mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 00:40:55 +00:00
434 lines
9.3 KiB
C
434 lines
9.3 KiB
C
/*
|
|
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 <string.h>
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include <strings.h>
|
|
#endif
|
|
|
|
#include <math.h>
|
|
#include <stdio.h>
|
|
|
|
#include "glquake.h"
|
|
|
|
int r_dlightframecount;
|
|
extern qboolean lighthalf;
|
|
|
|
|
|
/*
|
|
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;
|
|
|
|
r_dlightframecount = r_framecount + 1; // because the count hasn't
|
|
// advanced yet for this frame
|
|
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 dist, l, maxdist;
|
|
msurface_t *surf;
|
|
int i, j, s, t;
|
|
vec3_t impact;
|
|
|
|
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]);
|
|
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]);
|
|
return;
|
|
}
|
|
|
|
maxdist = light->radius * light->radius;
|
|
|
|
// mark the polygons
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i = 0; i < node->numsurfaces; i++, surf++) {
|
|
// 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]);
|
|
}
|
|
|
|
|
|
/*
|
|
R_PushDlights
|
|
*/
|
|
void
|
|
R_PushDlights (vec3_t entorigin)
|
|
{
|
|
int i;
|
|
dlight_t *l;
|
|
vec3_t lightorigin;
|
|
|
|
if (!gl_dlight_lightmap->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 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;
|
|
}
|