mirror of
https://github.com/Shpoike/Quakespasm.git
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744 lines
20 KiB
C
744 lines
20 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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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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int r_dlightframecount;
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extern cvar_t r_flatlightstyles; //johnfitz
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//Spike - made this a general function
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void CL_UpdateLightstyle(unsigned int idx, const char *str)
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{
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int total;
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int j;
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if (idx < MAX_LIGHTSTYLES)
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{
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q_strlcpy (cl_lightstyle[idx].map, str, MAX_STYLESTRING);
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cl_lightstyle[idx].length = Q_strlen(cl_lightstyle[idx].map);
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//johnfitz -- save extra info
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if (cl_lightstyle[idx].length)
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{
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total = 0;
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cl_lightstyle[idx].peak = 'a';
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for (j=0; j<cl_lightstyle[idx].length; j++)
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{
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total += cl_lightstyle[idx].map[j] - 'a';
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cl_lightstyle[idx].peak = q_max(cl_lightstyle[idx].peak, cl_lightstyle[idx].map[j]);
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}
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cl_lightstyle[idx].average = total / cl_lightstyle[idx].length + 'a';
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}
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else
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cl_lightstyle[idx].average = cl_lightstyle[idx].peak = 'm';
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//johnfitz
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}
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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,k;
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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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i = (int)(cl.time*10);
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for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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if (!cl_lightstyle[j].length)
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{
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d_lightstylevalue[j] = 256;
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continue;
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}
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//johnfitz -- r_flatlightstyles
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if (r_flatlightstyles.value == 2)
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k = cl_lightstyle[j].peak - 'a';
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else if (r_flatlightstyles.value == 1)
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k = cl_lightstyle[j].average - 'a';
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else
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{
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k = i % cl_lightstyle[j].length;
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k = cl_lightstyle[j].map[k] - 'a';
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}
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d_lightstylevalue[j] = k*22;
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//johnfitz
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING (gl_flashblend 1)
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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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v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
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a2 = a2/a;
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v_blend[0] = v_blend[1]*(1-a2) + r*a2;
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v_blend[1] = v_blend[1]*(1-a2) + g*a2;
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v_blend[2] = v_blend[2]*(1-a2) + b*a2;
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}
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void R_RenderDlight (dlight_t *light)
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{
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int i, j;
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float a;
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vec3_t v;
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float rad;
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rad = light->radius * 0.35;
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VectorSubtract (light->origin, r_origin, v);
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if (VectorLength (v) < rad)
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{ // view is inside the dlight
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if (light->color[0]==1 && light->color[1]==1 && light->color[2]==1)
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AddLightBlend (1.0, 0.5, 0.0, light->radius * 0.0003);
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else
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AddLightBlend (light->color[0], light->color[1], light->color[2], light->radius * 0.0003);
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return;
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}
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glBegin (GL_TRIANGLE_FAN);
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if (light->color[0]==1 && light->color[1]==1 && light->color[2]==1) //if its default full-white, show it with an orange tint instead to replicate expected QS behaviour without breaking coloured dlights.
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glColor3f (0.2f, 0.1f, 0.0);
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else
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glColor3f (light->color[0]*.2f, light->color[1]*.2f, light->color[2]*.2f);
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for (i=0 ; i<3 ; i++)
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v[i] = light->origin[i] - vpn[i]*rad;
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glVertex3fv (v);
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glColor3f (0,0,0);
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for (i=16 ; i>=0 ; i--)
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{
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a = i/16.0 * M_PI*2;
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for (j=0 ; j<3 ; j++)
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v[j] = light->origin[j] + vright[j]*cos(a)*rad
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+ vup[j]*sin(a)*rad;
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glVertex3fv (v);
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}
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glEnd ();
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}
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/*
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=============
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R_RenderDlights
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=============
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*/
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void R_RenderDlights (void)
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{
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int i;
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dlight_t *l;
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if (!gl_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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glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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l = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_RenderDlight (l);
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}
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glColor3f (1,1,1);
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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*/
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/*
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=============
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R_MarkLights -- johnfitz -- rewritten to use LordHavoc's lighting speedup
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=============
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*/
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void R_MarkLights (dlight_t *light, vec3_t lightorg, int num, mnode_t *node)
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{
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mplane_t *splitplane;
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msurface_t *surf;
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vec3_t impact;
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float dist, l, maxdist;
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unsigned int i;
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int j, s, t;
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start:
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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if (splitplane->type < 3)
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dist = lightorg[splitplane->type] - splitplane->dist;
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else
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dist = DotProduct (lightorg, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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node = node->children[0];
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goto start;
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}
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if (dist < -light->radius)
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{
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node = node->children[1];
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goto start;
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}
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maxdist = light->radius*light->radius;
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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for (j=0 ; j<3 ; j++)
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impact[j] = lightorg[j] - surf->plane->normal[j]*dist;
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// clamp center of light to corner and check brightness
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l = DotProduct (impact, surf->lmvecs[0]) + surf->lmvecs[0][3];
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s = l;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
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s = l - s;
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l = DotProduct (impact, surf->lmvecs[1]) + surf->lmvecs[1][3];
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t = l;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
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t = l - t;
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// compare to minimum light
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if ((s*s+t*t+dist*dist) < maxdist)
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{
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if (surf->dlightframe != r_dlightframecount) // not dynamic until now
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{
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surf->dlightbits[num >> 5] = 1U << (num & 31);
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surf->dlightframe = r_dlightframecount;
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}
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else // already dynamic
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surf->dlightbits[num >> 5] |= 1U << (num & 31);
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}
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}
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if (node->children[0]->contents >= 0)
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R_MarkLights (light, lightorg, num, node->children[0]);
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if (node->children[1]->contents >= 0)
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R_MarkLights (light, lightorg, num, node->children[1]);
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}
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/*
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=============
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R_PushDlights
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=============
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*/
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void R_PushDlights (void)
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{
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int i;
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dlight_t *l;
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if (gl_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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if (!r_refdef.drawworld)
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return;
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l = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_MarkLights (l, l->origin, i, cl.worldmodel->nodes);
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}
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}
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/*
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=============================================================================
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BSPX LIGHTGRID LOADING + SAMPLING
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=============================================================================
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*/
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extern char loadname[]; // for hunk tags. yuck yuck yuck.
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extern cvar_t mod_lightgrid; //for testing/debugging
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typedef struct
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{
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vec3_t gridscale;
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unsigned int count[3];
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vec3_t mins;
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unsigned int styles;
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unsigned int rootnode;
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unsigned int numnodes;
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struct bspxlgnode_s
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{ //this uses an octtree to trim samples.
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int mid[3];
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unsigned int child[8];
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#define LGNODE_LEAF (1u<<31)
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#define LGNODE_MISSING (1u<<30)
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} *nodes;
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unsigned int numleafs;
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struct bspxlgleaf_s
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{
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int mins[3];
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int size[3];
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struct bspxlgsamp_s
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{
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struct
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{
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byte style;
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byte rgb[3];
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} map[4];
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} *rgbvalues;
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} *leafs;
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} bspxlightgrid_t;
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struct rctx_s {byte *data; int ofs, size;};
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static byte ReadByte(struct rctx_s *ctx)
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{
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if (ctx->ofs >= ctx->size)
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{
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ctx->ofs++;
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return 0;
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}
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return ctx->data[ctx->ofs++];
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}
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static int ReadInt(struct rctx_s *ctx)
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{
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int r = (int)ReadByte(ctx)<<0;
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r|= (int)ReadByte(ctx)<<8;
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r|= (int)ReadByte(ctx)<<16;
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r|= (int)ReadByte(ctx)<<24;
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return r;
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}
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static float ReadFloat(struct rctx_s *ctx)
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{
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union {float f; int i;} u;
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u.i = ReadInt(ctx);
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return u.f;
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}
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void BSPX_LightGridLoad(qmodel_t *model, void *lgdata, size_t lgsize)
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{
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vec3_t step, mins;
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int size[3];
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bspxlightgrid_t *grid;
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unsigned int numstyles, numnodes, numleafs, rootnode;
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unsigned int nodestart, leafsamps = 0, i, j, k, s;
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struct bspxlgsamp_s *samp;
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struct rctx_s ctx = {0};
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ctx.data = lgdata;
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ctx.size = lgsize;
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model->lightgrid = NULL;
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if (!ctx.data)
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return;
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for (j = 0; j < 3; j++)
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step[j] = ReadFloat(&ctx);
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for (j = 0; j < 3; j++)
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size[j] = ReadInt(&ctx);
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for (j = 0; j < 3; j++)
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mins[j] = ReadFloat(&ctx);
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numstyles = ReadByte(&ctx); //urgh, misaligned the entire thing
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rootnode = ReadInt(&ctx);
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numnodes = ReadInt(&ctx);
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nodestart = ctx.ofs;
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ctx.ofs += (3+8)*4*numnodes;
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numleafs = ReadInt(&ctx);
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for (i = 0; i < numleafs; i++)
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{
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unsigned int lsz[3];
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ctx.ofs += 3*4;
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for (j = 0; j < 3; j++)
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lsz[j] = ReadInt(&ctx);
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j = lsz[0]*lsz[1]*lsz[2];
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leafsamps += j;
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while (j --> 0)
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{ //this loop is annonying, memcpy dreams...
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s = ReadByte(&ctx);
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if (s == 255)
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continue;
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ctx.ofs += s*4;
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}
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}
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grid = Hunk_AllocName(sizeof(*grid) + sizeof(*grid->leafs)*numleafs + sizeof(*grid->nodes)*numnodes + sizeof(struct bspxlgsamp_s)*leafsamps, loadname);
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// memset(grid, 0xcc, sizeof(*grid) + sizeof(*grid->leafs)*numleafs + sizeof(*grid->nodes)*numnodes + sizeof(struct bspxlgsamp_s)*leafsamps);
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grid->leafs = (void*)(grid+1);
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grid->nodes = (void*)(grid->leafs + numleafs);
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samp = (void*)(grid->nodes+numnodes);
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for (j = 0; j < 3; j++)
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grid->gridscale[j] = 1/step[j]; //prefer it as a multiply
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VectorCopy(mins, grid->mins);
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VectorCopy(size, grid->count);
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grid->numnodes = numnodes;
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grid->numleafs = numleafs;
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grid->rootnode = rootnode;
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(void)numstyles;
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//rewind to the nodes. *sigh*
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ctx.ofs = nodestart;
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for (i = 0; i < numnodes; i++)
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{
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for (j = 0; j < 3; j++)
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grid->nodes[i].mid[j] = ReadInt(&ctx);
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for (j = 0; j < 8; j++)
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grid->nodes[i].child[j] = ReadInt(&ctx);
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}
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ctx.ofs += 4;
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for (i = 0; i < numleafs; i++)
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{
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for (j = 0; j < 3; j++)
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grid->leafs[i].mins[j] = ReadInt(&ctx);
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for (j = 0; j < 3; j++)
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grid->leafs[i].size[j] = ReadInt(&ctx);
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grid->leafs[i].rgbvalues = samp;
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j = grid->leafs[i].size[0]*grid->leafs[i].size[1]*grid->leafs[i].size[2];
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while (j --> 0)
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{
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s = ReadByte(&ctx);
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if (s == 0xff)
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memset(samp, 0xff, sizeof(*samp));
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else
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{
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for (k = 0; k < s; k++)
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{
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if (k >= 4)
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ReadInt(&ctx);
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else
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{
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samp->map[k].style = ReadByte(&ctx);
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samp->map[k].rgb[0] = ReadByte(&ctx);
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samp->map[k].rgb[1] = ReadByte(&ctx);
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samp->map[k].rgb[2] = ReadByte(&ctx);
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}
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}
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for (; k < 4; k++)
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{
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samp->map[k].style = (byte)~0u;
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samp->map[k].rgb[0] =
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samp->map[k].rgb[1] =
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samp->map[k].rgb[2] = 0;
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}
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}
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samp++;
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}
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}
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if (ctx.ofs != ctx.size)
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grid = NULL;
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model->lightgrid = (void*)grid;
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}
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static int BSPX_LightGridSingleValue(bspxlightgrid_t *grid, int x, int y, int z, float w, vec3_t res_diffuse)
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{
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int i;
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unsigned int node;
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struct bspxlgsamp_s *samp;
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float lev;
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node = grid->rootnode;
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while (!(node & LGNODE_LEAF))
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{
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struct bspxlgnode_s *n;
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if (node & LGNODE_MISSING)
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return 0; //failure
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n = grid->nodes + node;
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node = n->child[
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((x>=n->mid[0])<<2)|
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((y>=n->mid[1])<<1)|
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((z>=n->mid[2])<<0)];
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}
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{
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struct bspxlgleaf_s *leaf = &grid->leafs[node & ~LGNODE_LEAF];
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x -= leaf->mins[0];
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y -= leaf->mins[1];
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z -= leaf->mins[2];
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if (x >= leaf->size[0] ||
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y >= leaf->size[1] ||
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z >= leaf->size[2])
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return 0; //sample we're after is out of bounds...
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i = x + leaf->size[0]*(y + leaf->size[1]*z);
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samp = leaf->rgbvalues + i;
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w *= (1/256.0);
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//no hdr support
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for (i = 0; i < countof(samp->map); i++)
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{
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if (samp->map[i].style == ((byte)(~0u)))
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break; //no more
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lev = d_lightstylevalue[samp->map[i].style]*w;
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res_diffuse[0] += samp->map[i].rgb[0] * lev;
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res_diffuse[1] += samp->map[i].rgb[1] * lev;
|
|
res_diffuse[2] += samp->map[i].rgb[2] * lev;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
static void BSPX_LightGridValue(bspxlightgrid_t *grid, const vec3_t point, vec3_t res_diffuse)
|
|
{
|
|
int i, tile[3];
|
|
float s, w, frac[3];
|
|
|
|
res_diffuse[0] = res_diffuse[1] = res_diffuse[2] = 0; //assume worst
|
|
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
tile[i] = floor((point[i] - grid->mins[i]) * grid->gridscale[i]);
|
|
frac[i] = (point[i] - grid->mins[i]) * grid->gridscale[i] - tile[i];
|
|
}
|
|
|
|
for (i = 0, s = 0; i < 8; i++)
|
|
{
|
|
w = ((i&1)?frac[0]:1-frac[0])
|
|
* ((i&2)?frac[1]:1-frac[1])
|
|
* ((i&4)?frac[2]:1-frac[2]);
|
|
s += w*BSPX_LightGridSingleValue(grid, tile[0]+!!(i&1),
|
|
tile[1]+!!(i&2),
|
|
tile[2]+!!(i&4), w, res_diffuse);
|
|
}
|
|
if (s)
|
|
VectorScale(res_diffuse, 1.0/s, res_diffuse); //average the successful ones
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
LEGACY LIGHT SAMPLING
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
mplane_t *lightplane;
|
|
vec3_t lightspot;
|
|
vec3_t lightcolor; //johnfitz -- lit support via lordhavoc
|
|
|
|
/*
|
|
=============
|
|
RecursiveLightPoint -- johnfitz -- replaced entire function for lit support via lordhavoc
|
|
=============
|
|
*/
|
|
int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t rayorg, vec3_t start, vec3_t end, float *maxdist)
|
|
{
|
|
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], rayorg, start, end, maxdist);
|
|
{
|
|
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], rayorg, start, mid, maxdist))
|
|
return true; // hit something
|
|
else
|
|
{
|
|
unsigned int i;
|
|
int 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++)
|
|
{
|
|
float sfront, sback, dist;
|
|
vec3_t raydelta;
|
|
double dsfrac, dtfrac;
|
|
|
|
if (surf->flags & SURF_DRAWTILED)
|
|
continue; // no lightmaps
|
|
|
|
// ericw -- added double casts to force 64-bit precision.
|
|
// Without them the zombie at the start of jam3_ericw.bsp was
|
|
// incorrectly being lit up in SSE builds.
|
|
dsfrac = DoublePrecisionDotProduct (mid, surf->lmvecs[0]) + surf->lmvecs[0][3];
|
|
dtfrac = DoublePrecisionDotProduct (mid, surf->lmvecs[1]) + surf->lmvecs[1][3];
|
|
if (dsfrac < 0 || dtfrac < 0)
|
|
continue;
|
|
|
|
if (dsfrac > surf->extents[0] || dtfrac > surf->extents[1])
|
|
continue;
|
|
ds = dsfrac;
|
|
dt = dtfrac;
|
|
dsfrac -= ds;
|
|
dtfrac -= dt;
|
|
|
|
if (surf->plane->type < 3)
|
|
{
|
|
sfront = rayorg[surf->plane->type] - surf->plane->dist;
|
|
sback = end[surf->plane->type] - surf->plane->dist;
|
|
}
|
|
else
|
|
{
|
|
sfront = DotProduct(rayorg, surf->plane->normal) - surf->plane->dist;
|
|
sback = DotProduct(end, surf->plane->normal) - surf->plane->dist;
|
|
}
|
|
VectorSubtract(end, rayorg, raydelta);
|
|
dist = sfront / (sfront - sback) * VectorLength(raydelta);
|
|
|
|
if (!surf->samples)
|
|
{
|
|
// We hit a surface that is flagged as lightmapped, but doesn't have actual lightmap info.
|
|
// Instead of just returning black, we'll keep looking for nearby surfaces that do have valid samples.
|
|
// This fixes occasional pitch-black models in otherwise well-lit areas in DOTM (e.g. mge1m1, mge4m1)
|
|
// caused by overlapping surfaces with mixed lighting data.
|
|
const float nearby = 8.f;
|
|
dist += nearby;
|
|
*maxdist = q_min(*maxdist, dist);
|
|
continue;
|
|
}
|
|
|
|
if (dist < *maxdist)
|
|
{
|
|
// LordHavoc: enhanced to interpolate lighting
|
|
int maps, line3, 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, e;
|
|
|
|
if (cl.worldmodel->flags & MOD_HDRLIGHTING)
|
|
{
|
|
static const float rgb9e5tab[32] = { //multipliers for the 9-bit mantissa, according to the biased mantissa
|
|
//aka: pow(2, biasedexponent - bias-bits) where bias is 15 and bits is 9
|
|
1.0/(1<<24), 1.0/(1<<23), 1.0/(1<<22), 1.0/(1<<21), 1.0/(1<<20), 1.0/(1<<19), 1.0/(1<<18), 1.0/(1<<17),
|
|
1.0/(1<<16), 1.0/(1<<15), 1.0/(1<<14), 1.0/(1<<13), 1.0/(1<<12), 1.0/(1<<11), 1.0/(1<<10), 1.0/(1<<9),
|
|
1.0/(1<<8), 1.0/(1<<7), 1.0/(1<<6), 1.0/(1<<5), 1.0/(1<<4), 1.0/(1<<3), 1.0/(1<<2), 1.0/(1<<1),
|
|
1.0, 1.0*(1<<1), 1.0*(1<<2), 1.0*(1<<3), 1.0*(1<<4), 1.0*(1<<5), 1.0*(1<<6), 1.0*(1<<7),
|
|
};
|
|
uint32_t *lightmap = (uint32_t*)surf->samples + (dt * (surf->extents[0]+1) + ds);
|
|
line3 = (surf->extents[0]+1);
|
|
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE;maps++)
|
|
{
|
|
scale = (1<<7) * (float) d_lightstylevalue[surf->styles[maps]] * 1.0f / 256.0f;
|
|
e = rgb9e5tab[lightmap[ 0]>>27] * scale;r00 += ((lightmap[ 0]>> 0)&0x1ff) * e;g00 += ((lightmap[ 0]>> 9)&0x1ff) * e;b00 += ((lightmap[ 0]>> 9)&0x1ff) * e;
|
|
e = rgb9e5tab[lightmap[ 1]>>27] * scale;r01 += ((lightmap[ 1]>> 0)&0x1ff) * e;g01 += ((lightmap[ 1]>> 9)&0x1ff) * e;b01 += ((lightmap[ 1]>> 9)&0x1ff) * e;
|
|
e = rgb9e5tab[lightmap[line3+0]>>27] * scale;r10 += ((lightmap[line3+0]>> 0)&0x1ff) * e;g10 += ((lightmap[line3+0]>> 9)&0x1ff) * e;b10 += ((lightmap[line3+0]>> 9)&0x1ff) * e;
|
|
e = rgb9e5tab[lightmap[line3+1]>>27] * scale;r11 += ((lightmap[line3+1]>> 0)&0x1ff) * e;g11 += ((lightmap[line3+1]>> 9)&0x1ff) * e;b11 += ((lightmap[line3+1]>> 9)&0x1ff) * e;
|
|
lightmap += (surf->extents[0]+1) * (surf->extents[1]+1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
byte *lightmap = (byte*)surf->samples + (dt * (surf->extents[0]+1) + ds)*3; // LordHavoc: *3 for color
|
|
line3 = (surf->extents[0]+1)*3;
|
|
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE;maps++)
|
|
{
|
|
scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0f / 256.0f;
|
|
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]+1) * (surf->extents[1]+1)*3; // LordHavoc: *3 for colored lighting
|
|
}
|
|
}
|
|
|
|
color[0] += (float) ((int) ((((((r11-r10) * dsfrac) + r10)-(((r01-r00) * dsfrac) + r00)) * dtfrac) + (((r01-r00) * dsfrac) + r00)));
|
|
color[1] += (float) ((int) ((((((g11-g10) * dsfrac) + g10)-(((g01-g00) * dsfrac) + g00)) * dtfrac) + (((g01-g00) * dsfrac) + g00)));
|
|
color[2] += (float) ((int) ((((((b11-b10) * dsfrac) + b10)-(((b01-b00) * dsfrac) + b00)) * dtfrac) + (((b01-b00) * dsfrac) + b00)));
|
|
}
|
|
return true; // success
|
|
}
|
|
|
|
// go down back side
|
|
return RecursiveLightPoint (color, node->children[front >= 0], rayorg, mid, end, maxdist);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_LightPoint -- johnfitz -- replaced entire function for lit support via lordhavoc
|
|
=============
|
|
*/
|
|
int R_LightPoint (vec3_t p)
|
|
{
|
|
vec3_t end;
|
|
float maxdist = 8192.f; //johnfitz -- was 2048
|
|
|
|
if (!cl.worldmodel->lightdata)
|
|
{
|
|
lightcolor[0] = lightcolor[1] = lightcolor[2] = 255;
|
|
return 255;
|
|
}
|
|
|
|
if (cl.worldmodel->lightgrid && mod_lightgrid.value)
|
|
BSPX_LightGridValue(cl.worldmodel->lightgrid, p, lightcolor);
|
|
else
|
|
{
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - maxdist;
|
|
|
|
lightcolor[0] = lightcolor[1] = lightcolor[2] = 0;
|
|
RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, p, end, &maxdist);
|
|
}
|
|
return ((lightcolor[0] + lightcolor[1] + lightcolor[2]) * (1.0f / 3.0f));
|
|
}
|