quakeforge/libs/client/cl_light.c

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#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <string.h>
#include "QF/dstring.h"
#include "QF/mathlib.h"
#include "QF/model.h"
#include "QF/plist.h"
#include "QF/progs.h" //for ED_ConvertToPlist
#include "QF/set.h"
#include "QF/scene/light.h"
#include "QF/scene/scene.h"
#include "QF/simd/vec4f.h"
#include "client/world.h"
static void
dump_light (light_t *light, int leaf)
{
Sys_MaskPrintf (SYS_lighting,
"[%g, %g, %g] %g, "
"[%g, %g, %g, %g], [%g %g %g] %g, [%g, %g, %g, %g] %d\n",
VEC4_EXP (light->color),
VEC4_EXP (light->position),
VEC4_EXP (light->direction),
VEC4_EXP (light->attenuation),
leaf);
}
static float
parse_float (const char *str, float defval)
{
float val = defval;
if (str) {
char *end;
val = strtof (str, &end);
if (end == str) {
val = defval;
}
}
return val;
}
static void
parse_vector (const char *str, vec_t *val)
{
if (str) {
int num = sscanf (str, "%f %f %f", VectorExpandAddr (val));
while (num < 3) {
val[num++] = 0;
}
}
}
static float
ecos (float ang)
{
if (ang == 90 || ang == -90) {
return 0;
}
if (ang == 180 || ang == -180) {
return -1;
}
if (ang == 0 || ang == 360) {
return 1;
}
return cos (ang * M_PI / 180);
}
static float
esin (float ang)
{
if (ang == 90) {
return 1;
}
if (ang == -90) {
return -1;
}
if (ang == 180 || ang == -180) {
return 0;
}
if (ang == 0 || ang == 360) {
return 0;
}
return sin (ang * M_PI / 180);
}
static vec4f_t
sun_vector (const vec_t *ang)
{
// ang is yaw, pitch (maybe roll, but ignored
vec4f_t vec = {
ecos (ang[1]) * ecos (ang[0]),
ecos (ang[1]) * esin (ang[0]),
esin (ang[1]),
0,
};
return vec;
}
static void
parse_sun (lightingdata_t *ldata, plitem_t *entity)
{
light_t light = {};
float sunlight;
//float sunlight2;
vec3_t sunangle = { 0, -90, 0 };
Light_EnableSun (ldata);
sunlight = parse_float (PL_String (PL_ObjectForKey (entity,
"_sunlight")), 0);
//sunlight2 = parse_float (PL_String (PL_ObjectForKey (entity,
// "_sunlight2")), 0);
parse_vector (PL_String (PL_ObjectForKey (entity, "_sun_mangle")),
sunangle);
if (sunlight <= 0) {
return;
}
VectorSet (1, 1, 1, light.color);
light.color[3] = sunlight;
light.position = -sun_vector (sunangle);
light.direction = light.position;
light.direction[3] = 1;
light.attenuation = (vec4f_t) { 0, 0, 1, 0 };
Light_AddLight (ldata, &light, 0);
}
static vec4f_t
parse_position (const char *str)
{
vec3_t vec = {};
sscanf (str, "%f %f %f", VectorExpandAddr (vec));
return (vec4f_t) {vec[0], vec[1], vec[2], 1};
}
static void
parse_light (light_t *light, int *style, const plitem_t *entity,
const plitem_t *targets)
{
const char *str;
int model = 0;
/*Sys_Printf ("{\n");
for (int i = PL_D_NumKeys (entity); i-- > 0; ) {
const char *field = PL_KeyAtIndex (entity, i);
const char *value = PL_String (PL_ObjectForKey (entity, field));
Sys_Printf ("\t%s = %s\n", field, value);
}
Sys_Printf ("}\n");*/
// omnidirectional light (unit length xyz so not treated as ambient)
light->direction = (vec4f_t) { 0, 0, 1, 1 };
// bright white
light->color = (vec4f_t) { 1, 1, 1, 300 };
if ((str = PL_String (PL_ObjectForKey (entity, "origin")))) {
light->position = parse_position (str);
}
if ((str = PL_String (PL_ObjectForKey (entity, "target")))) {
plitem_t *target = PL_ObjectForKey (targets, str);
vec4f_t dir = { 1, 0, 0, 0 };
if (target) {
if ((str = PL_String (PL_ObjectForKey (target, "origin")))) {
dir = parse_position (str);
dir = normalf (dir - light->position);
}
}
float angle = 40;
if ((str = PL_String (PL_ObjectForKey (entity, "angle")))) {
angle = atof (str);
}
dir[3] = -cos (angle * M_PI / 360); // half angle
light->direction = dir;
}
if ((str = PL_String (PL_ObjectForKey (entity, "light_lev")))
|| (str = PL_String (PL_ObjectForKey (entity, "_light")))) {
light->color[3] = atof (str);
}
if ((str = PL_String (PL_ObjectForKey (entity, "style")))) {
*style = atoi (str) & 0x3f;
}
if ((str = PL_String (PL_ObjectForKey (entity, "delay")))) {
model = atoi (str) & 0x7;
if (model == LM_INVERSE2) {
model = LM_INVERSE3; //FIXME for marcher (need a map)
}
}
if ((str = PL_String (PL_ObjectForKey (entity, "color")))
|| (str = PL_String (PL_ObjectForKey (entity, "_color")))) {
sscanf (str, "%f %f %f", VectorExpandAddr (light->color));
VectorScale (light->color, 1/255.0, light->color);
}
vec4f_t attenuation = { 1, 0, 0, 0 }; // inverse square
switch (model) {
case LM_LINEAR:
attenuation = (vec4f_t) { 0, 0, 1, 1 / fabsf (light->color[3]) };
break;
case LM_INVERSE:
attenuation = (vec4f_t) { 0, 1.0 / 128, 0, 0 };
break;
case LM_INVERSE2:
attenuation = (vec4f_t) { 1.0 / 16384, 0, 0, 0 };
break;
case LM_INFINITE:
attenuation = (vec4f_t) { 0, 0, 1, 0 };
break;
case LM_AMBIENT:
attenuation = (vec4f_t) { 0, 0, 1, 0 };
light->direction = (vec4f_t) { 0, 0, 0, 1 };
break;
case LM_INVERSE3:
attenuation = (vec4f_t) { 1.0 / 16384, 2.0 / 128, 1, 0 };
break;
}
light->attenuation = attenuation;
}
void
CL_LoadLights (plitem_t *entities, scene_t *scene)
{
lightingdata_t *ldata = scene->lights;
model_t *model = scene->worldmodel;
Light_ClearLights (ldata);
ldata->sun_pvs = set_new_size (model->brush.visleafs);
if (!entities) {
return;
}
plitem_t *targets = PL_NewDictionary (0);
// find all the targets so spotlights can be aimed
for (int i = 1; i < PL_A_NumObjects (entities); i++) {
plitem_t *entity = PL_ObjectAtIndex (entities, i);
const char *targetname = PL_String (PL_ObjectForKey (entity,
"targetname"));
if (targetname && !PL_ObjectForKey (targets, targetname)) {
PL_D_AddObject (targets, targetname, entity);
}
}
for (int i = 0; i < PL_A_NumObjects (entities); i++) {
plitem_t *entity = PL_ObjectAtIndex (entities, i);
const char *classname = PL_String (PL_ObjectForKey (entity,
"classname"));
if (!classname) {
continue;
}
if (!strcmp (classname, "worldspawn")) {
// parse_sun can add many lights
parse_sun (ldata, entity);
const char *str;
if ((str = PL_String (PL_ObjectForKey (entity, "light_lev")))) {
light_t light = {};
light.color = (vec4f_t) { 1, 1, 1, atof (str) };
light.attenuation = (vec4f_t) { 0, 0, 1, 0 };
light.direction = (vec4f_t) { 0, 0, 0, 1 };
Light_AddLight (ldata, &light, 0);
}
} else if (!strncmp (classname, "light", 5)) {
light_t light = {};
int style = 0;
parse_light (&light, &style, entity, targets);
// some lights have 0 output, so drop them
if (light.color[3]) {
Light_AddLight (ldata, &light, style);
}
}
}
// targets does not own the objects, so need to remove them before
// freeing targets
for (int i = PL_D_NumKeys (targets); i-- > 0; ) {
PL_RemoveObjectForKey (targets, PL_KeyAtIndex (targets, i));
}
PL_Free (targets);
for (size_t i = 0; i < ldata->lights.size; i++) {
dump_light (&ldata->lights.a[i], ldata->lightleafs.a[i]);
}
Sys_MaskPrintf (SYS_lighting, "loaded %zd lights\n", ldata->lights.size);
}