quakeforge/libs/video/renderer/r_light.c
Bill Currie a37c5465e1 First step for BSP2 support. DOES NOT WORK!
All of the nastiness is hidden in bspfile.c (including the old bsp29
specific data types). However, the conversions between bsp29 and bsp2 are
implemented but not yet hooked up properly. This commit just gets the data
structures in place and the obvious changes necessary to the rest of the
engine to get it to compile, plus a few obvious "make it work" changes.
2012-09-07 16:09:24 +09:00

561 lines
13 KiB
C

/*
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
#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 "compat.h"
#include "r_internal.h"
dlight_t *r_dlights;
vec3_t ambientcolor;
unsigned int r_maxdlights;
void
R_FindNearLights (const vec3_t pos, int count, dlight_t **lights)
{
float *scores = alloca (count * sizeof (float));
float score;
dlight_t *dl;
unsigned i;
int num = 0, j;
vec3_t d;
dl = r_dlights;
for (i = 0; i < r_maxdlights; i++, dl++) {
if (dl->die < vr_data.realtime || !dl->radius)
continue;
VectorSubtract (dl->origin, pos, d);
score = DotProduct (d, d) / dl->radius;
if (!num) {
scores[0] = score;
lights[0] = dl;
num = 1;
} else if (score <= scores[0]) {
memmove (&lights[1], &lights[0],
(count - 1) * sizeof (dlight_t *));
memmove (&scores[1], &scores[0], (count - 1) * sizeof (float));
scores[0] = score;
lights[0] = dl;
if (num < count)
num++;
} else if (score > scores[num - 1]) {
if (num < count) {
scores[num] = score;
lights[num] = dl;
num++;
}
} else {
for (j = num - 1; j > 0; j--) {
if (score > scores[j - 1]) {
memmove (&lights[j + 1], &lights[j],
(count - j) * sizeof (dlight_t *));
memmove (&scores[j + 1], &scores[j],
(count - j) * sizeof (float));
scores[j] = score;
lights[j] = dl;
if (num < count)
num++;
break;
}
}
}
}
for (j = num; j < count; j++)
lights[j] = 0;
}
void
R_MaxDlightsCheck (cvar_t *var)
{
r_maxdlights = bound (0, var->int_val, MAX_DLIGHTS);
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) (vr_data.realtime * 10);
for (j = 0; j < MAX_LIGHTSTYLES; j++) {
if (!vr_data.lightstyle[j].length) {
d_lightstylevalue[j] = 256;
continue;
}
if (r_flatlightstyles->int_val == 2) {
k = vr_data.lightstyle[j].peak - 'a';
} else if (r_flatlightstyles->int_val == 1) {
k = vr_data.lightstyle[j].average - 'a';
} else {
k = i % vr_data.lightstyle[j].length;
k = vr_data.lightstyle[j].map[k] - 'a';
}
d_lightstylevalue[j] = k * 22;
}
}
static inline void
real_mark_surfaces (float dist, msurface_t *surf, const vec3_t lightorigin,
dlight_t *light, unsigned lightnum)
{
float dist2, is, it;
float maxdist = light->radius * light->radius;
vec3_t impact;
unsigned ind, bit;
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) {
memset (surf->dlightbits, 0, sizeof (surf->dlightbits));
surf->dlightframe = r_framecount;
}
ind = lightnum / 32;
bit = 1 << (lightnum % 32);
surf->dlightbits[ind] |= bit;
}
static inline void
mark_surfaces (msurface_t *surf, const vec3_t lightorigin, dlight_t *light,
int lightnum)
{
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, lightnum);
}
// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
// and support bmodel lighting better
void
R_RecursiveMarkLights (const vec3_t lightorigin, dlight_t *light, int lightnum,
mnode_t *node)
{
unsigned i;
float ndist, maxdist;
plane_t *splitplane;
msurface_t *surf;
//XXX mvertex_t *vertices;
//XXX 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, lightnum);
}
if (node->children[0]->contents >= 0) {
if (node->children[1]->contents >= 0)
R_RecursiveMarkLights (lightorigin, light, lightnum,
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 lightnum,
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, lightnum, 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, lightnum);
}
}
}
}
}
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 < vr_data.realtime || !l->radius)
continue;
VectorSubtract (l->origin, entorigin, lightorigin);
R_MarkLights (lightorigin, l, i, r_worldentity.model);
}
}
/* LIGHT SAMPLING */
plane_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)
{
unsigned i;
int r, s, t, ds, dt, side;
float front, back, frac;
plane_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) {
// allow dlights to have some effect, so don't go /quite/ fullbright
ambientcolor[2] = ambientcolor[1] = ambientcolor[0] = 200;
return 200;
}
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 < vr_data.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 < vr_data.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));
}