mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
b5b74f2529
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2134 fc73d0e0-1445-4013-8a0c-d673dee63da5
951 lines
20 KiB
C
951 lines
20 KiB
C
/*
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
// r_light.c
|
|
|
|
#include "quakedef.h"
|
|
#ifdef RGLQUAKE
|
|
#include "glquake.h"
|
|
|
|
int r_dlightframecount;
|
|
|
|
|
|
/*
|
|
==================
|
|
R_AnimateLight
|
|
==================
|
|
*/
|
|
void GLR_AnimateLight (void)
|
|
{
|
|
int i,j;
|
|
int v1, v2;
|
|
float f;
|
|
|
|
//
|
|
// light animations
|
|
// 'm' is normal light, 'a' is no light, 'z' is double bright
|
|
f = (cl.time*r_lightstylespeed.value);
|
|
if (f < 0)
|
|
f = 0;
|
|
i = (int)f;
|
|
|
|
if (r_lightstylesmooth.value)
|
|
f -= i; //this can require updates at 1000 times a second.. Depends on your framerate of course
|
|
else
|
|
f = 0; //only update them 10 times a second
|
|
for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
|
|
{
|
|
if (!cl_lightstyle[j].length)
|
|
{
|
|
d_lightstylevalue[j] = 256;
|
|
cl_lightstyle[j].colour = 7;
|
|
continue;
|
|
}
|
|
v1 = i % cl_lightstyle[j].length;
|
|
v1 = cl_lightstyle[j].map[v1] - 'a';
|
|
|
|
v2 = (i+1) % cl_lightstyle[j].length;
|
|
v2 = cl_lightstyle[j].map[v2] - 'a';
|
|
|
|
d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
DYNAMIC LIGHTS BLEND RENDERING
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
void AddLightBlend (float r, float g, float b, float a2)
|
|
{
|
|
float a;
|
|
|
|
r = bound(0, r, 1);
|
|
g = bound(0, g, 1);
|
|
b = bound(0, b, 1);
|
|
|
|
v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
|
|
|
|
a2 = a2/a;
|
|
|
|
v_blend[0] = v_blend[0]*(1-a2) + r*a2;
|
|
v_blend[1] = v_blend[1]*(1-a2) + g*a2;
|
|
v_blend[2] = v_blend[2]*(1-a2) + b*a2;
|
|
//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
|
|
}
|
|
|
|
float bubble_sintable[17], bubble_costable[17];
|
|
|
|
void R_InitBubble() {
|
|
float a;
|
|
int i;
|
|
float *bub_sin, *bub_cos;
|
|
|
|
bub_sin = bubble_sintable;
|
|
bub_cos = bubble_costable;
|
|
|
|
for (i=16 ; i>=0 ; i--)
|
|
{
|
|
a = i/16.0 * M_PI*2;
|
|
*bub_sin++ = sin(a);
|
|
*bub_cos++ = cos(a);
|
|
}
|
|
}
|
|
|
|
void R_RenderDlight (dlight_t *light)
|
|
{
|
|
int i, j;
|
|
// float a;
|
|
vec3_t v;
|
|
float rad;
|
|
float *bub_sin, *bub_cos;
|
|
|
|
bub_sin = bubble_sintable;
|
|
bub_cos = bubble_costable;
|
|
rad = light->radius * 0.35;
|
|
|
|
VectorSubtract (light->origin, r_origin, v);
|
|
if (Length (v) < rad)
|
|
{ // view is inside the dlight
|
|
AddLightBlend (light->color[0]*5, light->color[1]*5, light->color[2]*5, light->radius * 0.0003);
|
|
return;
|
|
}
|
|
|
|
qglBegin (GL_TRIANGLE_FAN);
|
|
// qglColor3f (0.2,0.1,0.0);
|
|
// qglColor3f (0.2,0.1,0.05); // changed dimlight effect
|
|
qglColor4f (light->color[0]*2, light->color[1]*2, light->color[2]*2,
|
|
1);//light->color[3]);
|
|
for (i=0 ; i<3 ; i++)
|
|
v[i] = light->origin[i] - vpn[i]*rad/1.5;
|
|
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]*(*bub_cos) +
|
|
+ vup[j]*(*bub_sin)) * rad;
|
|
bub_sin++;
|
|
bub_cos++;
|
|
qglVertex3fv (v);
|
|
}
|
|
qglEnd ();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_RenderDlights
|
|
=============
|
|
*/
|
|
void R_RenderDlights (void)
|
|
{
|
|
int i;
|
|
dlight_t *l;
|
|
vec3_t waste1, waste2;
|
|
|
|
if (!r_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);
|
|
|
|
if (r_flashblend.value == 2)
|
|
{
|
|
qglDisable(GL_DEPTH_TEST);
|
|
qglDepthMask(0);
|
|
}
|
|
|
|
l = cl_dlights;
|
|
for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
|
|
{
|
|
if (!l->radius || l->noflash)
|
|
continue;
|
|
|
|
if (r_flashblend.value == 2)
|
|
{
|
|
if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
|
|
continue;
|
|
}
|
|
R_RenderDlight (l);
|
|
}
|
|
|
|
if (r_flashblend.value == 2)
|
|
{
|
|
qglEnable(GL_DEPTH_TEST);
|
|
qglDepthMask(1);
|
|
}
|
|
|
|
qglColor3f (1,1,1);
|
|
qglDisable (GL_BLEND);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglDepthMask (1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
DYNAMIC LIGHTS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
R_MarkLights
|
|
=============
|
|
*/
|
|
/*void GLR_MarkLights (dlight_t *light, int bit, mnode_t *node)
|
|
{
|
|
mplane_t *splitplane;
|
|
float dist;
|
|
msurface_t *surf;
|
|
int i;
|
|
|
|
if (node->contents < 0)
|
|
return;
|
|
|
|
splitplane = node->plane;
|
|
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
|
|
|
|
if (dist > light->radius)
|
|
{
|
|
GLR_MarkLights (light, bit, node->children[0]);
|
|
return;
|
|
}
|
|
if (dist < -light->radius)
|
|
{
|
|
GLR_MarkLights (light, bit, node->children[1]);
|
|
return;
|
|
}
|
|
|
|
// mark the polygons
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; i++, surf++)
|
|
{
|
|
if (surf->dlightframe != r_dlightframecount)
|
|
{
|
|
surf->dlightbits = 0;
|
|
surf->dlightframe = r_dlightframecount;
|
|
}
|
|
surf->dlightbits |= bit;
|
|
}
|
|
|
|
GLR_MarkLights (light, bit, node->children[0]);
|
|
GLR_MarkLights (light, bit, node->children[1]);
|
|
}*/
|
|
/*void Q2BSP_MarkLights (dlight_t *light, int bit, mnode_t *node)
|
|
{
|
|
mplane_t *splitplane;
|
|
float dist;
|
|
msurface_t *surf;
|
|
int i;
|
|
|
|
if (node->contents != -1)
|
|
return;
|
|
|
|
splitplane = node->plane;
|
|
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
|
|
|
|
if (dist > light->radius)
|
|
{
|
|
Q2BSP_MarkLights (light, bit, node->children[0]);
|
|
return;
|
|
}
|
|
if (dist < -light->radius)
|
|
{
|
|
Q2BSP_MarkLights (light, bit, node->children[1]);
|
|
return;
|
|
}
|
|
|
|
// mark the polygons
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; i++, surf++)
|
|
{
|
|
if (surf->dlightframe != r_dlightframecount)
|
|
{
|
|
surf->dlightbits = 0;
|
|
surf->dlightframe = r_dlightframecount;
|
|
}
|
|
surf->dlightbits |= bit;
|
|
}
|
|
|
|
Q2BSP_MarkLights (light, bit, node->children[0]);
|
|
Q2BSP_MarkLights (light, bit, node->children[1]);
|
|
}*/
|
|
|
|
void GLR_MarkQ3Lights (dlight_t *light, int bit, mnode_t *node)
|
|
{
|
|
mplane_t *splitplane;
|
|
float dist;
|
|
msurface_t *surf;
|
|
int i;
|
|
|
|
return; //we need to get the texinfos right first.
|
|
|
|
/*
|
|
//mark all
|
|
for (surf = cl.worldmodel->surfaces, i = 0; i < cl.worldmodel->numsurfaces; i++, surf++)
|
|
{
|
|
if (surf->dlightframe != r_dlightframecount)
|
|
{
|
|
surf->dlightbits = 0;
|
|
surf->dlightframe = r_dlightframecount;
|
|
}
|
|
surf->dlightbits |= bit;
|
|
}
|
|
return;
|
|
*/
|
|
if (node->contents != -1)
|
|
{
|
|
msurface_t **mark;
|
|
mleaf_t *leaf;
|
|
|
|
// mark the polygons
|
|
leaf = (mleaf_t *)node;
|
|
mark = leaf->firstmarksurface;
|
|
for (i=0 ; i<leaf->nummarksurfaces ; i++, surf++)
|
|
{
|
|
surf = *mark++;
|
|
if (surf->dlightframe != r_dlightframecount)
|
|
{
|
|
surf->dlightbits = 0;
|
|
surf->dlightframe = r_dlightframecount;
|
|
}
|
|
surf->dlightbits |= bit;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
splitplane = node->plane;
|
|
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
|
|
|
|
if (dist > light->radius)
|
|
{
|
|
GLR_MarkQ3Lights (light, bit, node->children[0]);
|
|
return;
|
|
}
|
|
if (dist < -light->radius)
|
|
{
|
|
GLR_MarkQ3Lights (light, bit, node->children[1]);
|
|
return;
|
|
}
|
|
|
|
GLR_MarkQ3Lights (light, bit, node->children[0]);
|
|
GLR_MarkQ3Lights (light, bit, node->children[1]);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
R_PushDlights
|
|
=============
|
|
*/
|
|
void GLR_PushDlights (void)
|
|
{
|
|
int i;
|
|
dlight_t *l;
|
|
|
|
r_dlightframecount = r_framecount + 1; // because the count hasn't
|
|
// advanced yet for this frame
|
|
|
|
if (!r_dynamic.value || !cl.worldmodel)
|
|
return;
|
|
|
|
if (!cl.worldmodel->nodes)
|
|
return;
|
|
|
|
currentmodel = cl.worldmodel;
|
|
|
|
l = cl_dlights;
|
|
for (i=0 ; i<MAX_SWLIGHTS ; i++, l++)
|
|
{
|
|
if (!l->radius || l->nodynamic)
|
|
continue;
|
|
currentmodel->funcs.MarkLights( l, 1<<i, currentmodel->nodes );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
LIGHT SAMPLING
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
mplane_t *lightplane;
|
|
vec3_t lightspot;
|
|
|
|
void GLQ3_LightGrid(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], direction_uv[3];
|
|
vec3_t vf, vf2;
|
|
vec3_t ambient, diffuse;
|
|
|
|
if (res_dir)
|
|
{
|
|
res_dir[0] = 1;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 0.1;
|
|
}
|
|
|
|
if (!lg || !lg->lightgrid)
|
|
{
|
|
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;
|
|
}
|
|
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];
|
|
}
|
|
|
|
index[0] = vi[2]*lg->gridBounds[3] + vi[1]*lg->gridBounds[0] + vi[0];
|
|
index[1] = index[0] + lg->gridBounds[0];
|
|
index[2] = index[0] + lg->gridBounds[3];
|
|
index[3] = index[2] + lg->gridBounds[0];
|
|
|
|
index[4] = index[0]+(index[0]<(lg->numlightgridelems-1));
|
|
index[5] = index[1]+(index[1]<(lg->numlightgridelems-1));
|
|
index[6] = index[2]+(index[2]<(lg->numlightgridelems-1));
|
|
index[7] = index[3]+(index[3]<(lg->numlightgridelems-1));
|
|
/*
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisable(GL_DEPTH_TEST);
|
|
qglDisable(GL_CULL_FACE);
|
|
qglColor4f(1,1,1,1);
|
|
qglBegin(GL_QUADS);
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
vec3_t pos;
|
|
for(j=0;j<3;j++)
|
|
pos[j] = (vi[j]
|
|
+((i&1)/1*(j==0))
|
|
+((i&2)/2*(j==1))
|
|
+((i&4)/4*(j==2))
|
|
|
|
)*lg->gridSize[j] + lg->gridMins[j];
|
|
qglVertex3fv(pos);
|
|
}
|
|
qglEnd();
|
|
*/
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
if ( index[i] < 0 || index[i] >= (lg->numlightgridelems) )
|
|
{
|
|
res_ambient[0] = 255; //out of the map
|
|
res_ambient[1] = 255;
|
|
res_ambient[2] = 255;
|
|
return;
|
|
}
|
|
}
|
|
|
|
t[0] = vf2[0] * vf2[1] * vf2[2];
|
|
t[1] = vf[0] * vf2[1] * vf2[2];
|
|
t[2] = vf2[0] * vf[1] * vf2[2];
|
|
t[3] = vf[0] * vf[1] * vf2[2];
|
|
t[4] = vf2[0] * vf2[1] * vf[2];
|
|
t[5] = vf[0] * vf2[1] * vf[2];
|
|
t[6] = vf2[0] * vf[1] * vf[2];
|
|
t[7] = vf[0] * vf[1] * vf[2];
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
ambient[j] = 0;
|
|
diffuse[j] = 0;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
ambient[j] += t[i*2] * lg->lightgrid[ index[i]].ambient[j];
|
|
ambient[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].ambient[j];
|
|
|
|
diffuse[j] += t[i*2] * lg->lightgrid[ index[i]].diffuse[j];
|
|
diffuse[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].diffuse[j];
|
|
}
|
|
}
|
|
|
|
for ( j = 0; j < 2; j++ )
|
|
{
|
|
direction_uv[j] = 0;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
direction_uv[j] += t[i*2] * lg->lightgrid[ index[i]].direction[j];
|
|
direction_uv[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].direction[j];
|
|
}
|
|
|
|
direction_uv[j] = anglemod ( direction_uv[j] );
|
|
}
|
|
|
|
VectorCopy(ambient, res_ambient);
|
|
if (res_diffuse)
|
|
VectorCopy(diffuse, res_diffuse);
|
|
if (res_dir)
|
|
{
|
|
vec3_t right, left;
|
|
direction_uv[2] = 0;
|
|
AngleVectors(direction_uv, res_dir, right, left);
|
|
}
|
|
}
|
|
|
|
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 >>= 4;
|
|
dt >>= 4;
|
|
|
|
lightmap = surf->samples;
|
|
r = 0;
|
|
if (lightmap)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
r += (lightmap[0]+lightmap[1]+lightmap[2]) * scale / 3;
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1)*3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
r += *lightmap * scale;
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1);
|
|
}
|
|
}
|
|
|
|
r >>= 8;
|
|
}
|
|
|
|
return r;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint (node->children[!side], mid, end);
|
|
}
|
|
|
|
|
|
|
|
int GLR_LightPoint (vec3_t p)
|
|
{
|
|
vec3_t end;
|
|
int r;
|
|
|
|
if (r_refdef.flags & 1)
|
|
return 255;
|
|
|
|
if (!cl.worldmodel || !cl.worldmodel->lightdata)
|
|
return 255;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake3)
|
|
{
|
|
GLQ3_LightGrid(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->nodes, p, end);
|
|
|
|
if (r == -1)
|
|
r = 0;
|
|
|
|
return r;
|
|
}
|
|
|
|
|
|
|
|
#ifdef PEXT_LIGHTSTYLECOL
|
|
|
|
float *GLRecursiveLightPoint3C (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;
|
|
int maps;
|
|
|
|
if (!cl.worldmodel->lightdata)
|
|
{
|
|
l[0]=255;l[1]=255;l[2]=255;
|
|
l[3]=0;l[4]=1;l[5]=1;
|
|
return l;
|
|
}
|
|
|
|
if (cl.worldmodel->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 (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 (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 = 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)
|
|
{
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=1;l[5]=1;
|
|
return l;
|
|
}
|
|
|
|
ds >>= 4;
|
|
dt >>= 4;
|
|
|
|
lightmap = surf->samples;
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=0;l[5]=0;
|
|
if (lightmap)
|
|
{
|
|
if (cl.worldmodel->deluxdata)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
deluxmap = surf->samples - cl.worldmodel->lightdata + cl.worldmodel->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += lightmap[0] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += lightmap[1] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += lightmap[2] * scale;
|
|
|
|
l[3] += (deluxmap[0]-127)*scale;
|
|
l[4] += (deluxmap[1]-127)*scale;
|
|
l[5] += (deluxmap[2]-127)*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
deluxmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
deluxmap = (surf->samples - cl.worldmodel->lightdata)*3 + cl.worldmodel->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
|
|
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += *lightmap * scale;
|
|
|
|
l[3] += deluxmap[0]*scale;
|
|
l[4] += deluxmap[1]*scale;
|
|
l[5] += deluxmap[2]*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1);
|
|
deluxmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += lightmap[0] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += lightmap[1] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += lightmap[2] * scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += *lightmap * scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return l;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint3C (node->children[!side], mid, end);
|
|
}
|
|
|
|
#endif
|
|
|
|
void GLQ1BSP_LightPointValues(vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
vec3_t end;
|
|
float *r;
|
|
|
|
end[0] = point[0];
|
|
end[1] = point[1];
|
|
end[2] = point[2] - 2048;
|
|
|
|
r = GLRecursiveLightPoint3C(cl.worldmodel->nodes, 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];
|
|
res_diffuse[1] = r[1];
|
|
res_diffuse[2] = r[2];
|
|
|
|
res_ambient[0] = r[0];
|
|
res_ambient[1] = r[1];
|
|
res_ambient[2] = r[2];
|
|
|
|
res_dir[0] = r[3];
|
|
res_dir[1] = r[4];
|
|
res_dir[2] = -r[5];
|
|
VectorNormalize(res_dir);
|
|
|
|
if (!res_dir[0] && !res_dir[1] && !res_dir[2])
|
|
res_dir[1] = res_dir[2] = 1;
|
|
}
|
|
}
|
|
|
|
#endif
|