/* r_light.c common lightmap code. 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((unused)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include "QF/cvar.h" #include "QF/render.h" #include "compat.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" #include "r_shared.h" dlight_t *r_dlights; lightstyle_t r_lightstyle[MAX_LIGHTSTYLES]; vec3_t ambientcolor; unsigned int r_maxdlights; void R_MaxDlightsCheck (cvar_t *var) { r_maxdlights = max(var->int_val, 0); if (r_dlights) free (r_dlights); r_dlights=0; if (r_maxdlights) r_dlights = (dlight_t *) calloc (r_maxdlights, sizeof (dlight_t)); R_ClearDlights(); } 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; } } static inline void real_mark_surfaces (float dist, msurface_t *surf, const vec3_t lightorigin, dlight_t *light, int bit) { float dist2, is, it; float maxdist = light->radius * light->radius; vec3_t impact; dist2 = maxdist - dist * dist; VectorMultSub (light->origin, dist, surf->plane->normal, impact); is = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; it = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; // compress the square to a point if (is > surf->extents[0]) is -= surf->extents[0]; else if (is > 0) is = 0; if (it > surf->extents[1]) it -= surf->extents[1]; else if (it > 0) it = 0; if (is * is + it * it > dist2) return; if (surf->dlightframe != r_framecount) { surf->dlightbits = 0; surf->dlightframe = r_framecount; } surf->dlightbits |= bit; } static inline void mark_surfaces (msurface_t *surf, const vec3_t lightorigin, dlight_t *light, int bit) { float dist; dist = PlaneDiff(lightorigin, surf->plane); if (surf->flags & SURF_PLANEBACK) dist = -dist; if ((dist < 0 && !(surf->flags & SURF_LIGHTBOTHSIDES)) || dist > light->radius) return; real_mark_surfaces (dist, surf, lightorigin, light, bit); } // LordHavoc: heavily modified, to eliminate unnecessary texture uploads, // and support bmodel lighting better void R_RecursiveMarkLights (const vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node) { int i; float ndist, maxdist; mplane_t *splitplane; msurface_t *surf; mvertex_t *vertices; vertices = r_worldentity.model->vertexes; maxdist = light->radius; loc0: if (node->contents < 0) return; splitplane = node->plane; ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist; if (ndist > maxdist * maxdist) { // Save time by not pushing another stack frame. if (node->children[0]->contents >= 0) { node = node->children[0]; goto loc0; } return; } if (ndist < -maxdist * maxdist) { // 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++) { mark_surfaces (surf, lightorigin, light, 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; } } void R_MarkLights (const 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 b; if (!(vis_bits = *in++)) { leafnum += (*in++) * 8; continue; } for (b = 1; b < 256 && leafnum < model->numleafs; b <<= 1, leafnum++) { int m; mleaf_t *leaf = &model->leafs[leafnum + 1]; if (!(vis_bits & b)) 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 (R_CullBox (leaf->mins, leaf->maxs)) continue; 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 (const vec3_t entorigin) { unsigned int i; dlight_t *l; vec3_t lightorigin; if (!r_dlight_lightmap->int_val) return; l = r_dlights; for (i = 0; i < r_maxdlights; 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; static int calc_lighting_1 (msurface_t *surf, int ds, int dt) { int se_s = ((surf->extents[0] >> 4) + 1); int se_t = ((surf->extents[0] >> 4) + 1); int se_size = se_s * se_t; int r = 0, maps; byte *lightmap; unsigned int scale; ds >>= 4; dt >>= 4; lightmap = surf->samples; if (lightmap) { lightmap += dt * se_s + ds; for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; r += *lightmap * scale; lightmap += se_size; } r >>= 8; } ambientcolor[2] = ambientcolor[1] = ambientcolor[0] = r; return r; } static int calc_lighting_3 (msurface_t *surf, int ds, int dt) { int se_s = ((surf->extents[0] >> 4) + 1); int se_t = ((surf->extents[0] >> 4) + 1); int se_size = se_s * se_t * 3; int r = 0, maps; byte *lightmap; float scale; ds >>= 4; dt >>= 4; VectorZero (ambientcolor); lightmap = surf->samples; if (lightmap) { lightmap += (dt * se_s + ds) * 3; for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) { scale = d_lightstylevalue[surf->styles[maps]] / 256.0; VectorMultAdd (ambientcolor, scale, lightmap, ambientcolor); lightmap += se_size; } } r = (ambientcolor[0] + ambientcolor[1] + ambientcolor[2]) / 3; return r; } static int RecursiveLightPoint (mnode_t *node, const vec3_t start, const vec3_t end) { int i, r, s, t, ds, dt, side; float front, back, frac; mplane_t *plane; msurface_t *surf; mtexinfo_t *tex; vec3_t mid; loop: if (node->contents < 0) return -1; // didn't hit anything // calculate mid point plane = node->plane; front = DotProduct (start, plane->normal) - plane->dist; back = DotProduct (end, plane->normal) - plane->dist; side = front < 0; if ((back < 0) == side) { node = node->children[side]; goto loop; } 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; if (mod_lightmap_bytes == 1) return calc_lighting_1 (surf, ds, dt); else return calc_lighting_3 (surf, ds, dt); return r; } // go down back side return RecursiveLightPoint (node->children[!side], mid, end); } int R_LightPoint (const 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; } dlight_t * R_AllocDlight (int key) { unsigned int i; dlight_t *dl; if (!r_maxdlights) { return NULL; } // first look for an exact key match if (key) { dl = r_dlights; for (i = 0; i < r_maxdlights; i++, dl++) { if (dl->key == key) { memset (dl, 0, sizeof (*dl)); dl->key = key; dl->color[0] = dl->color[1] = dl->color[2] = 1; return dl; } } } // then look for anything else dl = r_dlights; for (i = 0; i < r_maxdlights; i++, dl++) { if (dl->die < r_realtime) { memset (dl, 0, sizeof (*dl)); dl->key = key; dl->color[0] = dl->color[1] = dl->color[2] = 1; return dl; } } dl = &r_dlights[0]; memset (dl, 0, sizeof (*dl)); dl->key = key; return dl; } void R_DecayLights (double frametime) { unsigned int i; dlight_t *dl; dl = r_dlights; for (i = 0; i < r_maxdlights; i++, dl++) { if (dl->die < r_realtime || !dl->radius) continue; dl->radius -= frametime * dl->decay; if (dl->radius < 0) dl->radius = 0; } } void R_ClearDlights (void) { if (r_maxdlights) memset (r_dlights, 0, r_maxdlights * sizeof (dlight_t)); }