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/*
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gl_rlight . c
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( description )
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Copyright ( C ) 1996 - 1997 Id Software , Inc .
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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 .
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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 .
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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 :
Free Software Foundation , Inc .
59 Temple Place - Suite 330
Boston , MA 02111 - 1307 , USA
$ Id $
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*/
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# ifdef HAVE_CONFIG_H
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# include "config.h"
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# endif
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# include <math.h>
# include <string.h>
# include <stdio.h>
# include "bothdefs.h" // needed by: common.h, net.h, client.h
# include "bspfile.h" // needed by: glquake.h
# include "vid.h"
# include "sys.h"
# include "mathlib.h" // needed by: protocol.h, render.h, client.h,
// modelgen.h, glmodel.h
# include "wad.h"
# include "draw.h"
# include "cvar.h" // needed by: view.h
# include "net.h" // needed by: client.h
# include "protocol.h" // needed by: client.h
# include "cmd.h"
# include "sbar.h"
# include "render.h" // needed by: client.h, gl_model.h, glquake.h
# include "client.h" // need cls in this file
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# include "model.h" // needed by: glquake.h
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# include "console.h"
# include "glquake.h"
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int r_dlightframecount ;
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extern qboolean lighthalf ;
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/*
= = = = = = = = = = = = = = = = = =
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 ;
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
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v_blend [ 0 ] = v_blend [ 0 ] * ( 1 - a2 ) + r * a2 ;
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v_blend [ 1 ] = v_blend [ 1 ] * ( 1 - a2 ) + g * a2 ;
v_blend [ 2 ] = v_blend [ 2 ] * ( 1 - a2 ) + b * a2 ;
//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
}
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float bubble_sintable [ 33 ] , bubble_costable [ 33 ] ;
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void R_InitBubble ( ) {
float a ;
int i ;
float * bub_sin , * bub_cos ;
bub_sin = bubble_sintable ;
bub_cos = bubble_costable ;
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for ( i = 32 ; i > = 0 ; i - - )
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{
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a = i / 32.0 * M_PI * 2 ;
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* bub_sin + + = sin ( a ) ;
* bub_cos + + = cos ( a ) ;
}
}
void R_RenderDlight ( dlight_t * light )
{
int i , j ;
// float a;
vec3_t v ;
float rad ;
float * bub_sin , * bub_cos ;
bub_sin = bubble_sintable ;
bub_cos = bubble_costable ;
rad = light - > radius * 0.35 ;
VectorSubtract ( light - > origin , r_origin , v ) ;
if ( Length ( v ) < rad )
{ // view is inside the dlight
AddLightBlend ( 1 , 0.5 , 0 , light - > radius * 0.0003 ) ;
return ;
}
glBegin ( GL_TRIANGLE_FAN ) ;
// glColor3f (0.2,0.1,0.0);
// glColor3f (0.2,0.1,0.05); // changed dimlight effect
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if ( lighthalf )
glColor3f ( light - > color [ 0 ] * 0.5 , light - > color [ 1 ] * 0.5 , light - > color [ 2 ] * 0.5 ) ;
else
glColor3fv ( light - > color ) ;
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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 ] * ( * bub_cos ) +
+ vup [ j ] * ( * bub_sin ) ) * rad ;
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bub_sin + = 2 ;
bub_cos + = 2 ;
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glVertex3fv ( v ) ;
}
glEnd ( ) ;
}
/*
= = = = = = = = = = = = =
R_RenderDlights
= = = = = = = = = = = = =
*/
void R_RenderDlights ( void )
{
int i ;
dlight_t * l ;
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if ( ! gl_flashblend - > value )
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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 ) ;
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 ) ;
glEnable ( GL_TEXTURE_2D ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDepthMask ( 1 ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
DYNAMIC LIGHTS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = =
R_MarkLights
= = = = = = = = = = = = =
*/
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// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
// and support bmodel lighting better
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void R_MarkLights ( vec3_t lightorigin , dlight_t * light , int bit , mnode_t * node )
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{
mplane_t * splitplane ;
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float dist , l , maxdist ;
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msurface_t * surf ;
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int i , j , s , t ;
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vec3_t impact ;
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if ( node - > contents < 0 )
return ;
splitplane = node - > plane ;
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dist = DotProduct ( lightorigin , splitplane - > normal ) - splitplane - > dist ;
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if ( dist > light - > radius )
{
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if ( node - > children [ 0 ] - > contents > = 0 ) // save some time by not pushing another stack frame
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R_MarkLights ( lightorigin , light , bit , node - > children [ 0 ] ) ;
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return ;
}
if ( dist < - light - > radius )
{
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if ( node - > children [ 1 ] - > contents > = 0 ) // save some time by not pushing another stack frame
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R_MarkLights ( lightorigin , light , bit , node - > children [ 1 ] ) ;
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return ;
}
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maxdist = light - > radius * light - > radius ;
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// mark the polygons
surf = cl . worldmodel - > surfaces + node - > firstsurface ;
for ( i = 0 ; i < node - > numsurfaces ; i + + , surf + + )
{
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// 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 ] = lightorigin [ 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 )
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{
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if ( surf - > dlightframe ! = r_dlightframecount ) // not dynamic until now
{
surf - > dlightbits = bit ;
surf - > dlightframe = r_dlightframecount ;
}
else // already dynamic
surf - > dlightbits | = bit ;
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}
}
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if ( node - > children [ 0 ] - > contents > = 0 ) // save some time by not pushing another stack frame
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R_MarkLights ( lightorigin , light , bit , node - > children [ 0 ] ) ;
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if ( node - > children [ 1 ] - > contents > = 0 ) // save some time by not pushing another stack frame
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R_MarkLights ( lightorigin , light , bit , node - > children [ 1 ] ) ;
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}
/*
= = = = = = = = = = = = =
R_PushDlights
= = = = = = = = = = = = =
*/
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void R_PushDlights ( vec3_t entorigin )
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{
int i ;
dlight_t * l ;
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vec3_t lightorigin ;
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if ( gl_flashblend - > value )
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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 ;
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VectorSubtract ( l - > origin , entorigin , lightorigin ) ;
R_MarkLights ( lightorigin , l , 1 < < i , cl . worldmodel - > nodes ) ;
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}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
LIGHT SAMPLING
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
mplane_t * lightplane ;
vec3_t lightspot ;
int RecursiveLightPoint ( 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 ;
byte * lightmap ;
unsigned scale ;
int maps ;
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 RecursiveLightPoint ( 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 = RecursiveLightPoint ( node - > children [ side ] , start , mid ) ;
if ( r > = 0 )
return r ; // hit something
if ( ( back < 0 ) = = side )
return - 1 ; // didn't hit anuthing
// check for impact on this node
VectorCopy ( mid , lightspot ) ;
lightplane = plane ;
surf = cl . worldmodel - > surfaces + node - > firstsurface ;
for ( i = 0 ; i < node - > numsurfaces ; i + + , surf + + )
{
if ( surf - > flags & SURF_DRAWTILED )
continue ; // no lightmaps
tex = surf - > texinfo ;
s = DotProduct ( mid , tex - > vecs [ 0 ] ) + tex - > vecs [ 0 ] [ 3 ] ;
t = DotProduct ( mid , tex - > vecs [ 1 ] ) + tex - > vecs [ 1 ] [ 3 ] ; ;
if ( s < surf - > texturemins [ 0 ] | |
t < surf - > texturemins [ 1 ] )
continue ;
ds = s - surf - > texturemins [ 0 ] ;
dt = t - surf - > texturemins [ 1 ] ;
if ( ds > surf - > extents [ 0 ] | | dt > surf - > extents [ 1 ] )
continue ;
if ( ! surf - > samples )
return 0 ;
ds > > = 4 ;
dt > > = 4 ;
lightmap = surf - > samples ;
r = 0 ;
if ( lightmap )
{
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 RecursiveLightPoint ( node - > children [ ! side ] , mid , end ) ;
}
int R_LightPoint ( vec3_t p )
{
vec3_t end ;
int r ;
if ( ! cl . worldmodel - > lightdata )
return 255 ;
end [ 0 ] = p [ 0 ] ;
end [ 1 ] = p [ 1 ] ;
end [ 2 ] = p [ 2 ] - 2048 ;
r = RecursiveLightPoint ( cl . worldmodel - > nodes , p , end ) ;
if ( r = = - 1 )
r = 0 ;
return r ;
}