mirror of
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3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
455 lines
No EOL
12 KiB
C
455 lines
No EOL
12 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_light.c
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#include "tr_local.h"
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#define DLIGHT_AT_RADIUS 16
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// at the edge of a dlight's influence, this amount of light will be added
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#define DLIGHT_MINIMUM_RADIUS 16
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// never calculate a range less than this to prevent huge light numbers
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/*
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===============
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R_TransformDlights
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Transforms the origins of an array of dlights.
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Used by both the front end (for DlightBmodel) and
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the back end (before doing the lighting calculation)
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===============
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*/
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void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or) {
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int i;
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vec3_t temp;
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for ( i = 0 ; i < count ; i++, dl++ ) {
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VectorSubtract( dl->origin, or->origin, temp );
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dl->transformed[0] = DotProduct( temp, or->axis[0] );
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dl->transformed[1] = DotProduct( temp, or->axis[1] );
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dl->transformed[2] = DotProduct( temp, or->axis[2] );
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}
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}
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/*
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=============
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R_DlightBmodel
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Determine which dynamic lights may effect this bmodel
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=============
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*/
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void R_DlightBmodel( bmodel_t *bmodel ) {
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int i, j;
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dlight_t *dl;
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int mask;
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msurface_t *surf;
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// transform all the lights
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R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.or );
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mask = 0;
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for ( i=0 ; i<tr.refdef.num_dlights ; i++ ) {
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dl = &tr.refdef.dlights[i];
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// see if the point is close enough to the bounds to matter
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
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break;
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}
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if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
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break;
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}
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}
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if ( j < 3 ) {
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continue;
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}
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// we need to check this light
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mask |= 1 << i;
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}
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tr.currentEntity->needDlights = (mask != 0);
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// set the dlight bits in all the surfaces
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for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
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surf = tr.world->surfaces + bmodel->firstSurface + i;
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if ( *surf->data == SF_FACE ) {
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((srfSurfaceFace_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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} else if ( *surf->data == SF_GRID ) {
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((srfGridMesh_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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} else if ( *surf->data == SF_TRIANGLES ) {
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((srfTriangles_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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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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extern cvar_t *r_ambientScale;
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extern cvar_t *r_directedScale;
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extern cvar_t *r_debugLight;
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/*
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=================
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R_SetupEntityLightingGrid
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=================
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*/
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static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
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vec3_t lightOrigin;
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int pos[3];
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int i, j;
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byte *gridData;
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float frac[3];
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int gridStep[3];
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vec3_t direction;
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float totalFactor;
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if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
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// seperate lightOrigins are needed so an object that is
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// sinking into the ground can still be lit, and so
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// multi-part models can be lit identically
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VectorCopy( ent->e.lightingOrigin, lightOrigin );
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} else {
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VectorCopy( ent->e.origin, lightOrigin );
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}
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VectorSubtract( lightOrigin, world->lightGridOrigin, lightOrigin );
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for ( i = 0 ; i < 3 ; i++ ) {
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float v;
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v = lightOrigin[i]*world->lightGridInverseSize[i];
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pos[i] = floor( v );
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frac[i] = v - pos[i];
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if ( pos[i] < 0 ) {
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pos[i] = 0;
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} else if ( pos[i] >= world->lightGridBounds[i] - 1 ) {
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pos[i] = world->lightGridBounds[i] - 1;
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}
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}
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VectorClear( ent->ambientLight );
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VectorClear( ent->directedLight );
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VectorClear( direction );
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assert( world->lightGridData ); // NULL with -nolight maps
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// trilerp the light value
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gridStep[0] = 8;
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gridStep[1] = 8 * world->lightGridBounds[0];
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gridStep[2] = 8 * world->lightGridBounds[0] * world->lightGridBounds[1];
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gridData = world->lightGridData + pos[0] * gridStep[0]
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+ pos[1] * gridStep[1] + pos[2] * gridStep[2];
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totalFactor = 0;
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for ( i = 0 ; i < 8 ; i++ ) {
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float factor;
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byte *data;
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int lat, lng;
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vec3_t normal;
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qboolean ignore;
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#if idppc
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float d0, d1, d2, d3, d4, d5;
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#endif
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factor = 1.0;
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data = gridData;
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ignore = qfalse;
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( i & (1<<j) ) {
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if ((pos[j] + 1) >= world->lightGridBounds[j] - 1)
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{
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ignore = qtrue; // ignore values outside lightgrid
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}
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factor *= frac[j];
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data += gridStep[j];
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} else {
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factor *= (1.0f - frac[j]);
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}
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}
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if ( ignore )
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continue;
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if (world->hdrLightGrid)
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{
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float *hdrData = world->hdrLightGrid + (int)(data - world->lightGridData) / 8 * 6;
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if (!(hdrData[0]+hdrData[1]+hdrData[2]+hdrData[3]+hdrData[4]+hdrData[5]) ) {
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continue; // ignore samples in walls
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}
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}
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else
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{
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if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) {
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continue; // ignore samples in walls
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}
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}
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totalFactor += factor;
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#if idppc
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d0 = data[0]; d1 = data[1]; d2 = data[2];
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d3 = data[3]; d4 = data[4]; d5 = data[5];
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ent->ambientLight[0] += factor * d0;
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ent->ambientLight[1] += factor * d1;
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ent->ambientLight[2] += factor * d2;
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ent->directedLight[0] += factor * d3;
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ent->directedLight[1] += factor * d4;
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ent->directedLight[2] += factor * d5;
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#else
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if (world->hdrLightGrid)
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{
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// FIXME: this is hideous
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float *hdrData = world->hdrLightGrid + (int)(data - world->lightGridData) / 8 * 6;
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ent->ambientLight[0] += factor * hdrData[0];
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ent->ambientLight[1] += factor * hdrData[1];
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ent->ambientLight[2] += factor * hdrData[2];
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ent->directedLight[0] += factor * hdrData[3];
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ent->directedLight[1] += factor * hdrData[4];
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ent->directedLight[2] += factor * hdrData[5];
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}
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else
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{
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ent->ambientLight[0] += factor * data[0];
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ent->ambientLight[1] += factor * data[1];
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ent->ambientLight[2] += factor * data[2];
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ent->directedLight[0] += factor * data[3];
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ent->directedLight[1] += factor * data[4];
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ent->directedLight[2] += factor * data[5];
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}
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#endif
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lat = data[7];
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lng = data[6];
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lat *= (FUNCTABLE_SIZE/256);
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lng *= (FUNCTABLE_SIZE/256);
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// decode X as cos( lat ) * sin( long )
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// decode Y as sin( lat ) * sin( long )
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// decode Z as cos( long )
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normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
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normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
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normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
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VectorMA( direction, factor, normal, direction );
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}
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if ( totalFactor > 0 && totalFactor < 0.99 ) {
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totalFactor = 1.0f / totalFactor;
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VectorScale( ent->ambientLight, totalFactor, ent->ambientLight );
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VectorScale( ent->directedLight, totalFactor, ent->directedLight );
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}
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VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight );
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VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight );
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VectorNormalize2( direction, ent->lightDir );
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}
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/*
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===============
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LogLight
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===============
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*/
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static void LogLight( trRefEntity_t *ent ) {
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int max1, max2;
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if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
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return;
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}
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max1 = ent->ambientLight[0];
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if ( ent->ambientLight[1] > max1 ) {
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max1 = ent->ambientLight[1];
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} else if ( ent->ambientLight[2] > max1 ) {
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max1 = ent->ambientLight[2];
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}
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max2 = ent->directedLight[0];
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if ( ent->directedLight[1] > max2 ) {
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max2 = ent->directedLight[1];
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} else if ( ent->directedLight[2] > max2 ) {
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max2 = ent->directedLight[2];
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}
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ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 );
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}
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/*
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=================
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R_SetupEntityLighting
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Calculates all the lighting values that will be used
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by the Calc_* functions
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=================
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*/
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void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
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int i;
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dlight_t *dl;
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float power;
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vec3_t dir;
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float d;
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vec3_t lightDir;
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vec3_t lightOrigin;
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// lighting calculations
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if ( ent->lightingCalculated ) {
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return;
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}
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ent->lightingCalculated = qtrue;
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//
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// trace a sample point down to find ambient light
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//
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if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
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// seperate lightOrigins are needed so an object that is
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// sinking into the ground can still be lit, and so
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// multi-part models can be lit identically
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VectorCopy( ent->e.lightingOrigin, lightOrigin );
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} else {
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VectorCopy( ent->e.origin, lightOrigin );
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}
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// if NOWORLDMODEL, only use dynamic lights (menu system, etc)
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if ( !(refdef->rdflags & RDF_NOWORLDMODEL )
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&& tr.world->lightGridData ) {
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R_SetupEntityLightingGrid( ent, tr.world );
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} else {
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ent->ambientLight[0] = ent->ambientLight[1] =
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ent->ambientLight[2] = tr.identityLight * 150;
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ent->directedLight[0] = ent->directedLight[1] =
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ent->directedLight[2] = tr.identityLight * 150;
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VectorCopy( tr.sunDirection, ent->lightDir );
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}
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// bonus items and view weapons have a fixed minimum add
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if ( !r_hdr->integer /* ent->e.renderfx & RF_MINLIGHT */ ) {
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// give everything a minimum light add
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ent->ambientLight[0] += tr.identityLight * 32;
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ent->ambientLight[1] += tr.identityLight * 32;
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ent->ambientLight[2] += tr.identityLight * 32;
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}
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//
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// modify the light by dynamic lights
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//
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d = VectorLength( ent->directedLight );
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VectorScale( ent->lightDir, d, lightDir );
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for ( i = 0 ; i < refdef->num_dlights ; i++ ) {
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dl = &refdef->dlights[i];
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VectorSubtract( dl->origin, lightOrigin, dir );
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d = VectorNormalize( dir );
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power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
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if ( d < DLIGHT_MINIMUM_RADIUS ) {
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d = DLIGHT_MINIMUM_RADIUS;
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}
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d = power / ( d * d );
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VectorMA( ent->directedLight, d, dl->color, ent->directedLight );
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VectorMA( lightDir, d, dir, lightDir );
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}
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// clamp ambient
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if ( !r_hdr->integer )
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{
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for ( i = 0 ; i < 3 ; i++ ) {
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if ( ent->ambientLight[i] > tr.identityLightByte ) {
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ent->ambientLight[i] = tr.identityLightByte;
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}
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}
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}
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if ( r_debugLight->integer ) {
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LogLight( ent );
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}
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// save out the byte packet version
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((byte *)&ent->ambientLightInt)[0] = ri.ftol(ent->ambientLight[0]);
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((byte *)&ent->ambientLightInt)[1] = ri.ftol(ent->ambientLight[1]);
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((byte *)&ent->ambientLightInt)[2] = ri.ftol(ent->ambientLight[2]);
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((byte *)&ent->ambientLightInt)[3] = 0xff;
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// transform the direction to local space
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// no need to do this if using lightentity glsl shader
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VectorNormalize( lightDir );
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VectorCopy(lightDir, ent->lightDir);
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}
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/*
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=================
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R_LightForPoint
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=================
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*/
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int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
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{
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trRefEntity_t ent;
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if ( tr.world->lightGridData == NULL )
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return qfalse;
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Com_Memset(&ent, 0, sizeof(ent));
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VectorCopy( point, ent.e.origin );
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R_SetupEntityLightingGrid( &ent, tr.world );
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VectorCopy(ent.ambientLight, ambientLight);
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VectorCopy(ent.directedLight, directedLight);
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VectorCopy(ent.lightDir, lightDir);
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return qtrue;
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}
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int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world )
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{
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trRefEntity_t ent;
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if ( world->lightGridData == NULL )
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return qfalse;
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Com_Memset(&ent, 0, sizeof(ent));
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VectorCopy( point, ent.e.origin );
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R_SetupEntityLightingGrid( &ent, world );
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if ((DotProduct(ent.lightDir, ent.lightDir) < 0.9f) || (DotProduct(ent.lightDir, normal) < 0.1f))
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{
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VectorCopy(normal, lightDir);
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}
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else
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{
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VectorCopy(ent.lightDir, lightDir);
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}
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return qtrue;
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} |