quakeforge/libs/scene/light.c

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#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <string.h>
#include "QF/model.h"
#include "QF/set.h"
#include "QF/scene/light.h"
#include "QF/scene/scene.h"
#include "QF/simd/vec4f.h"
static void
expand_pvs (set_t *pvs, mod_brush_t *brush)
{
set_t base_pvs = SET_STATIC_INIT (brush->visleafs, alloca);
set_assign (&base_pvs, pvs);
for (unsigned i = 0; i < brush->visleafs; i++) {
if (set_is_member (&base_pvs, i)) {
Mod_LeafPVS_mix (brush->leafs + i + 1, brush, 0, pvs);
}
}
}
lightingdata_t *
Light_CreateLightingData (scene_t *scene)
{
lightingdata_t *ldata = calloc (1, sizeof (lightingdata_t));
DARRAY_INIT (&ldata->lights, 16);
DARRAY_INIT (&ldata->lightstyles, 16);
DARRAY_INIT (&ldata->lightleafs, 16);
DARRAY_INIT (&ldata->lightvis, 16);
ldata->scene = scene;
return ldata;
}
void
Light_DestroyLightingData (lightingdata_t *ldata)
{
DARRAY_CLEAR (&ldata->lights);
DARRAY_CLEAR (&ldata->lightstyles);
DARRAY_CLEAR (&ldata->lightleafs);
DARRAY_CLEAR (&ldata->lightvis);
free (ldata);
}
void
Light_ClearLights (lightingdata_t *ldata)
{
ldata->lights.size = 0;
ldata->lightstyles.size = 0;
ldata->lightleafs.size = 0;
ldata->lightvis.size = 0;
if (ldata->sun_pvs) {
set_delete (ldata->sun_pvs);
}
ldata->sun_pvs = 0;
if (ldata->pvs) {
set_delete (ldata->pvs);
}
ldata->pvs = 0;
ldata->leaf = 0;
}
void
Light_AddLight (lightingdata_t *ldata, const light_t *light, int style)
{
scene_t *scene = ldata->scene;
model_t *model = scene->worldmodel;
DARRAY_APPEND (&ldata->lights, *light);
DARRAY_APPEND (&ldata->lightstyles, style);
int visleaf = -1; // directional light
if (light->position[3]) {
// positional light
mleaf_t *leaf = Mod_PointInLeaf (light->position, &model->brush);
visleaf = leaf - model->brush.leafs - 1;
} else if (!DotProduct (light->direction, light->direction)) {
// ambient light
visleaf = -2;
}
DARRAY_APPEND (&ldata->lightleafs, visleaf);
DARRAY_APPEND (&ldata->lightvis, 0);
}
void
Light_EnableSun (lightingdata_t *ldata)
{
scene_t *scene = ldata->scene;
auto brush = &scene->worldmodel->brush;
if (!ldata->sun_pvs) {
ldata->sun_pvs = set_new_size (brush->visleafs);
}
set_expand (ldata->sun_pvs, brush->visleafs);
set_empty (ldata->sun_pvs);
// Any leaf with sky surfaces can potentially see the sun, thus put
// the sun "in" every leaf with a sky surface
// however, skip leaf 0 as it is the exterior solid leaf
for (unsigned l = 1; l < brush->modleafs; l++) {
if (brush->leaf_flags[l] & SURF_DRAWSKY) {
set_add (ldata->sun_pvs, l - 1); //pvs is 1-based
}
}
// any leaf visible from a leaf with a sky surface (and thus the sun)
// can receive shadows from the sun
expand_pvs (ldata->sun_pvs, brush);
}
void
Light_FindVisibleLights (lightingdata_t *ldata)
{
scene_t *scene = ldata->scene;
mleaf_t *leaf = scene->viewleaf;
auto brush = &scene->worldmodel->brush;
if (!leaf) {
return;
}
if (!ldata->pvs) {
ldata->pvs = set_new_size (brush->visleafs);
}
if (leaf != ldata->leaf) {
//double start = Sys_DoubleTime ();
int flags = 0;
if (leaf == brush->leafs) {
set_everything (ldata->pvs);
flags = SURF_DRAWSKY;
} else {
Mod_LeafPVS_set (leaf, brush, 0, ldata->pvs);
if (set_is_intersecting (ldata->pvs, ldata->sun_pvs)) {
flags |= SURF_DRAWSKY;
}
expand_pvs (ldata->pvs, brush);
}
ldata->leaf = leaf;
//double end = Sys_DoubleTime ();
//Sys_Printf ("find_visible_lights: %.5gus\n", (end - start) * 1e6);
int visible = 0;
memset (ldata->lightvis.a, 0, ldata->lightvis.size * sizeof (byte));
for (size_t i = 0; i < ldata->lightleafs.size; i++) {
int l = ldata->lightleafs.a[i];
if ((l == -2) || (l == -1 && (flags & SURF_DRAWSKY))
|| set_is_member (ldata->pvs, l)) {
ldata->lightvis.a[i] = 1;
visible++;
}
}
Sys_MaskPrintf (SYS_lighting,
"find_visible_lights: %d / %zd visible\n", visible,
ldata->lightvis.size);
}
}