mirror of
https://github.com/nzp-team/glquake.git
synced 2024-11-23 20:42:37 +00:00
389 lines
11 KiB
C
389 lines
11 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"
|
|
|
|
int r_dlightframecount;
|
|
|
|
vec3_t lightcolor; //johnfitz -- lit support via lordhavoc
|
|
|
|
/*
|
|
==================
|
|
R_AnimateLight
|
|
==================
|
|
*/
|
|
void R_AnimateLight (void)
|
|
{
|
|
int i,j,k;
|
|
|
|
//
|
|
// light animations
|
|
// 'm' is normal light, 'a' is no light, 'z' is double bright
|
|
i = (int)(cl.time*10);
|
|
for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
|
|
{
|
|
if (!cl_lightstyle[j].length)
|
|
{
|
|
d_lightstylevalue[j] = 256;
|
|
continue;
|
|
}
|
|
k = i % cl_lightstyle[j].length;
|
|
k = cl_lightstyle[j].map[k] - 'a';
|
|
k = k*22;
|
|
d_lightstylevalue[j] = k;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
DYNAMIC LIGHTS BLEND RENDERING
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
void AddLightBlend (float r, float g, float b, float a2)
|
|
{
|
|
float a;
|
|
|
|
v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
|
|
|
|
a2 = a2/a;
|
|
|
|
v_blend[0] = v_blend[1]*(1-a2) + r*a2;
|
|
v_blend[1] = v_blend[1]*(1-a2) + g*a2;
|
|
v_blend[2] = v_blend[2]*(1-a2) + b*a2;
|
|
}
|
|
|
|
void R_RenderDlight (dlight_t *light)
|
|
{
|
|
int i, j;
|
|
float a;
|
|
vec3_t v;
|
|
float rad;
|
|
|
|
rad = light->radius * 0.35;
|
|
|
|
VectorSubtract (light->origin, r_origin, v);
|
|
if (Length (v) < rad)
|
|
{ // view is inside the dlight
|
|
AddLightBlend (1, 0.5, 0, light->radius * 0.0003);
|
|
return;
|
|
}
|
|
|
|
glBegin (GL_TRIANGLE_FAN);
|
|
glColor3f (0.2,0.1,0.0);
|
|
for (i=0 ; i<3 ; i++)
|
|
v[i] = light->origin[i] - vpn[i]*rad;
|
|
glVertex3fv (v);
|
|
glColor3f (0,0,0);
|
|
for (i=16 ; i>=0 ; i--)
|
|
{
|
|
a = i/16.0 * M_PI*2;
|
|
for (j=0 ; j<3 ; j++)
|
|
v[j] = light->origin[j] + vright[j]*cos(a)*rad
|
|
+ vup[j]*sin(a)*rad;
|
|
glVertex3fv (v);
|
|
}
|
|
glEnd ();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_RenderDlights
|
|
=============
|
|
*/
|
|
void R_RenderDlights (void)
|
|
{
|
|
int i;
|
|
dlight_t *l;
|
|
|
|
if (!gl_flashblend.value)
|
|
return;
|
|
|
|
r_dlightframecount = r_framecount + 1; // because the count hasn't
|
|
// advanced yet for this frame
|
|
glDepthMask (0);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glShadeModel (GL_SMOOTH);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_ONE, GL_ONE);
|
|
|
|
l = cl_dlights;
|
|
for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
|
|
{
|
|
if (l->die < cl.time || !l->radius)
|
|
continue;
|
|
R_RenderDlight (l);
|
|
}
|
|
|
|
glColor3f (1,1,1);
|
|
glDisable (GL_BLEND);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthMask (1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
DYNAMIC LIGHTS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
R_MarkLights
|
|
=============
|
|
*/
|
|
void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
|
|
{
|
|
mplane_t *splitplane;
|
|
float dist;
|
|
msurface_t *surf;
|
|
int i;
|
|
// LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :)
|
|
float l, maxdist;
|
|
int j, s, t;
|
|
vec3_t impact;
|
|
loc0:
|
|
// LordHavoc: .lit support end
|
|
|
|
if (node->contents < 0)
|
|
return;
|
|
|
|
splitplane = node->plane; // LordHavoc: original code
|
|
// LordHavoc: .lit support (actually this is just a major lighting speedup, no relation to color :)
|
|
if (splitplane->type < 3)
|
|
dist = light->origin[splitplane->type] - splitplane->dist;
|
|
else
|
|
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; // LordHavoc: original code
|
|
// LordHavoc: .lit support end
|
|
|
|
if (dist > light->radius)
|
|
{
|
|
// LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :)
|
|
node = node->children[0];
|
|
goto loc0;
|
|
// LordHavoc: .lit support end
|
|
}
|
|
if (dist < -light->radius)
|
|
{
|
|
// LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :)
|
|
node = node->children[1];
|
|
goto loc0;
|
|
// LordHavoc: .lit support end
|
|
}
|
|
|
|
maxdist = light->radius*light->radius; // LordHavoc: .lit support (actually this is just a major lighting speedup, no relation to color :)
|
|
// mark the polygons
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; i++, surf++)
|
|
{
|
|
|
|
// LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :)
|
|
// LordHavoc: MAJOR dynamic light speedup here, eliminates marking of surfaces that are too far away from light, thus preventing unnecessary renders and uploads
|
|
for (j=0 ; j<3 ; j++)
|
|
impact[j] = light->origin[j] - surf->plane->normal[j]*dist;
|
|
// clamp center of light to corner and check brightness
|
|
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
|
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
|
|
s = l - s;
|
|
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
|
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
|
|
t = l - t;
|
|
// compare to minimum light
|
|
if ((s*s+t*t+dist*dist) < maxdist)
|
|
{
|
|
if (surf->dlightframe != r_dlightframecount) // not dynamic until now
|
|
{
|
|
surf->dlightbits = bit;
|
|
surf->dlightframe = r_dlightframecount;
|
|
}
|
|
else // already dynamic
|
|
surf->dlightbits |= bit;
|
|
}
|
|
// LordHavoc: .lit support end
|
|
}
|
|
|
|
// LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :)
|
|
if (node->children[0]->contents >= 0)
|
|
R_MarkLights (light, bit, node->children[0]); // LordHavoc: original code
|
|
if (node->children[1]->contents >= 0)
|
|
R_MarkLights (light, bit, node->children[1]); // LordHavoc: original code
|
|
// LordHavoc: .lit support end
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_PushDlights
|
|
=============
|
|
*/
|
|
void R_PushDlights (void)
|
|
{
|
|
int i;
|
|
dlight_t *l;
|
|
|
|
if (gl_flashblend.value)
|
|
return;
|
|
|
|
r_dlightframecount = r_framecount + 1; // because the count hasn't
|
|
// advanced yet for this frame
|
|
l = cl_dlights;
|
|
|
|
for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
|
|
{
|
|
if (l->die < cl.time || !l->radius)
|
|
continue;
|
|
R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
LIGHT SAMPLING
|
|
=============================================================================
|
|
*/
|
|
|
|
mplane_t *lightplane;
|
|
vec3_t lightspot;
|
|
vec3_t lightcolor; //johnfitz -- lit support via lordhavoc
|
|
|
|
// LordHavoc: .lit support begin
|
|
// LordHavoc: original code replaced entirely
|
|
int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
|
|
{
|
|
float front, back, frac;
|
|
vec3_t mid;
|
|
|
|
loc0:
|
|
if (node->contents < 0)
|
|
return false; // didn't hit anything
|
|
|
|
// calculate mid point
|
|
if (node->plane->type < 3)
|
|
{
|
|
front = start[node->plane->type] - node->plane->dist;
|
|
back = end[node->plane->type] - node->plane->dist;
|
|
}
|
|
else
|
|
{
|
|
front = DotProduct(start, node->plane->normal) - node->plane->dist;
|
|
back = DotProduct(end, node->plane->normal) - node->plane->dist;
|
|
}
|
|
|
|
// LordHavoc: optimized recursion
|
|
if ((back < 0) == (front < 0))
|
|
// return RecursiveLightPoint (color, node->children[front < 0], start, end);
|
|
{
|
|
node = node->children[front < 0];
|
|
goto loc0;
|
|
}
|
|
|
|
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
|
|
if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
|
|
return true; // hit something
|
|
else
|
|
{
|
|
int i, ds, dt;
|
|
msurface_t *surf;
|
|
// check for impact on this node
|
|
VectorCopy (mid, lightspot);
|
|
lightplane = node->plane;
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i = 0;i < node->numsurfaces;i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_DRAWTILED)
|
|
continue; // no lightmaps
|
|
|
|
ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
|
|
dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
|
|
|
|
if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
|
|
continue;
|
|
|
|
ds -= surf->texturemins[0];
|
|
dt -= surf->texturemins[1];
|
|
|
|
if (ds > surf->extents[0] || dt > surf->extents[1])
|
|
continue;
|
|
|
|
if (surf->samples)
|
|
{
|
|
// LordHavoc: enhanced to interpolate lighting
|
|
byte *lightmap;
|
|
int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
|
|
float scale;
|
|
line3 = ((surf->extents[0]>>4)+1)*3;
|
|
|
|
lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
|
|
|
|
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
|
|
{
|
|
scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
|
|
r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale;
|
|
r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale;
|
|
r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
|
|
r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
|
|
lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
|
|
}
|
|
|
|
color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
|
|
color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
|
|
color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
|
|
}
|
|
return true; // success
|
|
}
|
|
|
|
// go down back side
|
|
return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
|
|
}
|
|
}
|
|
|
|
vec3_t lightcolor; // LordHavoc: used by model rendering
|
|
int R_LightPoint (vec3_t p)
|
|
{
|
|
vec3_t end;
|
|
if (!cl.worldmodel->lightdata)
|
|
{
|
|
lightcolor[0] = lightcolor[1] = lightcolor[2] = 255;
|
|
return 255;
|
|
}
|
|
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 8192; //johnfitz -- was 2048
|
|
lightcolor[0] = lightcolor[1] = lightcolor[2] = 0;
|
|
RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end);
|
|
return ((lightcolor[0] + lightcolor[1] + lightcolor[2]) * (1.0f / 3.0f));
|
|
}
|
|
// LordHavoc: .lit support end
|
|
|