0];
|
|
l[1] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[1];
|
|
l[2] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[2];
|
|
|
|
l[3] += deluxmap[0]*scale;
|
|
l[4] += deluxmap[1]*scale;
|
|
l[5] += deluxmap[2]*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1);
|
|
deluxmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1) * 3;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (mod->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
l[0] += lightmap[0] * scale * cl_lightstyle[surf->styles[maps]].colours[0];
|
|
l[1] += lightmap[1] * scale * cl_lightstyle[surf->styles[maps]].colours[1];
|
|
l[2] += lightmap[2] * scale * cl_lightstyle[surf->styles[maps]].colours[2];
|
|
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds);
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
l[0] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[0];
|
|
l[1] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[1];
|
|
l[2] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[2];
|
|
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return l;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint3C (mod, node->children[!side], mid, end);
|
|
}
|
|
|
|
#endif
|
|
|
|
void GLQ1BSP_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
vec3_t end;
|
|
float *r;
|
|
#ifdef RTLIGHTS
|
|
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
|
|
#endif
|
|
|
|
if (!model->lightdata || r_fullbright.ival)
|
|
{
|
|
res_diffuse[0] = 0;
|
|
res_diffuse[1] = 0;
|
|
res_diffuse[2] = 0;
|
|
|
|
res_ambient[0] = 255;
|
|
res_ambient[1] = 255;
|
|
res_ambient[2] = 255;
|
|
|
|
res_dir[0] = 1;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 0.1;
|
|
VectorNormalize(res_dir);
|
|
return;
|
|
}
|
|
|
|
end[0] = point[0];
|
|
end[1] = point[1];
|
|
end[2] = point[2] - 2048;
|
|
|
|
r = GLRecursiveLightPoint3C(model, model->rootnode, point, end);
|
|
if (r == NULL)
|
|
{
|
|
res_diffuse[0] = 0;
|
|
res_diffuse[1] = 0;
|
|
res_diffuse[2] = 0;
|
|
|
|
res_ambient[0] = 0;
|
|
res_ambient[1] = 0;
|
|
res_ambient[2] = 0;
|
|
|
|
res_dir[0] = 0;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 1;
|
|
}
|
|
else
|
|
{
|
|
res_diffuse[0] = r[0]*2;
|
|
res_diffuse[1] = r[1]*2;
|
|
res_diffuse[2] = r[2]*2;
|
|
|
|
/*bright on one side, dark on the other, but not too dark*/
|
|
res_ambient[0] = r[0]/2;
|
|
res_ambient[1] = r[1]/2;
|
|
res_ambient[2] = r[2]/2;
|
|
|
|
res_dir[0] = r[3];
|
|
res_dir[1] = r[4];
|
|
res_dir[2] = -r[5];
|
|
if (!res_dir[0] && !res_dir[1] && !res_dir[2])
|
|
res_dir[0] = res_dir[2] = 1;
|
|
VectorNormalize(res_dir);
|
|
}
|
|
|
|
#ifdef RTLIGHTS
|
|
if (r_shadow_realtime_world.ival)
|
|
{
|
|
float lm = r_shadow_realtime_world_lightmaps.value;
|
|
if (lm < 0) lm = 0;
|
|
if (lm > 1) lm = 1;
|
|
VectorScale(res_diffuse, lm, res_diffuse);
|
|
VectorScale(res_ambient, lm, res_ambient);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#endif
|