mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
2201b920c8
added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
1594 lines
39 KiB
C
1594 lines
39 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"
|
|
#if defined(GLQUAKE) || defined(D3DQUAKE)
|
|
#include "glquake.h"
|
|
#include "shader.h"
|
|
|
|
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
|
|
|
|
|
|
int r_dlightframecount;
|
|
int d_lightstylevalue[256]; // 8.8 fraction of base light value
|
|
|
|
void R_UpdateLightStyle(unsigned int style, const char *stylestring, float r, float g, float b)
|
|
{
|
|
if (style >= MAX_LIGHTSTYLES)
|
|
return;
|
|
|
|
if (!stylestring)
|
|
stylestring = "";
|
|
|
|
Q_strncpyz (cl_lightstyle[style].map, stylestring, sizeof(cl_lightstyle[style].map));
|
|
cl_lightstyle[style].length = Q_strlen(cl_lightstyle[style].map);
|
|
if (!cl_lightstyle[style].length)
|
|
{
|
|
d_lightstylevalue[style] = 256;
|
|
VectorSet(cl_lightstyle[style].colours, 1,1,1);
|
|
}
|
|
else
|
|
VectorSet(cl_lightstyle[style].colours, r,g,b);
|
|
cl_lightstyle[style].colourkey = (int)(cl_lightstyle[style].colours[0]*0x400) ^ (int)(cl_lightstyle[style].colours[1]*0x100000) ^ (int)(cl_lightstyle[style].colours[2]*0x40000000);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_AnimateLight
|
|
==================
|
|
*/
|
|
void R_AnimateLight (void)
|
|
{
|
|
int i,j;
|
|
float f;
|
|
|
|
//if (r_lightstylescale.value > 2)
|
|
//r_lightstylescale.value = 2;
|
|
|
|
//
|
|
// 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;
|
|
f -= i; //this can require updates at 1000 times a second.. Depends on your framerate of course
|
|
|
|
for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
|
|
{
|
|
int v1, v2, vd;
|
|
if (!cl_lightstyle[j].length)
|
|
{
|
|
d_lightstylevalue[j] = ('m'-'a')*22 * r_lightstylescale.value;
|
|
continue;
|
|
}
|
|
|
|
if (cl_lightstyle[j].map[0] == '=')
|
|
{
|
|
d_lightstylevalue[j] = atof(cl_lightstyle[j].map+1)*256*r_lightstylescale.value;
|
|
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';
|
|
|
|
vd = v1 - v2;
|
|
if (!r_lightstylesmooth.ival || vd < -r_lightstylesmooth_limit.ival || vd > r_lightstylesmooth_limit.ival)
|
|
d_lightstylevalue[j] = v1*22*r_lightstylescale.value;
|
|
else
|
|
d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22*r_lightstylescale.value;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
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);
|
|
|
|
sw_blend[3] = a = sw_blend[3] + a2*(1-sw_blend[3]);
|
|
|
|
a2 = a2/a;
|
|
|
|
sw_blend[0] = sw_blend[0]*(1-a2) + r*a2;
|
|
sw_blend[1] = sw_blend[1]*(1-a2) + g*a2;
|
|
sw_blend[2] = sw_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]);
|
|
}
|
|
|
|
#define FLASHBLEND_VERTS 16
|
|
static float bubble_sintable[FLASHBLEND_VERTS+1], bubble_costable[FLASHBLEND_VERTS+1];
|
|
|
|
static void R_InitBubble(void)
|
|
{
|
|
float a;
|
|
int i;
|
|
float *bub_sin, *bub_cos;
|
|
|
|
bub_sin = bubble_sintable;
|
|
bub_cos = bubble_costable;
|
|
|
|
for (i=FLASHBLEND_VERTS ; i>=0 ; i--)
|
|
{
|
|
a = i/(float)FLASHBLEND_VERTS * M_PI*2;
|
|
*bub_sin++ = sin(a);
|
|
*bub_cos++ = cos(a);
|
|
}
|
|
}
|
|
|
|
avec4_t flashblend_colours[FLASHBLEND_VERTS+1];
|
|
vecV_t flashblend_vcoords[FLASHBLEND_VERTS+1];
|
|
vec2_t flashblend_tccoords[FLASHBLEND_VERTS+1];
|
|
index_t flashblend_indexes[FLASHBLEND_VERTS*3];
|
|
index_t flashblend_fsindexes[6] = {0, 1, 2, 0, 2, 3};
|
|
mesh_t flashblend_mesh;
|
|
mesh_t flashblend_fsmesh;
|
|
shader_t *flashblend_shader;
|
|
shader_t *lpplight_shader;
|
|
|
|
void R_GenerateFlashblendTexture(void)
|
|
{
|
|
float dx, dy;
|
|
int x, y, a;
|
|
unsigned char pixels[32][32][4];
|
|
for (y = 0;y < 32;y++)
|
|
{
|
|
dy = (y - 15.5f) * (1.0f / 16.0f);
|
|
for (x = 0;x < 32;x++)
|
|
{
|
|
dx = (x - 15.5f) * (1.0f / 16.0f);
|
|
a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
|
|
a = bound(0, a, 255);
|
|
pixels[y][x][0] = a;
|
|
pixels[y][x][1] = a;
|
|
pixels[y][x][2] = a;
|
|
pixels[y][x][3] = 255;
|
|
}
|
|
}
|
|
R_LoadReplacementTexture("***flashblend***", NULL, 0, pixels, 32, 32, TF_RGBA32);
|
|
}
|
|
void R_InitFlashblends(void)
|
|
{
|
|
int i;
|
|
R_InitBubble();
|
|
for (i = 0; i < FLASHBLEND_VERTS; i++)
|
|
{
|
|
flashblend_indexes[i*3+0] = 0;
|
|
if (i+1 == FLASHBLEND_VERTS)
|
|
flashblend_indexes[i*3+1] = 1;
|
|
else
|
|
flashblend_indexes[i*3+1] = i+2;
|
|
flashblend_indexes[i*3+2] = i+1;
|
|
|
|
flashblend_tccoords[i+1][0] = 0.5 + bubble_sintable[i]*0.5;
|
|
flashblend_tccoords[i+1][1] = 0.5 + bubble_costable[i]*0.5;
|
|
}
|
|
flashblend_tccoords[0][0] = 0.5;
|
|
flashblend_tccoords[0][1] = 0.5;
|
|
flashblend_mesh.numvertexes = FLASHBLEND_VERTS+1;
|
|
flashblend_mesh.xyz_array = flashblend_vcoords;
|
|
flashblend_mesh.st_array = flashblend_tccoords;
|
|
flashblend_mesh.colors4f_array[0] = flashblend_colours;
|
|
flashblend_mesh.indexes = flashblend_indexes;
|
|
flashblend_mesh.numindexes = FLASHBLEND_VERTS*3;
|
|
flashblend_mesh.istrifan = true;
|
|
|
|
flashblend_fsmesh.numvertexes = 4;
|
|
flashblend_fsmesh.xyz_array = flashblend_vcoords;
|
|
flashblend_fsmesh.st_array = flashblend_tccoords;
|
|
flashblend_fsmesh.colors4f_array[0] = flashblend_colours;
|
|
flashblend_fsmesh.indexes = flashblend_fsindexes;
|
|
flashblend_fsmesh.numindexes = 6;
|
|
flashblend_fsmesh.istrifan = true;
|
|
|
|
R_GenerateFlashblendTexture();
|
|
|
|
flashblend_shader = R_RegisterShader("flashblend", SUF_NONE,
|
|
"{\n"
|
|
"program defaultadditivesprite\n"
|
|
"{\n"
|
|
"map ***flashblend***\n"
|
|
"blendfunc gl_one gl_one\n"
|
|
"rgbgen vertex\n"
|
|
"alphagen vertex\n"
|
|
"nodepth\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
lpplight_shader = NULL;
|
|
}
|
|
|
|
static qboolean R_BuildDlightMesh(dlight_t *light, float colscale, float radscale, int dtype)
|
|
{
|
|
int i, j;
|
|
// float a;
|
|
vec3_t v;
|
|
float rad;
|
|
float *bub_sin, *bub_cos;
|
|
vec3_t colour;
|
|
extern cvar_t gl_mindist;
|
|
|
|
bub_sin = bubble_sintable;
|
|
bub_cos = bubble_costable;
|
|
rad = light->radius * radscale;
|
|
|
|
VectorCopy(light->color, colour);
|
|
|
|
if (light->fov)
|
|
{
|
|
float a = -DotProduct(light->axis[0], vpn);
|
|
colour[0] *= a;
|
|
colour[1] *= a;
|
|
colour[2] *= a;
|
|
rad *= a;
|
|
rad *= 0.33;
|
|
}
|
|
if (light->style)
|
|
{
|
|
colscale *= d_lightstylevalue[light->style-1]/255.0f;
|
|
}
|
|
|
|
VectorSubtract (light->origin, r_origin, v);
|
|
if (dtype != 1 && Length (v) < rad + gl_mindist.value*2)
|
|
{ // view is inside the dlight
|
|
return false;
|
|
}
|
|
|
|
flashblend_colours[0][0] = colour[0]*colscale;
|
|
flashblend_colours[0][1] = colour[1]*colscale;
|
|
flashblend_colours[0][2] = colour[2]*colscale;
|
|
flashblend_colours[0][3] = 1;
|
|
|
|
VectorCopy(light->origin, flashblend_vcoords[0]);
|
|
for (i=FLASHBLEND_VERTS ; i>0 ; i--)
|
|
{
|
|
for (j=0 ; j<3 ; j++)
|
|
flashblend_vcoords[i][j] = light->origin[j] + (vright[j]*(*bub_cos) +
|
|
+ vup[j]*(*bub_sin)) * rad;
|
|
bub_sin++;
|
|
bub_cos++;
|
|
}
|
|
if (dtype == 0)
|
|
{
|
|
//flashblend 3d-ish
|
|
VectorMA(flashblend_vcoords[0], -rad/1.5, vpn, flashblend_vcoords[0]);
|
|
}
|
|
else if (dtype != 1)
|
|
{
|
|
//prepass lights needs to be fully infront of the light. the glsl is a fullscreen-style effect, but we can benefit from early-z and scissoring
|
|
vec3_t diff;
|
|
VectorSubtract(r_origin, light->origin, diff);
|
|
VectorNormalize(diff);
|
|
for (i=0 ; i<=FLASHBLEND_VERTS ; i++)
|
|
VectorMA(flashblend_vcoords[i], rad, diff, flashblend_vcoords[i]);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_RenderDlights
|
|
=============
|
|
*/
|
|
void R_RenderDlights (void)
|
|
{
|
|
int i;
|
|
dlight_t *l;
|
|
vec3_t waste1, waste2;
|
|
unsigned int beflags = 0;
|
|
float intensity, cscale;
|
|
qboolean coronastyle;
|
|
qboolean flashstyle;
|
|
float dist;
|
|
|
|
if (!r_coronas.value && !r_flashblend.value)
|
|
return;
|
|
|
|
// r_dlightframecount = r_framecount + 1; // because the count hasn't
|
|
// advanced yet for this frame
|
|
|
|
l = cl_dlights+rtlights_first;
|
|
for (i=rtlights_first; i<rtlights_max; i++, l++)
|
|
{
|
|
if (!l->radius)
|
|
continue;
|
|
|
|
if (l->corona <= 0)
|
|
continue;
|
|
|
|
//dlights emitting from the local player are not visible as flashblends
|
|
if (l->key == r_refdef.playerview->viewentity)
|
|
continue; //was a glow
|
|
if (l->key == -(r_refdef.playerview->viewentity))
|
|
continue; //was a muzzleflash
|
|
|
|
coronastyle = (l->flags & (LFLAG_NORMALMODE|LFLAG_REALTIMEMODE)) && r_coronas.value;
|
|
flashstyle = ((l->flags & LFLAG_FLASHBLEND) && r_flashblend.value);
|
|
|
|
if (!coronastyle && !flashstyle)
|
|
continue;
|
|
if (coronastyle && flashstyle)
|
|
flashstyle = false;
|
|
|
|
cscale = l->coronascale;
|
|
intensity = l->corona;// * 0.25;
|
|
if (coronastyle)
|
|
intensity *= r_coronas.value;
|
|
else
|
|
intensity *= r_flashblend.value;
|
|
if (intensity <= 0 || cscale <= 0)
|
|
continue;
|
|
|
|
//prevent the corona from intersecting with the near clip plane by just fading it away if its too close
|
|
VectorSubtract(l->origin, r_refdef.vieworg, waste1);
|
|
dist = VectorLength(waste1);
|
|
if (dist < 128+256)
|
|
{
|
|
if (dist <= 128)
|
|
continue;
|
|
intensity *= (dist-128) / 256;
|
|
}
|
|
|
|
/*coronas use depth testing to compute visibility*/
|
|
if (coronastyle)
|
|
{
|
|
if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
|
|
continue;
|
|
}
|
|
|
|
if (!R_BuildDlightMesh (l, intensity, cscale, coronastyle) && !coronastyle)
|
|
AddLightBlend (l->color[0], l->color[1], l->color[2], l->radius * 0.0003);
|
|
else
|
|
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures, (coronastyle?BEF_FORCENODEPTH|BEF_FORCEADDITIVE:0)|beflags);
|
|
}
|
|
}
|
|
|
|
|
|
void R_GenDlightMesh(struct batch_s *batch)
|
|
{
|
|
static mesh_t *meshptr;
|
|
dlight_t *l = cl_dlights + batch->surf_first;
|
|
|
|
BE_SelectDLight(l, l->color, l->axis, 0);
|
|
|
|
if (!R_BuildDlightMesh (l, 2, 1, 2))
|
|
{
|
|
int i;
|
|
static vec2_t s[4] = {{1, -1}, {-1, -1}, {-1, 1}, {1, 1}};
|
|
batch->flags |= BEF_FORCENODEPTH;
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
VectorMA(r_origin, 32, vpn, flashblend_vcoords[i]);
|
|
VectorMA(flashblend_vcoords[i], s[i][0]*320, vright, flashblend_vcoords[i]);
|
|
VectorMA(flashblend_vcoords[i], s[i][1]*320, vup, flashblend_vcoords[i]);
|
|
}
|
|
|
|
meshptr = &flashblend_fsmesh;
|
|
}
|
|
else
|
|
{
|
|
meshptr = &flashblend_mesh;
|
|
}
|
|
batch->mesh = &meshptr;
|
|
}
|
|
void R_GenDlightBatches(batch_t *batches[])
|
|
{
|
|
int i, j, sort;
|
|
dlight_t *l;
|
|
batch_t *b;
|
|
if (!r_lightprepass.ival)
|
|
return;
|
|
|
|
if (!lpplight_shader)
|
|
lpplight_shader = R_RegisterShader("lpp_light", SUF_NONE,
|
|
"{\n"
|
|
"program lpp_light\n"
|
|
"{\n"
|
|
"map $sourcecolour\n"
|
|
"blendfunc gl_one gl_one\n"
|
|
"}\n"
|
|
"surfaceparm nodlight\n"
|
|
"lpp_light\n"
|
|
"}\n"
|
|
);
|
|
|
|
l = cl_dlights+rtlights_first;
|
|
for (i=rtlights_first; i<rtlights_max; i++, l++)
|
|
{
|
|
if (!l->radius)
|
|
continue;
|
|
|
|
if (R_CullSphere(l->origin, l->radius))
|
|
continue;
|
|
|
|
b = BE_GetTempBatch();
|
|
if (!b)
|
|
return;
|
|
|
|
b->flags = 0;
|
|
sort = lpplight_shader->sort;
|
|
b->buildmeshes = R_GenDlightMesh;
|
|
b->ent = &r_worldentity;
|
|
b->mesh = NULL;
|
|
b->firstmesh = 0;
|
|
b->meshes = 1;
|
|
b->skin = &lpplight_shader->defaulttextures;
|
|
b->texture = NULL;
|
|
b->shader = lpplight_shader;
|
|
for (j = 0; j < MAXRLIGHTMAPS; j++)
|
|
b->lightmap[j] = -1;
|
|
b->surf_first = i;
|
|
b->flags |= BEF_NOSHADOWS;
|
|
b->vbo = NULL;
|
|
b->next = batches[sort];
|
|
batches[sort] = b;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
DYNAMIC LIGHTS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
R_PushDlights
|
|
=============
|
|
*/
|
|
void R_PushDlights (void)
|
|
{
|
|
int i;
|
|
dlight_t *l;
|
|
|
|
r_dlightframecount = r_framecount + 1; // because the count hasn't
|
|
// advanced yet for this frame
|
|
|
|
#ifdef RTLIGHTS
|
|
/*if we're doing full rtlighting only, then don't bother calculating old-style dlights as they won't be visible anyway*/
|
|
if (r_shadow_realtime_world.ival && r_shadow_realtime_world_lightmaps.value < 0.1)
|
|
return;
|
|
#endif
|
|
|
|
if (!r_dynamic.ival || !cl.worldmodel)
|
|
return;
|
|
|
|
if (!cl.worldmodel->nodes)
|
|
return;
|
|
|
|
currentmodel = cl.worldmodel;
|
|
if (!currentmodel->funcs.MarkLights)
|
|
return;
|
|
|
|
l = cl_dlights+rtlights_first;
|
|
for (i=rtlights_first ; i <= DL_LAST ; i++, l++)
|
|
{
|
|
if (!l->radius || !(l->flags & LFLAG_LIGHTMAP))
|
|
continue;
|
|
currentmodel->funcs.MarkLights( l, 1<<i, currentmodel->nodes );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
//rtlight loading
|
|
|
|
#ifdef RTLIGHTS
|
|
void R_ImportRTLights(char *entlump)
|
|
{
|
|
typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
|
|
|
|
/*I'm using the DP code so I know I'll get the DP results*/
|
|
int entnum, style, islight, skin, pflags, n;
|
|
lighttype_t type;
|
|
float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
|
|
char key[256], value[8192];
|
|
int nest;
|
|
|
|
COM_Parse(entlump);
|
|
if (!strcmp(com_token, "Version"))
|
|
{
|
|
entlump = COM_Parse(entlump);
|
|
entlump = COM_Parse(entlump);
|
|
}
|
|
|
|
for (entnum = 0; ;entnum++)
|
|
{
|
|
entlump = COM_Parse(entlump);
|
|
if (com_token[0] != '{')
|
|
break;
|
|
|
|
type = LIGHTTYPE_MINUSX;
|
|
origin[0] = origin[1] = origin[2] = 0;
|
|
originhack[0] = originhack[1] = originhack[2] = 0;
|
|
angles[0] = angles[1] = angles[2] = 0;
|
|
color[0] = color[1] = color[2] = 1;
|
|
light[0] = light[1] = light[2] = 1;light[3] = 300;
|
|
overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
|
|
fadescale = 1;
|
|
lightscale = 1;
|
|
style = 0;
|
|
skin = 0;
|
|
pflags = 0;
|
|
//effects = 0;
|
|
islight = false;
|
|
nest = 1;
|
|
while (1)
|
|
{
|
|
entlump = COM_Parse(entlump);
|
|
if (!entlump)
|
|
break; // error
|
|
if (com_token[0] == '{')
|
|
{
|
|
nest++;
|
|
continue;
|
|
}
|
|
if (com_token[0] == '}')
|
|
{
|
|
nest--;
|
|
if (!nest)
|
|
break; // end of entity
|
|
continue;
|
|
}
|
|
if (nest!=1)
|
|
continue;
|
|
if (com_token[0] == '_')
|
|
Q_strncpyz(key, com_token + 1, sizeof(key));
|
|
else
|
|
Q_strncpyz(key, com_token, sizeof(key));
|
|
while (key[strlen(key)-1] == ' ') // remove trailing spaces
|
|
key[strlen(key)-1] = 0;
|
|
entlump = COM_Parse(entlump);
|
|
if (!entlump)
|
|
break; // error
|
|
Q_strncpyz(value, com_token, sizeof(value));
|
|
|
|
// now that we have the key pair worked out...
|
|
if (!strcmp("light", key))
|
|
{
|
|
n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
|
|
if (n == 1)
|
|
{
|
|
// quake
|
|
light[0] = vec[0] * (1.0f / 256.0f);
|
|
light[1] = vec[0] * (1.0f / 256.0f);
|
|
light[2] = vec[0] * (1.0f / 256.0f);
|
|
light[3] = vec[0];
|
|
}
|
|
else if (n == 4)
|
|
{
|
|
// halflife
|
|
light[0] = vec[0] * (1.0f / 255.0f);
|
|
light[1] = vec[1] * (1.0f / 255.0f);
|
|
light[2] = vec[2] * (1.0f / 255.0f);
|
|
light[3] = vec[3];
|
|
}
|
|
}
|
|
else if (!strcmp("delay", key))
|
|
type = atoi(value);
|
|
else if (!strcmp("origin", key))
|
|
sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
|
|
else if (!strcmp("angle", key))
|
|
angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
|
|
else if (!strcmp("angles", key))
|
|
sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
|
|
else if (!strcmp("color", key))
|
|
sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
|
|
else if (!strcmp("wait", key))
|
|
fadescale = atof(value);
|
|
else if (!strcmp("classname", key))
|
|
{
|
|
if (!strncmp(value, "light", 5))
|
|
{
|
|
islight = true;
|
|
if (!strcmp(value, "light_fluoro"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 1;
|
|
overridecolor[2] = 1;
|
|
}
|
|
if (!strcmp(value, "light_fluorospark"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 1;
|
|
overridecolor[2] = 1;
|
|
}
|
|
if (!strcmp(value, "light_globe"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.8;
|
|
overridecolor[2] = 0.4;
|
|
}
|
|
if (!strcmp(value, "light_flame_large_yellow"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_flame_small_yellow"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_torch_small_white"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_torch_small_walltorch"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
}
|
|
}
|
|
else if (!strcmp("style", key))
|
|
style = atoi(value);
|
|
else if (!strcmp("skin", key))
|
|
skin = (int)atof(value);
|
|
else if (!strcmp("pflags", key))
|
|
pflags = (int)atof(value);
|
|
//else if (!strcmp("effects", key))
|
|
//effects = (int)atof(value);
|
|
|
|
else if (!strcmp("scale", key))
|
|
lightscale = atof(value);
|
|
else if (!strcmp("fade", key))
|
|
fadescale = atof(value);
|
|
|
|
else if (!strcmp("light_radius", key))
|
|
{
|
|
light[0] = 1;
|
|
light[1] = 1;
|
|
light[2] = 1;
|
|
light[3] = atof(value);
|
|
}
|
|
else if (entnum == 0 && !strcmp("noautolight", key))
|
|
{
|
|
//tenebrae compat. don't generate rtlights automagically if the world entity specifies this.
|
|
if (atoi(value))
|
|
return;
|
|
}
|
|
}
|
|
if (!islight)
|
|
continue;
|
|
if (lightscale <= 0)
|
|
lightscale = 1;
|
|
if (fadescale <= 0)
|
|
fadescale = 1;
|
|
if (color[0] == color[1] && color[0] == color[2])
|
|
{
|
|
color[0] *= overridecolor[0];
|
|
color[1] *= overridecolor[1];
|
|
color[2] *= overridecolor[2];
|
|
}
|
|
radius = light[3] * r_editlights_import_radius.value * lightscale / fadescale;
|
|
color[0] = color[0] * light[0];
|
|
color[1] = color[1] * light[1];
|
|
color[2] = color[2] * light[2];
|
|
switch (type)
|
|
{
|
|
case LIGHTTYPE_MINUSX:
|
|
break;
|
|
case LIGHTTYPE_RECIPX:
|
|
radius *= 2;
|
|
VectorScale(color, (1.0f / 16.0f), color);
|
|
break;
|
|
case LIGHTTYPE_RECIPXX:
|
|
radius *= 2;
|
|
VectorScale(color, (1.0f / 16.0f), color);
|
|
break;
|
|
default:
|
|
case LIGHTTYPE_NONE:
|
|
break;
|
|
case LIGHTTYPE_SUN:
|
|
break;
|
|
case LIGHTTYPE_MINUSXX:
|
|
break;
|
|
}
|
|
VectorAdd(origin, originhack, origin);
|
|
if (radius >= 1)
|
|
{
|
|
dlight_t *dl = CL_AllocSlight();
|
|
if (!dl)
|
|
break;
|
|
VectorCopy(origin, dl->origin);
|
|
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
|
|
VectorInverse(dl->axis[1]);
|
|
dl->radius = radius;
|
|
VectorCopy(color, dl->color);
|
|
dl->flags = 0;
|
|
dl->flags |= LFLAG_REALTIMEMODE;
|
|
dl->flags |= (pflags & PFLAGS_CORONA)?LFLAG_FLASHBLEND:0;
|
|
dl->flags |= (pflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
|
|
dl->style = style+1;
|
|
dl->lightcolourscales[0] = r_editlights_import_ambient.value;
|
|
dl->lightcolourscales[1] = r_editlights_import_diffuse.value;
|
|
dl->lightcolourscales[2] = r_editlights_import_specular.value;
|
|
if (skin >= 16)
|
|
R_LoadNumberedLightTexture(dl, skin);
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_LoadRTLights(void)
|
|
{
|
|
dlight_t *dl;
|
|
char fname[MAX_QPATH];
|
|
char cubename[MAX_QPATH];
|
|
char *file;
|
|
char *end;
|
|
int style;
|
|
|
|
vec3_t org;
|
|
float radius;
|
|
vec3_t rgb;
|
|
vec3_t avel;
|
|
float fov;
|
|
unsigned int flags;
|
|
|
|
float coronascale;
|
|
float corona;
|
|
float ambientscale, diffusescale, specularscale;
|
|
vec3_t angles;
|
|
|
|
//delete all old lights, even dynamic ones
|
|
rtlights_first = RTL_FIRST;
|
|
rtlights_max = RTL_FIRST;
|
|
|
|
COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
|
|
strncat(fname, ".rtlights", MAX_QPATH-1);
|
|
|
|
file = COM_LoadTempFile(fname, NULL);
|
|
if (file)
|
|
while(1)
|
|
{
|
|
end = strchr(file, '\n');
|
|
if (!end)
|
|
end = file + strlen(file);
|
|
if (end == file)
|
|
break;
|
|
*end = '\0';
|
|
|
|
while(*file == ' ' || *file == '\t')
|
|
file++;
|
|
if (*file == '!')
|
|
{
|
|
flags = LFLAG_NOSHADOWS;
|
|
file++;
|
|
}
|
|
else
|
|
flags = 0;
|
|
|
|
file = COM_Parse(file);
|
|
org[0] = atof(com_token);
|
|
file = COM_Parse(file);
|
|
org[1] = atof(com_token);
|
|
file = COM_Parse(file);
|
|
org[2] = atof(com_token);
|
|
|
|
file = COM_Parse(file);
|
|
radius = atof(com_token);
|
|
|
|
file = COM_Parse(file);
|
|
rgb[0] = file?atof(com_token):1;
|
|
file = COM_Parse(file);
|
|
rgb[1] = file?atof(com_token):1;
|
|
file = COM_Parse(file);
|
|
rgb[2] = file?atof(com_token):1;
|
|
|
|
file = COM_Parse(file);
|
|
style = file?atof(com_token):0;
|
|
|
|
file = COM_Parse(file);
|
|
//cubemap
|
|
Q_strncpyz(cubename, com_token, sizeof(cubename));
|
|
|
|
file = COM_Parse(file);
|
|
//corona
|
|
corona = file?atof(com_token):0;
|
|
|
|
file = COM_Parse(file);
|
|
angles[0] = file?atof(com_token):0;
|
|
file = COM_Parse(file);
|
|
angles[1] = file?atof(com_token):0;
|
|
file = COM_Parse(file);
|
|
angles[2] = file?atof(com_token):0;
|
|
|
|
file = COM_Parse(file);
|
|
//corona scale
|
|
coronascale = file?atof(com_token):0.25;
|
|
|
|
file = COM_Parse(file);
|
|
//ambient
|
|
ambientscale = file?atof(com_token):0;
|
|
|
|
file = COM_Parse(file);
|
|
//diffuse
|
|
diffusescale = file?atof(com_token):1;
|
|
|
|
file = COM_Parse(file);
|
|
//specular
|
|
specularscale = file?atof(com_token):1;
|
|
|
|
file = COM_Parse(file);
|
|
flags |= file?atoi(com_token):LFLAG_REALTIMEMODE;
|
|
|
|
fov = avel[0] = avel[1] = avel[2] = 0;
|
|
while(file)
|
|
{
|
|
file = COM_Parse(file);
|
|
if (!strncmp(com_token, "rotx=", 5))
|
|
avel[0] = file?atof(com_token+5):0;
|
|
else if (!strncmp(com_token, "roty=", 5))
|
|
avel[1] = file?atof(com_token+5):0;
|
|
else if (!strncmp(com_token, "rotz=", 5))
|
|
avel[2] = file?atof(com_token+5):0;
|
|
else if (!strncmp(com_token, "fov=", 4))
|
|
fov = file?atof(com_token+4):0;
|
|
}
|
|
|
|
if (radius)
|
|
{
|
|
dl = CL_AllocSlight();
|
|
if (!dl)
|
|
break;
|
|
|
|
VectorCopy(org, dl->origin);
|
|
dl->radius = radius;
|
|
VectorCopy(rgb, dl->color);
|
|
dl->corona = corona;
|
|
dl->coronascale = coronascale;
|
|
dl->die = 0;
|
|
dl->flags = flags;
|
|
dl->fov = fov;
|
|
dl->lightcolourscales[0] = ambientscale;
|
|
dl->lightcolourscales[1] = diffusescale;
|
|
dl->lightcolourscales[2] = specularscale;
|
|
AngleVectorsFLU(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
|
|
VectorCopy(avel, dl->rotation);
|
|
|
|
Q_strncpyz(dl->cubemapname, cubename, sizeof(dl->cubemapname));
|
|
if (*dl->cubemapname)
|
|
dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP, NULL, 0, 0, TF_INVALID);
|
|
else
|
|
dl->cubetexture = r_nulltex;
|
|
|
|
dl->style = style+1;
|
|
}
|
|
file = end+1;
|
|
}
|
|
}
|
|
|
|
void R_SaveRTLights_f(void)
|
|
{
|
|
dlight_t *light;
|
|
vfsfile_t *f;
|
|
unsigned int i;
|
|
char fname[MAX_QPATH];
|
|
char sysname[MAX_OSPATH];
|
|
vec3_t ang;
|
|
COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
|
|
strncat(fname, ".rtlights", MAX_QPATH-1);
|
|
|
|
FS_CreatePath(fname, FS_GAMEONLY);
|
|
f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
|
|
if (!f)
|
|
{
|
|
Con_Printf("couldn't open %s\n", fname);
|
|
return;
|
|
}
|
|
for (light = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, light++)
|
|
{
|
|
if (light->die)
|
|
continue;
|
|
if (!light->radius)
|
|
continue;
|
|
VectorAngles(light->axis[0], light->axis[2], ang);
|
|
VFS_PUTS(f, va(
|
|
"%s%f %f %f "
|
|
"%f %f %f %f "
|
|
"%i "
|
|
"\"%s\" %f "
|
|
"%f %f %f "
|
|
"%f %f %f %f %i "
|
|
"rotx=%g roty=%g rotz=%g fov=%g "
|
|
"\n"
|
|
,
|
|
(light->flags & LFLAG_NOSHADOWS)?"!":"", light->origin[0], light->origin[1], light->origin[2],
|
|
light->radius, light->color[0], light->color[1], light->color[2],
|
|
light->style-1,
|
|
light->cubemapname, light->corona,
|
|
ang[0], ang[1], ang[2],
|
|
light->coronascale, light->lightcolourscales[0], light->lightcolourscales[1], light->lightcolourscales[2], light->flags&(LFLAG_NORMALMODE|LFLAG_REALTIMEMODE|LFLAG_CREPUSCULAR),
|
|
light->rotation[0],light->rotation[1],light->rotation[2],light->fov
|
|
));
|
|
}
|
|
VFS_CLOSE(f);
|
|
|
|
FS_NativePath(fname, FS_GAMEONLY, sysname, sizeof(sysname));
|
|
Con_Printf("rtlights saved to %s\n", sysname);
|
|
}
|
|
|
|
void R_StaticEntityToRTLight(int i)
|
|
{
|
|
entity_state_t *state = &cl_static_entities[i].state;
|
|
dlight_t *dl;
|
|
if (!(state->lightpflags&(PFLAGS_FULLDYNAMIC|PFLAGS_CORONA)))
|
|
return;
|
|
dl = CL_AllocSlight();
|
|
if (!dl)
|
|
return;
|
|
VectorCopy(state->origin, dl->origin);
|
|
AngleVectors(state->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
|
|
VectorInverse(dl->axis[1]);
|
|
dl->radius = state->light[3];
|
|
if (!dl->radius)
|
|
dl->radius = 350;
|
|
VectorScale(state->light, 1.0/1024, dl->color);
|
|
if (!state->light[0] && !state->light[1] && !state->light[2])
|
|
VectorSet(dl->color, 1, 1, 1);
|
|
dl->flags = 0;
|
|
dl->flags |= LFLAG_REALTIMEMODE;
|
|
dl->flags |= (state->lightpflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
|
|
if (state->lightpflags & PFLAGS_CORONA)
|
|
dl->corona = 1;
|
|
dl->style = state->lightstyle+1;
|
|
if (state->lightpflags & PFLAGS_FULLDYNAMIC)
|
|
{
|
|
dl->lightcolourscales[0] = r_editlights_import_ambient.value;
|
|
dl->lightcolourscales[1] = r_editlights_import_diffuse.value;
|
|
dl->lightcolourscales[2] = r_editlights_import_specular.value;
|
|
}
|
|
else
|
|
{ //corona-only light
|
|
dl->lightcolourscales[0] = 0;
|
|
dl->lightcolourscales[1] = 0;
|
|
dl->lightcolourscales[2] = 0;
|
|
}
|
|
if (state->skinnum >= 16)
|
|
R_LoadNumberedLightTexture(dl, state->skinnum);
|
|
}
|
|
|
|
void R_ReloadRTLights_f(void)
|
|
{
|
|
int i;
|
|
|
|
if (!cl.worldmodel)
|
|
{
|
|
Con_Printf("Cannot reload lights at this time\n");
|
|
return;
|
|
}
|
|
rtlights_first = RTL_FIRST;
|
|
rtlights_max = RTL_FIRST;
|
|
if (!strcmp(Cmd_Argv(1), "bsp"))
|
|
R_ImportRTLights(cl.worldmodel->entities);
|
|
else if (!strcmp(Cmd_Argv(1), "rtlights"))
|
|
R_LoadRTLights();
|
|
else if (strcmp(Cmd_Argv(1), "none"))
|
|
{
|
|
R_LoadRTLights();
|
|
if (rtlights_first == rtlights_max)
|
|
R_ImportRTLights(cl.worldmodel->entities);
|
|
}
|
|
|
|
for (i = 0; i < cl.num_statics; i++)
|
|
{
|
|
R_StaticEntityToRTLight(i);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
LIGHT SAMPLING
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
mplane_t *lightplane;
|
|
vec3_t lightspot;
|
|
|
|
void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
q3lightgridinfo_t *lg = (q3lightgridinfo_t *)cl.worldmodel->lightgrid;
|
|
int index[8];
|
|
int vi[3];
|
|
int i, j;
|
|
float t[8], 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));
|
|
|
|
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;
|
|
|
|
if (res_diffuse)
|
|
{
|
|
res_diffuse[0] = 255;
|
|
res_diffuse[1] = 255;
|
|
res_diffuse[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] );
|
|
}
|
|
|
|
VectorScale(ambient, 4, ambient);
|
|
VectorScale(diffuse, 4, diffuse);
|
|
|
|
/*ambient is the min level*/
|
|
/*diffuse is the max level*/
|
|
VectorCopy(ambient, res_ambient);
|
|
if (res_diffuse)
|
|
VectorAdd(diffuse, ambient, res_diffuse);
|
|
if (res_dir)
|
|
{
|
|
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 >>= surf->lmshift;
|
|
dt >>= surf->lmshift;
|
|
|
|
lightmap = surf->samples;
|
|
r = 0;
|
|
if (lightmap)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
r += (lightmap[0]+lightmap[1]+lightmap[2]) * scale / 3;
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1)*3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += dt * ((surf->extents[0]>>surf->lmshift)+1) + ds;
|
|
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
r += *lightmap * scale;
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1);
|
|
}
|
|
}
|
|
|
|
r >>= 8;
|
|
}
|
|
|
|
return r;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint (node->children[!side], mid, end);
|
|
}
|
|
|
|
|
|
|
|
int R_LightPoint (vec3_t p)
|
|
{
|
|
vec3_t end;
|
|
int r;
|
|
|
|
if (r_refdef.flags & 1)
|
|
return 255;
|
|
|
|
if (!cl.worldmodel || !cl.worldmodel->lightdata)
|
|
return 255;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake3)
|
|
{
|
|
GLQ3_LightGrid(cl.worldmodel, p, NULL, end, NULL);
|
|
return (end[0] + end[1] + end[2])/3;
|
|
}
|
|
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 2048;
|
|
|
|
r = GLRecursiveLightPoint (cl.worldmodel->rootnode, p, end);
|
|
|
|
if (r == -1)
|
|
r = 0;
|
|
|
|
return r;
|
|
}
|
|
|
|
|
|
|
|
#ifdef PEXT_LIGHTSTYLECOL
|
|
|
|
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, overbright;
|
|
int maps;
|
|
|
|
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 >>= surf->lmshift;
|
|
dt >>= surf->lmshift;
|
|
|
|
lightmap = surf->samples;
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=0;l[5]=0;
|
|
if (lightmap)
|
|
{
|
|
overbright = 1/255.0f;
|
|
if (cl.worldmodel->deluxdata)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
deluxmap = surf->samples - cl.worldmodel->lightdata + cl.worldmodel->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
l[0] += lightmap[0] * scale * cl_lightstyle[surf->styles[maps]].colours[0];
|
|
l[1] += lightmap[1] * scale * cl_lightstyle[surf->styles[maps]].colours[1];
|
|
l[2] += lightmap[2] * scale * cl_lightstyle[surf->styles[maps]].colours[2];
|
|
|
|
l[3] += (deluxmap[0]-127)*scale;
|
|
l[4] += (deluxmap[1]-127)*scale;
|
|
l[5] += (deluxmap[2]-127)*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1) * 3;
|
|
deluxmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
deluxmap = (surf->samples - cl.worldmodel->lightdata)*3 + cl.worldmodel->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds);
|
|
deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
l[0] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[0];
|
|
l[1] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[1];
|
|
l[2] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[2];
|
|
|
|
l[3] += deluxmap[0]*scale;
|
|
l[4] += deluxmap[1]*scale;
|
|
l[5] += deluxmap[2]*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1);
|
|
deluxmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1) * 3;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
l[0] += lightmap[0] * scale * cl_lightstyle[surf->styles[maps]].colours[0];
|
|
l[1] += lightmap[1] * scale * cl_lightstyle[surf->styles[maps]].colours[1];
|
|
l[2] += lightmap[2] * scale * cl_lightstyle[surf->styles[maps]].colours[2];
|
|
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds);
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
l[0] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[0];
|
|
l[1] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[1];
|
|
l[2] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[2];
|
|
|
|
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
|
|
((surf->extents[1]>>surf->lmshift)+1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return l;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint3C (node->children[!side], mid, end);
|
|
}
|
|
|
|
#endif
|
|
|
|
void GLQ1BSP_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
vec3_t end;
|
|
float *r;
|
|
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
|
|
|
|
if (!cl.worldmodel->lightdata || r_fullbright.ival)
|
|
{
|
|
res_diffuse[0] = 0;
|
|
res_diffuse[1] = 0;
|
|
res_diffuse[2] = 0;
|
|
|
|
res_ambient[0] = 255;
|
|
res_ambient[1] = 255;
|
|
res_ambient[2] = 255;
|
|
|
|
res_dir[0] = 1;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 0.1;
|
|
VectorNormalize(res_dir);
|
|
return;
|
|
}
|
|
|
|
end[0] = point[0];
|
|
end[1] = point[1];
|
|
end[2] = point[2] - 2048;
|
|
|
|
r = GLRecursiveLightPoint3C(model->rootnode, point, end);
|
|
if (r == NULL)
|
|
{
|
|
res_diffuse[0] = 0;
|
|
res_diffuse[1] = 0;
|
|
res_diffuse[2] = 0;
|
|
|
|
res_ambient[0] = 0;
|
|
res_ambient[1] = 0;
|
|
res_ambient[2] = 0;
|
|
|
|
res_dir[0] = 0;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 1;
|
|
}
|
|
else
|
|
{
|
|
res_diffuse[0] = r[0]*2;
|
|
res_diffuse[1] = r[1]*2;
|
|
res_diffuse[2] = r[2]*2;
|
|
|
|
/*bright on one side, dark on the other, but not too dark*/
|
|
res_ambient[0] = r[0]/2;
|
|
res_ambient[1] = r[1]/2;
|
|
res_ambient[2] = r[2]/2;
|
|
|
|
res_dir[0] = r[3];
|
|
res_dir[1] = r[4];
|
|
res_dir[2] = -r[5];
|
|
if (!res_dir[0] && !res_dir[1] && !res_dir[2])
|
|
res_dir[1] = res_dir[2] = 1;
|
|
VectorNormalize(res_dir);
|
|
}
|
|
|
|
#ifdef RTLIGHTS
|
|
if (r_shadow_realtime_world.ival)
|
|
{
|
|
float lm = r_shadow_realtime_world_lightmaps.value;
|
|
if (lm < 0) lm = 0;
|
|
if (lm > 1) lm = 1;
|
|
VectorScale(res_diffuse, lm, res_diffuse);
|
|
VectorScale(res_ambient, lm, res_ambient);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#endif
|