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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
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# include "client.h"
# include "glquake.h"
# include "view.h"
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# 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 ;
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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 ;
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//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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}
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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 ;
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for ( i = 32 ; i > = 0 ; i - - )
{
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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 ;
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// float a;
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vec3_t v ;
float rad ;
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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 ) ;
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// 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 - - )
{
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// a = i/16.0 * M_PI*2;
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for ( j = 0 ; j < 3 ; j + + )
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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 ;
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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 ) ;
}
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
DYNAMIC LIGHTS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = =
R_MarkLights
= = = = = = = = = = = = =
*/
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// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
// and support bmodel lighting better
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 ;
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
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
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
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 ] ) ;
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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 ;
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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 ;
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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 ;
}