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15fac4ad44
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2274 fc73d0e0-1445-4013-8a0c-d673dee63da5
476 lines
9.7 KiB
C
476 lines
9.7 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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#include "r_local.h"
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int r_dlightframecount;
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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 SWR_AnimateLight (void)
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{
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int i,j;
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int v1, v2;
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float f;
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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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if (r_lightstylesmooth.value)
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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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else
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f = 0; //only update them 10 times a second
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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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cl_lightstyle[j].colour = 7;
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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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d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22;
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}
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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
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=============
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*/
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void SWR_MarkLights (dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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SWR_MarkLights (light, bit, node->children[0]);
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return;
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}
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if (dist < -light->radius)
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{
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SWR_MarkLights (light, bit, node->children[1]);
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return;
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}
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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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if (surf->dlightframe != r_dlightframecount)
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{
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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surf->dlightbits |= bit;
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}
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SWR_MarkLights (light, bit, node->children[0]);
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SWR_MarkLights (light, bit, node->children[1]);
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}
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void SWR_Q2MarkLights (dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents != -1)
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return;
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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SWR_Q2MarkLights (light, bit, node->children[0]);
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return;
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}
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if (dist < -light->radius)
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{
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SWR_Q2MarkLights (light, bit, node->children[1]);
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return;
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}
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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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if (surf->dlightframe != r_dlightframecount)
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{
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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surf->dlightbits |= bit;
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}
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SWR_Q2MarkLights (light, bit, node->children[0]);
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SWR_Q2MarkLights (light, bit, 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 SWR_PushDlights (void)
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{
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int i;
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dlight_t *l;
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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_dynamic.value)
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return;
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l = cl_dlights;
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if (cl.worldmodel->fromgame == fg_quake2)
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{
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for (i=0 ; i<dlights_software ; i++, l++)
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{
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if (!l->radius)
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continue;
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SWR_Q2MarkLights ( l, 1<<i, cl.worldmodel->nodes );
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}
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}
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else
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{
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for (i=0 ; i<dlights_software ; i++, l++)
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{
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if (!l->radius)
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continue;
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SWR_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
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}
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}
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}
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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*/
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int SWRecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
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{
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int r;
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float front, back, frac;
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int side;
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mplane_t *plane;
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vec3_t mid;
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msurface_t *surf;
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int s, t, ds, dt;
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int i;
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mtexinfo_t *tex;
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qbyte *lightmap;
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unsigned scale;
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int maps;
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if (cl.worldmodel->fromgame == fg_quake2)
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{
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if (node->contents != -1)
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return -1; // solid
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}
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else if (node->contents < 0)
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return -1; // didn't hit anything
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// calculate mid point
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// FIXME: optimize for axial
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plane = node->plane;
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front = DotProduct (start, plane->normal) - plane->dist;
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back = DotProduct (end, plane->normal) - plane->dist;
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side = front < 0;
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if ( (back < 0) == side)
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return SWRecursiveLightPoint (node->children[side], start, end);
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frac = front / (front-back);
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mid[0] = start[0] + (end[0] - start[0])*frac;
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mid[1] = start[1] + (end[1] - start[1])*frac;
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mid[2] = start[2] + (end[2] - start[2])*frac;
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// go down front side
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r = SWRecursiveLightPoint (node->children[side], start, mid);
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if (r >= 0)
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return r; // hit something
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if ( (back < 0) == side )
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return -1; // didn't hit anuthing
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// check for impact on this node
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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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if (surf->flags & SURF_DRAWTILED)
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continue; // no lightmaps
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tex = surf->texinfo;
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s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
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if (s < surf->texturemins[0] ||
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t < surf->texturemins[1])
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continue;
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ds = s - surf->texturemins[0];
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dt = t - surf->texturemins[1];
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if ( ds > surf->extents[0] || dt > surf->extents[1] )
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continue;
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if (!surf->samples)
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return 0;
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ds >>= 4;
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dt >>= 4;
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lightmap = surf->samples;
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r = 0;
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if (lightmap)
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{
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lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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r += *lightmap * scale;
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lightmap += ((surf->extents[0]>>4)+1) *
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((surf->extents[1]>>4)+1);
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}
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r >>= 8;
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}
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return r;
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}
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// go down back side
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return SWRecursiveLightPoint (node->children[!side], mid, end);
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}
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int SWRecursiveLightPoint3C (mnode_t *node, vec3_t start, vec3_t end)
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{
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int r;
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float front, back, frac;
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int side;
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mplane_t *plane;
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vec3_t mid;
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msurface_t *surf;
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int s, t, ds, dt;
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int i;
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mtexinfo_t *tex;
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qbyte *lightmap;
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unsigned scale;
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int maps;
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if (cl.worldmodel->fromgame == fg_quake2)
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{
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if (node->contents != -1)
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return -1; // solid
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}
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else if (node->contents < 0)
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return -1; // didn't hit anything
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// calculate mid point
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// FIXME: optimize for axial
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plane = node->plane;
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front = DotProduct (start, plane->normal) - plane->dist;
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back = DotProduct (end, plane->normal) - plane->dist;
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side = front < 0;
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if ( (back < 0) == side)
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return SWRecursiveLightPoint3C (node->children[side], start, end);
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frac = front / (front-back);
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mid[0] = start[0] + (end[0] - start[0])*frac;
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mid[1] = start[1] + (end[1] - start[1])*frac;
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mid[2] = start[2] + (end[2] - start[2])*frac;
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// go down front side
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r = SWRecursiveLightPoint (node->children[side], start, mid);
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if (r >= 0)
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return r; // hit something
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if ( (back < 0) == side )
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return -1; // didn't hit anuthing
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// check for impact on this node
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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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if (surf->flags & SURF_DRAWTILED)
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continue; // no lightmaps
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tex = surf->texinfo;
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s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
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if (s < surf->texturemins[0] ||
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t < surf->texturemins[1])
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continue;
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ds = s - surf->texturemins[0];
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dt = t - surf->texturemins[1];
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if ( ds > surf->extents[0] || dt > surf->extents[1] )
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continue;
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if (!surf->samples)
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return 0;
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ds >>= 4;
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dt >>= 4;
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lightmap = surf->samples;
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r = 0;
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if (lightmap)
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{
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lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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r += (lightmap[0]+lightmap[1]+lightmap[2])/3 * scale;
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lightmap += ((surf->extents[0]>>4)+1) *
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((surf->extents[1]>>4)+1)*3;
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}
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r >>= 8;
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}
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return r;
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}
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// go down back side
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return SWRecursiveLightPoint3C (node->children[!side], mid, end);
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}
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int SWR_LightPoint (vec3_t p)
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{
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vec3_t end;
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int r;
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extern qboolean r_usinglits;
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if (r_refdef.flags & 1 || !cl.worldmodel || !cl.worldmodel->lightdata)
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return 255;
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end[0] = p[0];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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if (r_usinglits)
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r = SWRecursiveLightPoint3C (cl.worldmodel->nodes, p, end);
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else
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r = SWRecursiveLightPoint (cl.worldmodel->nodes, p, end);
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if (r == -1)
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r = 0;
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if (r < r_refdef.ambientlight)
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r = r_refdef.ambientlight;
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return r;
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}
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void SWQ1BSP_LightPointValues(vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
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{
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vec3_t end;
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float r;
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res_dir[0] = 0; //software doesn't load luxes
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res_dir[1] = 1;
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res_dir[2] = 1;
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end[0] = point[0];
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end[1] = point[1];
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end[2] = point[2] - 2048;
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r = SWRecursiveLightPoint3C(cl.worldmodel->nodes, point, end);
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if (r < 0)
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{
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res_diffuse[0] = 0;
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res_diffuse[1] = 0;
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res_diffuse[2] = 0;
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res_ambient[0] = 0;
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res_ambient[1] = 0;
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res_ambient[2] = 0;
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}
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else
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{
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res_diffuse[0] = r;
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res_diffuse[1] = r;
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res_diffuse[2] = r;
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res_ambient[0] = r;
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res_ambient[1] = r;
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res_ambient[2] = r;
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}
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}
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