nuq/source/gl_rlight.c

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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
# include "config.h"
#endif
#include "client.h"
#include "glquake.h"
#include "view.h"
#include "r_local.h"
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int r_dlightframecount;
/*
==================
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;
}
}
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/*
=============================================================================
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[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];
void R_InitBubble() {
float a;
int i;
float *bub_sin, *bub_cos;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
for (i=32 ; i>=0 ; i--)
{
a = i/32.0 * M_PI*2;
*bub_sin++ = sin(a);
*bub_cos++ = cos(a);
}
}
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void R_RenderDlight (dlight_t *light)
{
int i, j;
// float a;
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vec3_t v;
float rad;
float *bub_sin, *bub_cos;
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bub_sin = bubble_sintable;
bub_cos = bubble_costable;
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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
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;
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for (j=0 ; j<3 ; j++)
v[j] = light->origin[j] + (vright[j]*(*bub_cos) +
+ vup[j]*(*bub_sin)) * rad;
bub_sin+=2;
bub_cos+=2;
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glVertex3fv (v);
}
glEnd ();
}
/*
=============
R_RenderDlights
=============
*/
void R_RenderDlights (void)
{
int i;
dlight_t *l;
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);
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glEnable (GL_BLEND);
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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);
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
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/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_MarkLights
=============
*/
// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
// and support bmodel lighting better
// LordHavoc: optimized to nearly eliminate recursion, and skip sky/water (who made it check those?)
void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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{
mplane_t *splitplane;
float dist, l, maxdist;
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msurface_t *surf;
int i, j, s, t;
vec3_t impact;
loc0:
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if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
{
if (node->children[0]->contents >= 0) // save some time by not pushing another stack frame
// R_MarkLights (lightorigin, light, bit, node->children[0]);
{
node = node->children[0];
goto loc0;
}
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return;
}
if (dist < -light->radius)
{
if (node->children[1]->contents >= 0) // save some time by not pushing another stack frame
// R_MarkLights (lightorigin, light, bit, node->children[1]);
{
node = node->children[1];
goto loc0;
}
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return;
}
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++)
{
if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY)) // water or sky
continue;
// 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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{
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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}
}
// if (node->children[0]->contents >= 0) // save some time by not pushing another stack frame
// R_MarkLights (lightorigin, light, bit, node->children[0]);
// if (node->children[1]->contents >= 0) // save some time by not pushing another stack frame
// R_MarkLights (lightorigin, light, bit, node->children[1]);
// LordHavoc: mangled to eliminate most recursive calls
if (node->children[0]->contents >= 0)
{
if (node->children[1]->contents >= 0)
R_MarkLights (lightorigin, light, bit, node->children[1]);
node = node->children[0];
goto loc0;
}
else
{
if (node->children[1]->contents >= 0)
{
node = node->children[1];
goto loc0;
}
}
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}
/*
=============
R_PushDlights
=============
*/
void R_PushDlights (vec3_t entorigin)
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{
int i;
dlight_t *l;
vec3_t lightorigin;
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if (gl_flashblend->value)
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return;
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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;
VectorSubtract(l->origin, entorigin, lightorigin);
R_MarkLights (lightorigin, l, 1<<i, cl.worldmodel->nodes );
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}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
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mplane_t *lightplane;
vec3_t lightspot;
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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
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VectorCopy (mid, lightspot);
lightplane = plane;
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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;
}