/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include "client.h" #include "glquake.h" #include "r_shared.h" /* 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; } } /* 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; //Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]); } 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; } glBegin (GL_TRIANGLE_FAN); if (lighthalf) glColor3f (light->color[0] * 0.5, light->color[1] * 0.5, light->color[2] * 0.5); else glColor3fv (light->color); VectorSubtract (r_origin, light->origin, v); VectorNormalize (v); for (i = 0; i < 3; i++) v[i] = light->origin[i] + v[i] * rad; glVertex3fv (v); glColor3f (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; glVertex3fv (v); } glEnd (); // Don't glColor3ubv(lighthalf_v), as we reset in the function which // calls this one, because this is called in a big loop. } /* R_RenderDlights */ void R_RenderDlights (void) { int i; dlight_t *l; if (!gl_dlight_polyblend->int_val) return; glDepthMask (GL_FALSE); glDisable (GL_TEXTURE_2D); glBlendFunc (GL_ONE, GL_ONE); glShadeModel (GL_SMOOTH); l = cl_dlights; for (i = 0; i < MAX_DLIGHTS; i++, l++) { if (l->die < cl.time || !l->radius) continue; R_RenderDlight (l); } if (!gl_dlight_smooth->int_val) glShadeModel (GL_FLAT); glColor3ubv (lighthalf_v); glEnable (GL_TEXTURE_2D); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask (GL_TRUE); } /* DYNAMIC LIGHTS */ /* R_MarkLights */ // 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) { 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 = cl.worldmodel->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; /* for (j = 0; j < 2; j++) { d = DotProduct (impact, surf->texinfo->vecs[j]) + surf->texinfo->vecs[j][3] - surf->texturemins[j]; if (d < 0) { dist2 += d * d; if (dist2 >= maxdist) continue; } else { d -= surf->extents[j] + 16; if (d > 0) { dist2 += d * d; if (dist2 >= maxdist) continue; } } } */ 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_MarkLights (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; } } #if 0 void R_MarkLights (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 = cl.worldmodel->surfaces + node->firstsurface; for (i = 0; i < node->numsurfaces; i++, surf++) { int j, d; float dist, dist2, impact[3]; if (surf->flags & SURF_PLANEBACK) dist = -ndist; else dist = ndist; if (dist < -0.25f) continue; /* if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES)) continue; */ 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; for (j = 0; j < 2; j++) { d = DotProduct (impact, surf->texinfo->vecs[j]) + surf->texinfo->vecs[j][3] - surf->texturemins[j]; if (d < 0) { dist2 += d * d; if (dist2 >= maxdist) continue; } else { d -= surf->extents[j] + 16; if (d > 0) { dist2 += d * d; if (dist2 >= maxdist) continue; } } } 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_MarkLights (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; } } #endif /* R_PushDlights */ void R_PushDlights (vec3_t entorigin) { int i; dlight_t *l; vec3_t lightorigin; if (!gl_dlight_lightmap->int_val) return; l = cl_dlights; for (i = 0; i < MAX_DLIGHTS; i++, l++) { if (l->die < cl.time || !l->radius) continue; VectorSubtract (l->origin, entorigin, lightorigin); //R_MarkLights (lightorigin, l, 1 << i, cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode); R_MarkLights (lightorigin, l, 1 << i, cl.worldmodel->nodes); } } /* 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 = 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; }