mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
97f836b5ed
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2383 fc73d0e0-1445-4013-8a0c-d673dee63da5
476 lines
9.8 KiB
C
476 lines
9.8 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"
|
|
#include "r_local.h"
|
|
|
|
int r_dlightframecount;
|
|
|
|
|
|
/*
|
|
==================
|
|
R_AnimateLight
|
|
==================
|
|
*/
|
|
void SWR_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
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
R_MarkLights
|
|
=============
|
|
*/
|
|
void SWR_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)
|
|
{
|
|
SWR_MarkLights (light, bit, node->children[0]);
|
|
return;
|
|
}
|
|
if (dist < -light->radius)
|
|
{
|
|
SWR_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;
|
|
}
|
|
|
|
SWR_MarkLights (light, bit, node->children[0]);
|
|
SWR_MarkLights (light, bit, node->children[1]);
|
|
}
|
|
|
|
void SWR_Q2MarkLights (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)
|
|
{
|
|
SWR_Q2MarkLights (light, bit, node->children[0]);
|
|
return;
|
|
}
|
|
if (dist < -light->radius)
|
|
{
|
|
SWR_Q2MarkLights (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;
|
|
}
|
|
|
|
SWR_Q2MarkLights (light, bit, node->children[0]);
|
|
SWR_Q2MarkLights (light, bit, node->children[1]);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_PushDlights
|
|
=============
|
|
*/
|
|
void SWR_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)
|
|
return;
|
|
|
|
l = cl_dlights;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
{
|
|
for (i=0 ; i<dlights_software ; i++, l++)
|
|
{
|
|
if (!l->radius)
|
|
continue;
|
|
SWR_Q2MarkLights ( l, 1<<i, cl.worldmodel->nodes );
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<dlights_software ; i++, l++)
|
|
{
|
|
if (!l->radius)
|
|
continue;
|
|
SWR_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
LIGHT SAMPLING
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
int SWRecursiveLightPoint (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 SWRecursiveLightPoint (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 = SWRecursiveLightPoint (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
|
|
|
|
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)
|
|
{
|
|
|
|
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 SWRecursiveLightPoint (node->children[!side], mid, end);
|
|
}
|
|
int SWRecursiveLightPoint3C (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 SWRecursiveLightPoint3C (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 = SWRecursiveLightPoint (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
|
|
|
|
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)
|
|
{
|
|
|
|
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])/3 * scale;
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1)*3;
|
|
}
|
|
|
|
r >>= 8;
|
|
}
|
|
|
|
return r;
|
|
}
|
|
|
|
// go down back side
|
|
return SWRecursiveLightPoint3C (node->children[!side], mid, end);
|
|
}
|
|
int SWR_LightPoint (vec3_t p)
|
|
{
|
|
vec3_t end;
|
|
int r;
|
|
extern qboolean r_usinglits;
|
|
|
|
if (r_refdef.flags & 1 || !cl.worldmodel || !cl.worldmodel->lightdata)
|
|
return 255;
|
|
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 2048;
|
|
|
|
if (r_usinglits)
|
|
r = SWRecursiveLightPoint3C (cl.worldmodel->nodes, p, end);
|
|
else
|
|
r = SWRecursiveLightPoint (cl.worldmodel->nodes, p, end);
|
|
|
|
if (r == -1)
|
|
r = 0;
|
|
|
|
if (r < r_refdef.ambientlight)
|
|
r = r_refdef.ambientlight;
|
|
|
|
return r;
|
|
}
|
|
|
|
void SWQ1BSP_LightPointValues(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
vec3_t end;
|
|
float r;
|
|
|
|
res_dir[0] = 0; //software doesn't load luxes
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 1;
|
|
|
|
end[0] = point[0];
|
|
end[1] = point[1];
|
|
end[2] = point[2] - 2048;
|
|
|
|
r = SWRecursiveLightPoint3C(mod->nodes, point, end);
|
|
if (r < 0)
|
|
{
|
|
res_diffuse[0] = 0;
|
|
res_diffuse[1] = 0;
|
|
res_diffuse[2] = 0;
|
|
|
|
res_ambient[0] = 0;
|
|
res_ambient[1] = 0;
|
|
res_ambient[2] = 0;
|
|
}
|
|
else
|
|
{
|
|
res_diffuse[0] = r;
|
|
res_diffuse[1] = r;
|
|
res_diffuse[2] = r;
|
|
|
|
res_ambient[0] = r;
|
|
res_ambient[1] = r;
|
|
res_ambient[2] = r;
|
|
}
|
|
}
|
|
|