/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_light.c #include "gl_local.h" int r_dlightframecount; #define DLIGHT_CUTOFF 64 /* ============================================================================= DYNAMIC LIGHTS BLEND RENDERING ============================================================================= */ void R_RenderDlight (dlight_t *light) { int i, j; float a; vec3_t v; float rad; rad = light->intensity * 0.35; VectorSubtract (light->origin, r_origin, v); #if 0 // FIXME? if (VectorLength (v) < rad) { // view is inside the dlight V_AddBlend (light->color[0], light->color[1], light->color[2], light->intensity * 0.0003, v_blend); return; } #endif qglBegin (GL_TRIANGLE_FAN); qglColor3f (light->color[0]*0.2, light->color[1]*0.2, light->color[2]*0.2); for (i=0 ; i<3 ; i++) v[i] = light->origin[i] - vpn[i]*rad; qglVertex3fv (v); qglColor3f (0,0,0); for (i=16 ; i>=0 ; i--) { a = i/16.0 * M_PI*2; for (j=0 ; j<3 ; j++) v[j] = light->origin[j] + vright[j]*cos(a)*rad + vup[j]*sin(a)*rad; qglVertex3fv (v); } qglEnd (); } /* ============= R_RenderDlights ============= */ void R_RenderDlights (void) { int i; dlight_t *l; if (!gl_flashblend->value) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame qglDepthMask (0); qglDisable (GL_TEXTURE_2D); qglShadeModel (GL_SMOOTH); qglEnable (GL_BLEND); qglBlendFunc (GL_ONE, GL_ONE); l = r_newrefdef.dlights; for (i=0 ; icontents != -1) return; splitplane = node->plane; dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; if (dist > light->intensity-DLIGHT_CUTOFF) { R_MarkLights (light, bit, node->children[0]); return; } if (dist < -light->intensity+DLIGHT_CUTOFF) { R_MarkLights (light, bit, node->children[1]); return; } // mark the polygons surf = r_worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->dlightframe != r_dlightframecount) { surf->dlightbits = 0; surf->dlightframe = r_dlightframecount; } surf->dlightbits |= bit; } R_MarkLights (light, bit, node->children[0]); R_MarkLights (light, bit, node->children[1]); } /* ============= R_PushDlights ============= */ void R_PushDlights (void) { int i; dlight_t *l; if (gl_flashblend->value) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame l = r_newrefdef.dlights; for (i=0 ; inodes ); } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ vec3_t pointcolor; cplane_t *lightplane; // used as shadow plane vec3_t lightspot; int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end) { float front, back, frac; int side; cplane_t *plane; vec3_t mid; msurface_t *surf; int s, t, ds, dt; int i; mtexinfo_t *tex; byte *lightmap; int maps; int r; if (node->contents != -1) 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 RecursiveLightPoint (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 = RecursiveLightPoint (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 = r_worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags&(SURF_DRAWTURB|SURF_DRAWSKY)) continue; // no lightmaps tex = surf->texinfo; s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]; t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];; if (s < surf->texturemins[0] || t < surf->texturemins[1]) continue; ds = s - surf->texturemins[0]; dt = t - surf->texturemins[1]; if ( ds > surf->extents[0] || dt > surf->extents[1] ) continue; if (!surf->samples) return 0; ds >>= 4; dt >>= 4; lightmap = surf->samples; VectorCopy (vec3_origin, pointcolor); if (lightmap) { vec3_t scale; lightmap += 3*(dt * ((surf->extents[0]>>4)+1) + ds); for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { for (i=0 ; i<3 ; i++) scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i]; pointcolor[0] += lightmap[0] * scale[0] * (1.0/255); pointcolor[1] += lightmap[1] * scale[1] * (1.0/255); pointcolor[2] += lightmap[2] * scale[2] * (1.0/255); lightmap += 3*((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1); } } return 1; } // go down back side return RecursiveLightPoint (node->children[!side], mid, end); } /* =============== R_LightPoint =============== */ void R_LightPoint (vec3_t p, vec3_t color) { vec3_t end; float r; int lnum; dlight_t *dl; float light; vec3_t dist; float add; if (!r_worldmodel->lightdata) { color[0] = color[1] = color[2] = 1.0; return; } end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; r = RecursiveLightPoint (r_worldmodel->nodes, p, end); if (r == -1) { VectorCopy (vec3_origin, color); } else { VectorCopy (pointcolor, color); } // // add dynamic lights // light = 0; dl = r_newrefdef.dlights; for (lnum=0 ; lnumorigin, dl->origin, dist); add = dl->intensity - VectorLength(dist); add *= (1.0/256); if (add > 0) { VectorMA (color, add, dl->color, color); } } VectorScale (color, gl_modulate->value, color); } //=================================================================== static float s_blocklights[34*34*3]; /* =============== R_AddDynamicLights =============== */ void R_AddDynamicLights (msurface_t *surf) { int lnum; int sd, td; float fdist, frad, fminlight; vec3_t impact, local; int s, t; int i; int smax, tmax; mtexinfo_t *tex; dlight_t *dl; float *pfBL; float fsacc, ftacc; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; for (lnum=0 ; lnumdlightbits & (1<intensity; fdist = DotProduct (dl->origin, surf->plane->normal) - surf->plane->dist; frad -= fabs(fdist); // rad is now the highest intensity on the plane fminlight = DLIGHT_CUTOFF; // FIXME: make configurable? if (frad < fminlight) continue; fminlight = frad - fminlight; for (i=0 ; i<3 ; i++) { impact[i] = dl->origin[i] - surf->plane->normal[i]*fdist; } local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3] - surf->texturemins[0]; local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3] - surf->texturemins[1]; pfBL = s_blocklights; for (t = 0, ftacc = 0 ; t td) fdist = sd + (td>>1); else fdist = td + (sd>>1); if ( fdist < fminlight ) { pfBL[0] += ( frad - fdist ) * dl->color[0]; pfBL[1] += ( frad - fdist ) * dl->color[1]; pfBL[2] += ( frad - fdist ) * dl->color[2]; } } } } } /* ** R_SetCacheState */ void R_SetCacheState( msurface_t *surf ) { int maps; for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { surf->cached_light[maps] = r_newrefdef.lightstyles[surf->styles[maps]].white; } } /* =============== R_BuildLightMap Combine and scale multiple lightmaps into the floating format in blocklights =============== */ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) { int smax, tmax; int r, g, b, a, max; int i, j, size; byte *lightmap; float scale[4]; int nummaps; float *bl; lightstyle_t *style; int monolightmap; if ( surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP) ) ri.Sys_Error (ERR_DROP, "R_BuildLightMap called for non-lit surface"); smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; size = smax*tmax; if (size > (sizeof(s_blocklights)>>4) ) ri.Sys_Error (ERR_DROP, "Bad s_blocklights size"); // set to full bright if no light data if (!surf->samples) { int maps; for (i=0 ; istyles[maps] != 255 ; maps++) { style = &r_newrefdef.lightstyles[surf->styles[maps]]; } goto store; } // count the # of maps for ( nummaps = 0 ; nummaps < MAXLIGHTMAPS && surf->styles[nummaps] != 255 ; nummaps++) ; lightmap = surf->samples; // add all the lightmaps if ( nummaps == 1 ) { int maps; for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { bl = s_blocklights; for (i=0 ; i<3 ; i++) scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i]; if ( scale[0] == 1.0F && scale[1] == 1.0F && scale[2] == 1.0F ) { for (i=0 ; istyles[maps] != 255 ; maps++) { bl = s_blocklights; for (i=0 ; i<3 ; i++) scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i]; if ( scale[0] == 1.0F && scale[1] == 1.0F && scale[2] == 1.0F ) { for (i=0 ; idlightframe == r_framecount) R_AddDynamicLights (surf); // put into texture format store: stride -= (smax<<2); bl = s_blocklights; monolightmap = gl_monolightmap->string[0]; if ( monolightmap == '0' ) { for (i=0 ; i g) max = r; else max = g; if (b > max) max = b; /* ** alpha is ONLY used for the mono lightmap case. For this reason ** we set it to the brightest of the color components so that ** things don't get too dim. */ a = max; /* ** rescale all the color components if the intensity of the greatest ** channel exceeds 1.0 */ if (max > 255) { float t = 255.0F / max; r = r*t; g = g*t; b = b*t; a = a*t; } dest[0] = r; dest[1] = g; dest[2] = b; dest[3] = a; bl += 3; dest += 4; } } } else { for (i=0 ; i g) max = r; else max = g; if (b > max) max = b; /* ** alpha is ONLY used for the mono lightmap case. For this reason ** we set it to the brightest of the color components so that ** things don't get too dim. */ a = max; /* ** rescale all the color components if the intensity of the greatest ** channel exceeds 1.0 */ if (max > 255) { float t = 255.0F / max; r = r*t; g = g*t; b = b*t; a = a*t; } /* ** So if we are doing alpha lightmaps we need to set the R, G, and B ** components to 0 and we need to set alpha to 1-alpha. */ switch ( monolightmap ) { case 'L': case 'I': r = a; g = b = 0; break; case 'C': // try faking colored lighting a = 255 - ((r+g+b)/3); r *= a/255.0; g *= a/255.0; b *= a/255.0; break; case 'A': default: r = g = b = 0; a = 255 - a; break; } dest[0] = r; dest[1] = g; dest[2] = b; dest[3] = a; bl += 3; dest += 4; } } } }