/* 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 #include "client.h" #include "glquake.h" #include "view.h" #include "r_local.h" int r_dlightframecount; /* ================== 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 () { float a; int i; 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; // float a; 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 AddLightBlend (1, 0.5, 0, light->radius * 0.0003); return; } glBegin (GL_TRIANGLE_FAN); // glColor3f (0.2,0.1,0.0); // glColor3f (0.2,0.1,0.05); // changed dimlight effect if (gl_lightmode->int_val) glColor3f (light->color[0] * 0.5, light->color[1] * 0.5, light->color[2] * 0.5); else glColor3fv (light->color); for (i = 0; i < 3; i++) v[i] = light->origin[i] - vpn[i] * rad; glVertex3fv (v); glColor3f (0, 0, 0); for (i = 16; i >= 0; i--) { // a = i/16.0 * M_PI*2; 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 (); } /* ============= R_RenderDlights ============= */ void R_RenderDlights (void) { int i; dlight_t *l; if (!gl_flashblend->int_val) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame glDepthMask (0); glDisable (GL_TEXTURE_2D); glEnable (GL_BLEND); glShadeModel (GL_SMOOTH); glBlendFunc (GL_ONE, GL_ONE); l = cl_dlights; for (i = 0; i < MAX_DLIGHTS; i++, l++) { if (l->die < cl.time || !l->radius) continue; R_RenderDlight (l); } glColor3f (1, 1, 1); glDisable (GL_BLEND); glEnable (GL_TEXTURE_2D); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask (1); } /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ============= R_MarkLights ============= */ // LordHavoc: heavily modified, to eliminate unnecessary texture uploads, // and support bmodel lighting better // LordHavoc: optimized to nearly eliminate recursion, and skip sky/water (who made it check those?) void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist, l, maxdist; msurface_t *surf; int i, j, s, t; vec3_t impact; loc0: if (node->contents < 0) return; splitplane = node->plane; dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist; if (dist > light->radius) { if (node->children[0]->contents >= 0) // save some time by not // pushing another stack // frame // R_MarkLights (lightorigin, light, bit, node->children[0]); { node = node->children[0]; goto loc0; } return; } if (dist < -light->radius) { if (node->children[1]->contents >= 0) // save some time by not // pushing another stack // frame // R_MarkLights (lightorigin, light, bit, node->children[1]); { node = node->children[1]; goto loc0; } return; } maxdist = light->radius * light->radius; // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i = 0; i < node->numsurfaces; i++, surf++) { if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY)) // water or sky continue; // LordHavoc: MAJOR dynamic light speedup here, eliminates marking of // // // surfaces that are too far away from light, thus preventing // unnecessary renders and uploads for (j = 0; j < 3; j++) impact[j] = lightorigin[j] - surf->plane->normal[j] * dist; // clamp center of light to corner and check brightness 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; // compare to minimum light if ((s * s + t * t + dist * dist) < maxdist) { if (surf->dlightframe != r_dlightframecount) // not dynamic // until now { surf->dlightbits = bit; surf->dlightframe = r_dlightframecount; } else // already dynamic surf->dlightbits |= bit; } } // if (node->children[0]->contents >= 0) // save some time by not pushing another stack frame // R_MarkLights (lightorigin, light, bit, node->children[0]); // if (node->children[1]->contents >= 0) // save some time by not pushing another stack frame // R_MarkLights (lightorigin, light, bit, node->children[1]); // LordHavoc: mangled to eliminate most recursive calls 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; } } } /* ============= R_PushDlights ============= */ void R_PushDlights (vec3_t entorigin) { int i; dlight_t *l; vec3_t lightorigin; if (gl_flashblend->int_val) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame 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); } } /* ============================================================================= 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 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 anuthing // 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; }