Merge common lighting code. Still some lightmap-related code in *_rsurf.c that might be mergable. This is the first step towards 3 component lighting for the sw32 renderer.

Note that gl_lightmap_components is now r_lightmap_components, and gl_dlight_lightmaps is now r_dlight_lightmaps.
This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-08-25 23:23:14 +00:00
parent c6ec43d659
commit 06dd45bdb1
13 changed files with 280 additions and 971 deletions

View File

@ -15,7 +15,6 @@ extern struct cvar_s *gl_clear;
extern struct cvar_s *gl_conalpha;
extern struct cvar_s *gl_conspin;
extern struct cvar_s *gl_constretch;
extern struct cvar_s *gl_dlight_lightmap;
extern struct cvar_s *gl_dlight_polyblend;
extern struct cvar_s *gl_dlight_smooth;
extern struct cvar_s *gl_fb_bmodels;
@ -25,7 +24,6 @@ extern struct cvar_s *gl_keeptjunctions;
extern struct cvar_s *gl_lerp_anim;
extern struct cvar_s *gl_libgl;
extern struct cvar_s *gl_lightmap_align;
extern struct cvar_s *gl_lightmap_components;
extern struct cvar_s *gl_lightmap_subimage;
extern struct cvar_s *gl_max_size;
extern struct cvar_s *gl_multitexture;
@ -47,6 +45,7 @@ extern struct cvar_s *r_aliastransadj;
extern struct cvar_s *r_aliastransbase;
extern struct cvar_s *r_ambient;
extern struct cvar_s *r_clearcolor;
extern struct cvar_s *r_dlight_lightmap;
extern struct cvar_s *r_drawentities;
extern struct cvar_s *r_drawflat;
extern struct cvar_s *r_draworder;
@ -57,6 +56,7 @@ extern struct cvar_s *r_firecolor;
extern struct cvar_s *r_fullbright;
extern struct cvar_s *r_graphheight;
extern struct cvar_s *r_lightmap;
extern struct cvar_s *r_lightmap_components;
extern struct cvar_s *r_maxedges;
extern struct cvar_s *r_maxsurfs;
extern struct cvar_s *r_mirroralpha;

View File

@ -21,7 +21,8 @@ endif
lib_LTLIBRARIES = $(RENDERER_GL) $(RENDERER_SW) $(RENDERER_SW32)
common_SOURCES = r_cvar.c r_efrag.c r_ent.c r_graph.c r_main.c r_part.c
common_SOURCES = r_cvar.c r_efrag.c r_ent.c r_graph.c r_light.c r_main.c \
r_part.c
libQFrenderer_gl_la_LDFLAGS = -version-info 1:0:0
libQFrenderer_gl_la_LIBADD = gl/libgl.la

View File

@ -10,7 +10,7 @@ endif
noinst_LTLIBRARIES = $(GL)
libgl_la_LDFLAGS = -version-info 1:0:0
libgl_la_SOURCES = gl_draw.c gl_dyn_fires.c gl_dyn_part.c gl_dyn_textures.c \
gl_graph.c gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c \
gl_skin.c gl_sky.c gl_sky_clip.c gl_textures.c gl_warp.c gl_funcs.c \
noisetextures.c
libgl_la_SOURCES = gl_draw.c gl_dyn_fires.c gl_dyn_part.c gl_dyn_lights.c \
gl_dyn_textures.c gl_graph.c gl_rmain.c gl_rmisc.c gl_rsurf.c \
gl_screen.c gl_skin.c gl_sky.c gl_sky_clip.c gl_textures.c gl_warp.c \
gl_funcs.c noisetextures.c

View File

@ -59,10 +59,12 @@
#include "sbar.h"
extern byte *vid_basepal;
extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor,
*gl_lightmap_components;
*r_lightmap_components;
byte *draw_chars; // 8*8 graphic characters
qpic_t *draw_backtile;
static int translate_texture;
@ -109,7 +111,8 @@ Draw_PicFromWad (const char *name)
p = W_GetLumpName (name);
gl = (glpic_t *) p->data;
gl->texnum = GL_LoadTexture (name, p->width, p->height, p->data, false, true, 1);
gl->texnum = GL_LoadTexture (name, p->width, p->height, p->data, false,
true, 1);
return p;
}

View File

@ -0,0 +1,156 @@
/*
gl_dyn_lights.c
polyblended dynamic lights
Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "r_cvar.h"
#include "r_local.h"
#include "r_shared.h"
float bubble_sintable[33], bubble_costable[33];
extern float v_blend[4];
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;
v_blend[1] = v_blend[1] * (1 - a2) + g * a2;
v_blend[2] = v_blend[2] * (1 - a2) + b * a2;
}
void
R_InitBubble ()
{
int i;
float a;
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);
}
}
void
R_RenderDlight (dlight_t *light)
{
int i, j;
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
return;
}
qfglBegin (GL_TRIANGLE_FAN);
qfglColor3fv (light->color);
VectorSubtract (r_origin, light->origin, v);
VectorNormalize (v);
for (i = 0; i < 3; i++)
v[i] = light->origin[i] + v[i] * rad;
qfglVertex3fv (v);
qfglColor3f (0, 0, 0);
for (i = 16; i >= 0; i--) {
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;
qfglVertex3fv (v);
}
qfglEnd ();
}
void
R_RenderDlights (void)
{
int i;
dlight_t *l;
if (!gl_dlight_polyblend->int_val)
return;
qfglDepthMask (GL_FALSE);
qfglDisable (GL_TEXTURE_2D);
qfglBlendFunc (GL_ONE, GL_ONE);
qfglShadeModel (GL_SMOOTH);
l = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < r_realtime || !l->radius)
continue;
R_RenderDlight (l);
}
if (!gl_dlight_smooth->int_val)
qfglShadeModel (GL_FLAT);
qfglColor3ubv (lighthalf_v);
qfglEnable (GL_TEXTURE_2D);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE);
}

View File

@ -222,7 +222,6 @@ R_ParticleExplosion (vec3_t org)
{
if (!r_particles->int_val)
return;
particle_new_random (pt_smokecloud, part_tex_smoke[rand () & 7], org, 4,
30, 8, r_realtime + 5, (rand () & 7) + 8,
128 + (rand () & 63));
@ -275,9 +274,9 @@ R_RunSparkEffect (vec3_t org, int count, int ofuzz)
(ofuzz / 8) * .75, vec3_origin, r_realtime + 99,
12 + (rand () & 3), 96, vec3_origin, vec3_origin);
while (count--)
particle_new_random (pt_fallfadespark, part_tex_spark, org, ofuzz * .75,
1, 96, r_realtime + 5, ramp[rand () % 6],
lhrandom (0, 255));
particle_new_random (pt_fallfadespark, part_tex_spark, org,
ofuzz * .75, 1, 96, r_realtime + 5,
ramp[rand () % 6], lhrandom (0, 255));
}
static void
@ -532,7 +531,6 @@ R_RocketTrail (int type, entity_t *ent)
}
break;
case 6: // voor trail
// Use smoke ring effects here, once merged with nq? --Despair
dist = 3;
pcolor = 9 * 16 + 8 + (rand () & 3);
ptype = pt_static;
@ -680,13 +678,13 @@ R_DrawParticles (void)
if ((part->alpha -= r_frametime * 90) < 1)
part->die = -1;
part->scale += r_frametime * 6;
// part->org[2] += r_frametime * 30;
// part->org[2] += r_frametime * 30 - grav;
break;
case pt_smokering:
if ((part->alpha -= r_frametime * 130) < 1)
part->die = -1;
part->scale += r_frametime * 10;
// part->org[2] += r_frametime * 30;
// part->org[2] += r_frametime * 30 - grav;
break;
case pt_smokecloud:
if ((part->alpha -= r_frametime * 128) < 1)

View File

@ -1,532 +0,0 @@
/*
gl_rlight.c
@description@
Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "r_cvar.h"
#include "r_local.h"
#include "r_shared.h"
extern float v_blend[4];
void
R_AnimateLight (void)
{
int i, j, k;
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int) (r_realtime * 10);
for (j = 0; j < MAX_LIGHTSTYLES; j++) {
if (!r_lightstyle[j].length) {
d_lightstylevalue[j] = 256;
continue;
}
k = i % r_lightstyle[j].length;
k = r_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;
v_blend[0] = v_blend[0] * (1 - a2) + r * a2;
v_blend[1] = v_blend[1] * (1 - a2) + g * a2;
v_blend[2] = v_blend[2] * (1 - a2) + b * a2;
}
float bubble_sintable[33], bubble_costable[33];
void
R_InitBubble ()
{
int i;
float a;
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);
}
}
void
R_RenderDlight (dlight_t *light)
{
int i, j;
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
return;
}
qfglBegin (GL_TRIANGLE_FAN);
qfglColor3fv (light->color);
VectorSubtract (r_origin, light->origin, v);
VectorNormalize (v);
for (i = 0; i < 3; i++)
v[i] = light->origin[i] + v[i] * rad;
qfglVertex3fv (v);
qfglColor3f (0, 0, 0);
for (i = 16; i >= 0; i--) {
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;
qfglVertex3fv (v);
}
qfglEnd ();
}
void
R_RenderDlights (void)
{
int i;
dlight_t *l;
if (!gl_dlight_polyblend->int_val)
return;
qfglDepthMask (GL_FALSE);
qfglDisable (GL_TEXTURE_2D);
qfglBlendFunc (GL_ONE, GL_ONE);
qfglShadeModel (GL_SMOOTH);
l = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < r_realtime || !l->radius)
continue;
R_RenderDlight (l);
}
if (!gl_dlight_smooth->int_val)
qfglShadeModel (GL_FLAT);
qfglColor3ubv (lighthalf_v);
qfglEnable (GL_TEXTURE_2D);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE);
}
/*
DYNAMIC LIGHTS
*/
// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
// and support bmodel lighting better
void
R_RecursiveMarkLights (vec3_t lightorigin, dlight_t *light, int bit,
mnode_t *node)
{
mplane_t *splitplane;
float ndist, maxdist;
msurface_t *surf;
int i;
maxdist = light->radius * light->radius;
loc0:
if (node->contents < 0)
return;
splitplane = node->plane;
ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
if (ndist > light->radius) {
// Save time by not pushing another stack frame.
if (node->children[0]->contents >= 0) {
node = node->children[0];
goto loc0;
}
return;
}
if (ndist < -light->radius) {
// Save time by not pushing another stack frame.
if (node->children[1]->contents >= 0) {
node = node->children[1];
goto loc0;
}
return;
}
// mark the polygons
surf = r_worldentity.model->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) {
int s, t;
float l, dist, dist2;
vec3_t impact;
dist = ndist;
dist2 = dist * dist;
if (dist2 >= maxdist)
continue;
impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
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;
if ((s * s + t * t + dist * dist) < maxdist) {
if (surf->dlightframe != r_framecount) {
surf->dlightframe = r_framecount;
surf->dlightbits = bit;
} else {
surf->dlightbits |= bit;
}
}
}
if (node->children[0]->contents >= 0) {
if (node->children[1]->contents >= 0)
R_RecursiveMarkLights (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;
}
}
static void
mark_surfaces (msurface_t *surf, vec3_t lightorigin, dlight_t *light,
int bit)
{
float dist;
#if 1
float dist2, d;
float maxdist = light->radius * light->radius;
vec3_t impact;
#endif
dist = PlaneDiff(lightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
dist = -dist;
if ((dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
|| dist > light->radius)
return;
#if 1
dist2 = dist * dist;
dist = -dist;
VectorMA (light->origin, dist, surf->plane->normal, impact);
d = DotProduct (impact, surf->texinfo->vecs[0])
+ surf->texinfo->vecs[0][3] - surf->texturemins[0];
if (d < 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
} else {
d -= surf->extents[0] + 16;
if (d > 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
}
}
d = DotProduct (impact, surf->texinfo->vecs[1])
+ surf->texinfo->vecs[1][3] - surf->texturemins[1];
if (d < 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
} else {
d -= surf->extents[1] + 16;
if (d > 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
}
}
#endif
if (surf->dlightframe != r_framecount) {
surf->dlightbits = 0;
surf->dlightframe = r_framecount;
}
surf->dlightbits |= bit;
}
void
R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, model_t *model)
{
mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
if (!pvsleaf->compressed_vis) {
mnode_t *node = model->nodes + model->hulls[0].firstclipnode;
R_RecursiveMarkLights (lightorigin, light, bit, node);
} else {
float radius = light->radius;
vec3_t mins, maxs;
int leafnum = 0;
byte *in = pvsleaf->compressed_vis;
byte vis_bits;
mins[0] = lightorigin[0] - radius;
mins[1] = lightorigin[1] - radius;
mins[2] = lightorigin[2] - radius;
maxs[0] = lightorigin[0] + radius;
maxs[1] = lightorigin[1] + radius;
maxs[2] = lightorigin[2] + radius;
while (leafnum < model->numleafs) {
int i;
if (!(vis_bits = *in++)) {
leafnum += (*in++) * 8;
continue;
}
for (i = 0; i < 8 && leafnum < model->numleafs; i++, leafnum++) {
int m;
mleaf_t *leaf = &model->leafs[leafnum + 1];
if (!(vis_bits & (1 << i)))
continue;
if (leaf->visframe != r_visframecount)
continue;
if (leaf->mins[0] > maxs[0] || leaf->maxs[0] < mins[0]
|| leaf->mins[1] > maxs[1] || leaf->maxs[1] < mins[1]
|| leaf->mins[2] > maxs[2] || leaf->maxs[2] < mins[2])
continue;
if (leaf->dlightframe != r_framecount) {
leaf->dlightbits = 0;
leaf->dlightframe = r_framecount;
}
leaf->dlightbits |= bit;
for (m = 0; m < leaf->nummarksurfaces; m++) {
msurface_t *surf = leaf->firstmarksurface[m];
if (surf->visframe != r_visframecount)
continue;
mark_surfaces (surf, lightorigin, light, bit);
}
}
}
}
}
void
R_PushDlights (vec3_t entorigin)
{
int i;
dlight_t *l;
vec3_t lightorigin;
if (!gl_dlight_lightmap->int_val)
return;
l = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < r_realtime || !l->radius)
continue;
VectorSubtract (l->origin, entorigin, lightorigin);
R_MarkLights (lightorigin, l, 1 << i, r_worldentity.model);
}
}
/*
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 int 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 anything
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = r_worldentity.model->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 (!r_worldentity.model->lightdata)
return 255;
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
r = RecursiveLightPoint (r_worldentity.model->nodes, p, end);
if (r == -1)
r = 0;
return r;
}

View File

@ -210,7 +210,7 @@ R_AddDynamicLights (msurface_t *surf)
/*
R_BuildLightMap
Combine and scale multiple lightmaps
Combine and scale multiple lightmaps.
After talking it over with LordHavoc, I've decided to switch to using
GL_RGB for colored lights and averaging them out for plain white
lighting if needed. Much cleaner that way. --KB
@ -699,7 +699,7 @@ R_DrawBrushModel (entity_t *e)
psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
// calculate dynamic lighting for bmodel if it's not an instanced model
if (clmodel->firstmodelsurface != 0 && gl_dlight_lightmap->int_val) {
if (clmodel->firstmodelsurface != 0 && r_dlight_lightmap->int_val) {
vec3_t lightorigin;
for (k = 0; k < MAX_DLIGHTS; k++) {
@ -1126,7 +1126,7 @@ GL_BuildLightmaps (model_t **models, int num_models)
texture_extension_number += MAX_LIGHTMAPS;
}
switch (gl_lightmap_components->int_val) {
switch (r_lightmap_components->int_val) {
case 1:
gl_internalformat = 1;
gl_lightmap_format = GL_LUMINANCE;
@ -1156,7 +1156,8 @@ GL_BuildLightmaps (model_t **models, int num_models)
for (i = 0; i < m->numsurfaces; i++) {
if (m->surfaces[i].flags & SURF_DRAWTURB)
continue;
if (gl_sky_divide->int_val && (m->surfaces[i].flags & SURF_DRAWSKY))
if (gl_sky_divide->int_val && (m->surfaces[i].flags &
SURF_DRAWSKY))
continue;
GL_CreateSurfaceLightmap (m->surfaces + i);
BuildSurfaceDisplayList (m->surfaces + i);

View File

@ -55,7 +55,6 @@ cvar_t *gl_clear;
cvar_t *gl_conalpha;
cvar_t *gl_conspin;
cvar_t *gl_constretch;
cvar_t *gl_dlight_lightmap;
cvar_t *gl_dlight_polyblend;
cvar_t *gl_dlight_smooth;
cvar_t *gl_fb_bmodels;
@ -65,7 +64,6 @@ cvar_t *gl_keeptjunctions;
cvar_t *gl_lerp_anim;
cvar_t *gl_libgl;
cvar_t *gl_lightmap_align;
cvar_t *gl_lightmap_components;
cvar_t *gl_lightmap_subimage;
cvar_t *gl_max_size;
cvar_t *gl_nocolors;
@ -85,6 +83,7 @@ cvar_t *r_aliastransadj;
cvar_t *r_aliastransbase;
cvar_t *r_ambient;
cvar_t *r_clearcolor;
cvar_t *r_dlight_lightmap;
cvar_t *r_drawentities;
cvar_t *r_drawflat;
cvar_t *r_drawviewmodel;
@ -92,6 +91,7 @@ cvar_t *r_dspeeds;
cvar_t *r_dynamic;
cvar_t *r_firecolor;
cvar_t *r_graphheight;
cvar_t *r_lightmap_components;
cvar_t *r_maxedges;
cvar_t *r_maxsurfs;
cvar_t *r_mirroralpha;
@ -156,9 +156,6 @@ R_Init_Cvars (void)
"speed at which the console spins");
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
"toggle console between slide and stretch");
gl_dlight_lightmap = Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE,
NULL, "Set to 1 for high quality dynamic "
"lighting.");
gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
NULL, "Set to 1 to use a dynamic light "
"effect faster on GL");
@ -181,9 +178,6 @@ R_Init_Cvars (void)
"Workaround for nvidia slow path. Set to 4 "
"or 16 if you have an nvidia 3d "
"accelerator, set to 1 otherwise.");
gl_lightmap_components = Cvar_Get ("gl_lightmap_components", "4", CVAR_ROM,
NULL, "Lightmap texture components. 1 "
"is greyscale, 3 is RGB, 4 is RGBA.");
gl_lightmap_subimage = Cvar_Get ("gl_lightmap_subimage", "1", CVAR_NONE,
NULL, "Lightmap Update method. Default 2 "
"updates a minimum 'dirty rectangle' "
@ -234,6 +228,9 @@ R_Init_Cvars (void)
r_clearcolor = Cvar_Get ("r_clearcolor", "2", CVAR_NONE, NULL,
"This sets the color for areas outside of the "
"current map");
r_dlight_lightmap = Cvar_Get ("r_dlight_lightmap", "1", CVAR_ARCHIVE,
NULL, "Set to 1 for high quality dynamic "
"lighting.");
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, NULL,
"Toggles drawing of entities (almost "
"everything but the world)");
@ -250,6 +247,9 @@ R_Init_Cvars (void)
r_graphheight = Cvar_Get ("r_graphheight", "32", CVAR_NONE, NULL,
"Set the number of lines displayed in the "
"various graphs");
r_lightmap_components = Cvar_Get ("r_lightmap_components", "4", CVAR_ROM,
NULL, "Lightmap texture components. 1 "
"is greyscale, 3 is RGB, 4 is RGBA.");
r_maxedges = Cvar_Get ("r_maxedges", "0", CVAR_NONE, NULL,
"Sets the maximum number of edges");
r_maxsurfs = Cvar_Get ("r_maxsurfs", "0", CVAR_NONE, NULL,

View File

@ -1,7 +1,7 @@
/*
r_light.c
(description)
common lightmap code.
Copyright (C) 1996-1997 Id Software, Inc.
@ -29,10 +29,22 @@
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "r_cvar.h"
#include "r_local.h"
#include "r_shared.h"
void
@ -55,10 +67,8 @@ R_AnimateLight (void)
}
}
/*
DYNAMIC LIGHTS
*/
// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
// and support bmodel lighting better
void
R_RecursiveMarkLights (vec3_t lightorigin, dlight_t *light, int bit,
mnode_t *node)
@ -69,6 +79,7 @@ R_RecursiveMarkLights (vec3_t lightorigin, dlight_t *light, int bit,
int i;
maxdist = light->radius * light->radius;
loc0:
if (node->contents < 0)
return;
@ -77,6 +88,7 @@ loc0:
ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
if (ndist > light->radius) {
// Save time by not pushing another stack frame.
if (node->children[0]->contents >= 0) {
node = node->children[0];
goto loc0;
@ -84,21 +96,57 @@ loc0:
return;
}
if (ndist < -light->radius) {
// Save time by not pushing another stack frame.
if (node->children[1]->contents >= 0) {
node = node->children[1];
goto loc0;
}
return;
}
// mark the polygons
surf = r_worldentity.model->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) {
int s, t;
float l, dist, dist2;
vec3_t impact;
dist = ndist;
dist2 = dist * dist;
if (dist2 >= maxdist)
continue;
impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
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;
if ((s * s + t * t + dist * dist) < maxdist) {
if (surf->dlightframe != r_framecount) {
surf->dlightbits = 0;
surf->dlightframe = r_framecount;
}
surf->dlightbits = bit;
} else {
surf->dlightbits |= bit;
}
}
}
if (node->children[0]->contents >= 0) {
if (node->children[1]->contents >= 0)
@ -223,7 +271,6 @@ R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, model_t *model)
}
}
void
R_PushDlights (vec3_t entorigin)
{
@ -231,6 +278,9 @@ R_PushDlights (vec3_t entorigin)
dlight_t *l;
vec3_t lightorigin;
if (!r_dlight_lightmap->int_val)
return;
l = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
@ -241,11 +291,12 @@ R_PushDlights (vec3_t entorigin)
}
}
/*
LIGHT SAMPLING
*/
mplane_t *lightplane;
vec3_t lightspot;
int
RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
@ -267,6 +318,7 @@ RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
return -1; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
@ -290,6 +342,9 @@ RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
return -1; // didn't hit anything
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = r_worldentity.model->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) {
if (surf->flags & SURF_DRAWTILED)
@ -339,7 +394,6 @@ RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
return RecursiveLightPoint (node->children[!side], mid, end);
}
int
R_LightPoint (vec3_t p)
{
@ -358,8 +412,5 @@ R_LightPoint (vec3_t p)
if (r == -1)
r = 0;
if (r < r_refdef.ambientlight)
r = r_refdef.ambientlight;
return r;
}

View File

@ -13,17 +13,14 @@ endif
noinst_LTLIBRARIES = $(SW) $(ASM)
libasm_la_SOURCES = \
d_draw.S d_draw16.S d_parta.S d_polysa.S d_scana.S d_spr8.S \
d_varsa.S surf16.S surf8.S sw_raclipa.S sw_raliasa.S sw_rdrawa.S \
sw_redgea.S sw_rvarsa.S \
transform.S
libasm_la_SOURCES = d_draw.S d_draw16.S d_parta.S d_polysa.S d_scana.S \
d_spr8.S d_varsa.S surf16.S surf8.S sw_raclipa.S sw_raliasa.S \
sw_rdrawa.S sw_redgea.S sw_rvarsa.S transform.S
libsw_la_LDFLAGS = -version-info 1:0:0
libsw_la_LIBADD = $(ASM)
libsw_la_SOURCES = d_edge.c d_fill.c d_init.c d_modech.c d_part.c d_polyse.c \
d_scan.c d_sky.c d_sprite.c d_surf.c d_vars.c d_zpoint.c draw.c \
nonintel.c screen.c \
sw_graph.c sw_raclip.c sw_ralias.c sw_rbsp.c sw_rdraw.c sw_redge.c \
sw_rlight.c sw_rmain.c sw_rmisc.c sw_rpart.c sw_rsky.c sw_rsprite.c \
sw_rsurf.c sw_skin.c
nonintel.c screen.c sw_graph.c sw_raclip.c sw_ralias.c sw_rbsp.c \
sw_rdraw.c sw_redge.c sw_rmain.c sw_rmisc.c sw_rpart.c sw_rsky.c \
sw_rsprite.c sw_rsurf.c sw_skin.c

View File

@ -11,7 +11,6 @@ noinst_LTLIBRARIES = $(SW32)
libsw32_la_LDFLAGS = -version-info 1:0:0
libsw32_la_SOURCES = d_edge.c d_fill.c d_init.c d_modech.c d_part.c \
d_polyse.c d_scan.c d_sky.c d_sprite.c d_surf.c d_vars.c d_zpoint.c \
draw.c screen.c sw32_graph.c sw32_raclip.c sw32_ralias.c \
sw32_rbsp.c sw32_rdraw.c sw32_redge.c sw32_rlight.c sw32_rmain.c \
sw32_rmisc.c sw32_rpart.c sw32_rsky.c sw32_rsprite.c sw32_rsurf.c \
sw32_skin.c
draw.c screen.c sw32_graph.c sw32_raclip.c sw32_ralias.c sw32_rbsp.c \
sw32_rdraw.c sw32_redge.c sw32_rmain.c sw32_rmisc.c sw32_rpart.c \
sw32_rsky.c sw32_rsprite.c sw32_rsurf.c sw32_skin.c

View File

@ -1,365 +0,0 @@
/*
sw32_rlight.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/render.h"
#include "r_local.h"
//int r_dlightframecount;
void
R_AnimateLight (void)
{
int i, j, k;
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int) (r_realtime * 10);
for (j = 0; j < MAX_LIGHTSTYLES; j++) {
if (!r_lightstyle[j].length) {
d_lightstylevalue[j] = 256;
continue;
}
k = i % r_lightstyle[j].length;
k = r_lightstyle[j].map[k] - 'a';
k = k * 22;
d_lightstylevalue[j] = k;
}
}
/*
DYNAMIC LIGHTS
*/
void
R_RecursiveMarkLights (vec3_t lightorigin, dlight_t *light, int bit,
mnode_t *node)
{
mplane_t *splitplane;
float ndist, maxdist;
msurface_t *surf;
int i;
maxdist = light->radius * light->radius;
loc0:
if (node->contents < 0)
return;
splitplane = node->plane;
ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
if (ndist > light->radius) {
if (node->children[0]->contents >= 0) {
node = node->children[0];
goto loc0;
}
return;
}
if (ndist < -light->radius) {
if (node->children[1]->contents >= 0) {
node = node->children[1];
goto loc0;
}
return;
}
// mark the polygons
surf = r_worldentity.model->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) {
if (surf->dlightframe != r_framecount) {
surf->dlightbits = 0;
surf->dlightframe = r_framecount;
}
surf->dlightbits |= bit;
}
if (node->children[0]->contents >= 0) {
if (node->children[1]->contents >= 0)
R_RecursiveMarkLights (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;
}
}
static void
mark_surfaces (msurface_t *surf, vec3_t lightorigin, dlight_t *light,
int bit)
{
float dist;
#if 1
float dist2, d;
float maxdist = light->radius * light->radius;
vec3_t impact;
#endif
dist = PlaneDiff(lightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
dist = -dist;
if ((dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
|| dist > light->radius)
return;
#if 1
dist2 = dist * dist;
dist = -dist;
VectorMA (light->origin, dist, surf->plane->normal, impact);
d = DotProduct (impact, surf->texinfo->vecs[0])
+ surf->texinfo->vecs[0][3] - surf->texturemins[0];
if (d < 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
} else {
d -= surf->extents[0] + 16;
if (d > 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
}
}
d = DotProduct (impact, surf->texinfo->vecs[1])
+ surf->texinfo->vecs[1][3] - surf->texturemins[1];
if (d < 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
} else {
d -= surf->extents[1] + 16;
if (d > 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
}
}
#endif
if (surf->dlightframe != r_framecount) {
surf->dlightbits = 0;
surf->dlightframe = r_framecount;
}
surf->dlightbits |= bit;
}
void
R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, model_t *model)
{
mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
if (!pvsleaf->compressed_vis) {
mnode_t *node = model->nodes + model->hulls[0].firstclipnode;
R_RecursiveMarkLights (lightorigin, light, bit, node);
} else {
float radius = light->radius;
vec3_t mins, maxs;
int leafnum = 0;
byte *in = pvsleaf->compressed_vis;
byte vis_bits;
mins[0] = lightorigin[0] - radius;
mins[1] = lightorigin[1] - radius;
mins[2] = lightorigin[2] - radius;
maxs[0] = lightorigin[0] + radius;
maxs[1] = lightorigin[1] + radius;
maxs[2] = lightorigin[2] + radius;
while (leafnum < model->numleafs) {
int i;
if (!(vis_bits = *in++)) {
leafnum += (*in++) * 8;
continue;
}
for (i = 0; i < 8 && leafnum < model->numleafs; i++, leafnum++) {
int m;
mleaf_t *leaf = &model->leafs[leafnum + 1];
if (!(vis_bits & (1 << i)))
continue;
if (leaf->visframe != r_visframecount)
continue;
if (leaf->mins[0] > maxs[0] || leaf->maxs[0] < mins[0]
|| leaf->mins[1] > maxs[1] || leaf->maxs[1] < mins[1]
|| leaf->mins[2] > maxs[2] || leaf->maxs[2] < mins[2])
continue;
if (leaf->dlightframe != r_framecount) {
leaf->dlightbits = 0;
leaf->dlightframe = r_framecount;
}
leaf->dlightbits |= bit;
for (m = 0; m < leaf->nummarksurfaces; m++) {
msurface_t *surf = leaf->firstmarksurface[m];
if (surf->visframe != r_visframecount)
continue;
mark_surfaces (surf, lightorigin, light, bit);
}
}
}
}
}
void
R_PushDlights (vec3_t entorigin)
{
int i;
dlight_t *l;
vec3_t lightorigin;
l = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < r_realtime || !l->radius)
continue;
VectorSubtract (l->origin, entorigin, lightorigin);
R_MarkLights (lightorigin, l, 1 << i, r_worldentity.model);
}
}
/*
LIGHT SAMPLING
*/
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 int 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 anything
// check for impact on this node
surf = r_worldentity.model->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 (!r_worldentity.model->lightdata)
return 255;
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
r = RecursiveLightPoint (r_worldentity.model->nodes, p, end);
if (r == -1)
r = 0;
if (r < r_refdef.ambientlight)
r = r_refdef.ambientlight;
return r;
}