mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 05:01:26 +00:00
1fce1ea12e
this is I mistakenly did so while making some other changes (which I made sure were NOT in the checkin:)
264 lines
5.5 KiB
C
264 lines
5.5 KiB
C
/*
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r_light.c
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "r_local.h"
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int r_dlightframecount;
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/*
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==================
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R_AnimateLight
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==================
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*/
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void
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R_AnimateLight (void)
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{
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int i, j, k;
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//
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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i = (int) (cl.time * 10);
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for (j = 0; j < MAX_LIGHTSTYLES; j++) {
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if (!cl_lightstyle[j].length) {
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d_lightstylevalue[j] = 256;
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continue;
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}
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k = i % cl_lightstyle[j].length;
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k = cl_lightstyle[j].map[k] - 'a';
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k = k * 22;
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d_lightstylevalue[j] = k;
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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*/
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/*
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=============
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R_MarkLights
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=============
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*/
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void
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R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius) {
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R_MarkLights (lightorigin, light, bit, node->children[0]);
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return;
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}
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if (dist < -light->radius) {
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R_MarkLights (lightorigin, light, bit, node->children[1]);
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return;
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}
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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if (surf->dlightframe != r_dlightframecount) {
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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surf->dlightbits |= bit;
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}
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R_MarkLights (lightorigin, light, bit, node->children[0]);
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R_MarkLights (lightorigin, light, bit, node->children[1]);
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}
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/*
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=============
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R_PushDlights
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=============
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*/
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void
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R_PushDlights (vec3_t entorigin)
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{
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int i;
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dlight_t *l;
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vec3_t lightorigin;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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l = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, l++) {
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if (l->die < cl.time || !l->radius)
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continue;
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VectorSubtract (l->origin, entorigin, lightorigin);
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R_MarkLights (lightorigin, l, 1 << i, cl.worldmodel->nodes);
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}
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}
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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*/
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int
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RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
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{
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int r;
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float front, back, frac;
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int side;
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mplane_t *plane;
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vec3_t mid;
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msurface_t *surf;
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int s, t, ds, dt;
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int i;
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mtexinfo_t *tex;
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byte *lightmap;
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unsigned scale;
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int maps;
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if (node->contents < 0)
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return -1; // didn't hit anything
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// calculate mid point
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// FIXME: optimize for axial
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plane = node->plane;
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front = DotProduct (start, plane->normal) - plane->dist;
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back = DotProduct (end, plane->normal) - plane->dist;
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side = front < 0;
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if ((back < 0) == side)
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return RecursiveLightPoint (node->children[side], start, end);
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frac = front / (front - back);
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mid[0] = start[0] + (end[0] - start[0]) * frac;
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mid[1] = start[1] + (end[1] - start[1]) * frac;
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mid[2] = start[2] + (end[2] - start[2]) * frac;
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// go down front side
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r = RecursiveLightPoint (node->children[side], start, mid);
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if (r >= 0)
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return r; // hit something
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if ((back < 0) == side)
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return -1; // didn't hit anuthing
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// check for impact on this node
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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if (surf->flags & SURF_DRAWTILED)
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continue; // no lightmaps
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tex = surf->texinfo;
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s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
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if (s < surf->texturemins[0] || t < surf->texturemins[1])
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continue;
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ds = s - surf->texturemins[0];
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dt = t - surf->texturemins[1];
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if (ds > surf->extents[0] || dt > surf->extents[1])
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continue;
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if (!surf->samples)
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return 0;
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ds >>= 4;
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dt >>= 4;
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lightmap = surf->samples;
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r = 0;
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if (lightmap) {
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lightmap += dt * ((surf->extents[0] >> 4) + 1) + ds;
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for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255;
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maps++) {
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scale = d_lightstylevalue[surf->styles[maps]];
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r += *lightmap * scale;
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lightmap += ((surf->extents[0] >> 4) + 1) *
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((surf->extents[1] >> 4) + 1);
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}
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r >>= 8;
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}
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return r;
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}
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// go down back side
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return RecursiveLightPoint (node->children[!side], mid, end);
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}
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int
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R_LightPoint (vec3_t p)
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{
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vec3_t end;
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int r;
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if (!cl.worldmodel->lightdata)
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return 255;
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end[0] = p[0];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
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if (r == -1)
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r = 0;
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if (r < r_refdef.ambientlight)
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r = r_refdef.ambientlight;
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return r;
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}
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