mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-22 20:41:20 +00:00
35ec2ebb4c
While the insertion of dlights into the BSP might wind up being overly expensive, the automatic management of the component pool cleans up the various loops in the renderers. Unfortunately, (current bug) lights on entities cause the entity to disappear due to how the entity queue system works, and the doubled efrag chain causes crashes when changing maps, meaning lights should be on their own entities, not additional components on entities with visible models. Also, the vulkan renderer segfaults on dlights (fix incoming, along with shadows for dlights).
475 lines
11 KiB
C
475 lines
11 KiB
C
/*
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r_light.c
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common lightmap code.
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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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#include "qfalloca.h"
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "compat.h"
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#include "r_internal.h"
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vec3_t ambientcolor;
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unsigned int r_maxdlights;
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static int r_dlightframecount;
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int
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R_FindNearLights (vec4f_t pos, int count, dlight_t **lights)
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{
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float *scores = alloca (count * sizeof (float));
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float score;
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int num = 0;
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vec3_t d;
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auto dlight_pool = &r_refdef.registry->comp_pools[scene_dynlight];
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auto dlight_data = (dlight_t *) dlight_pool->data;
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for (uint32_t i = 0; i < dlight_pool->count; i++) {
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auto dlight = &dlight_data[i];
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VectorSubtract (dlight->origin, pos, d);
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score = DotProduct (d, d) / dlight->radius;
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if (!num) {
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scores[0] = score;
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lights[0] = dlight;
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num = 1;
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} else if (score <= scores[0]) {
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memmove (&lights[1], &lights[0],
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(count - 1) * sizeof (dlight_t *));
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memmove (&scores[1], &scores[0], (count - 1) * sizeof (float));
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scores[0] = score;
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lights[0] = dlight;
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if (num < count)
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num++;
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} else if (score > scores[num - 1]) {
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if (num < count) {
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scores[num] = score;
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lights[num] = dlight;
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num++;
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}
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} else {
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for (int j = num - 1; j > 0; j--) {
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if (score > scores[j - 1]) {
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memmove (&lights[j + 1], &lights[j],
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(count - j) * sizeof (dlight_t *));
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memmove (&scores[j + 1], &scores[j],
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(count - j) * sizeof (float));
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scores[j] = score;
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lights[j] = dlight;
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if (num < count)
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num++;
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break;
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}
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}
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}
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}
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for (int j = num; j < count; j++)
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lights[j] = 0;
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return num;
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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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if (!r_data->lightstyle) {
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return;
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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) (r_data->realtime * 10);
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for (j = 0; j < MAX_LIGHTSTYLES; j++) {
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if (!r_data->lightstyle[j].length) {
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d_lightstylevalue[j] = 256;
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continue;
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}
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if (r_flatlightstyles == 2) {
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k = r_data->lightstyle[j].peak - 'a';
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} else if (r_flatlightstyles == 1) {
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k = r_data->lightstyle[j].average - 'a';
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} else {
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k = i % r_data->lightstyle[j].length;
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k = r_data->lightstyle[j].map[k] - 'a';
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}
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d_lightstylevalue[j] = k * 22;
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}
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}
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static inline void
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real_mark_surfaces (float dist, msurface_t *surf, vec4f_t lightorigin,
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dlight_t *light, unsigned lightnum)
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{
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float dist2, is, it;
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float maxdist = light->radius * light->radius;
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vec3_t impact;
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unsigned ind, bit;
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dist2 = maxdist - dist * dist;
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VectorMultSub (light->origin, dist, surf->plane->normal, impact);
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is = DotProduct (impact, surf->texinfo->vecs[0])
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+ surf->texinfo->vecs[0][3] - surf->texturemins[0];
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it = DotProduct (impact, surf->texinfo->vecs[1])
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+ surf->texinfo->vecs[1][3] - surf->texturemins[1];
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// compress the square to a point
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if (is > surf->extents[0])
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is -= surf->extents[0];
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else if (is > 0)
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is = 0;
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if (it > surf->extents[1])
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it -= surf->extents[1];
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else if (it > 0)
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it = 0;
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if (is * is + it * it > dist2)
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return;
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if (surf->dlightframe != r_dlightframecount) {
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memset (surf->dlightbits, 0, sizeof (surf->dlightbits));
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surf->dlightframe = r_dlightframecount;
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}
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ind = lightnum / 32;
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bit = 1 << (lightnum % 32);
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surf->dlightbits[ind] |= bit;
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}
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static inline void
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mark_surfaces (msurface_t *surf, vec4f_t lightorigin, dlight_t *light,
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int lightnum)
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{
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float dist;
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dist = PlaneDiff(lightorigin, surf->plane);
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if (surf->flags & SURF_PLANEBACK)
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dist = -dist;
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if ((dist < 0 && !(surf->flags & SURF_LIGHTBOTHSIDES))
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|| dist > light->radius)
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return;
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real_mark_surfaces (dist, surf, lightorigin, light, lightnum);
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}
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// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
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// and support bmodel lighting better
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void
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R_RecursiveMarkLights (const mod_brush_t *brush, vec4f_t lightorigin,
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dlight_t *light, int lightnum, int node_id)
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{
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unsigned i;
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float ndist, maxdist;
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msurface_t *surf;
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maxdist = light->radius;
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loc0:
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if (node_id < 0)
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return;
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mnode_t *node = brush->nodes + node_id;
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ndist = dotf (lightorigin, node->plane)[0];
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if (ndist > maxdist * maxdist) {
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// Save time by not pushing another stack frame.
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if (node->children[0] >= 0) {
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node_id = node->children[0];
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goto loc0;
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}
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return;
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}
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if (ndist < -maxdist * maxdist) {
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if (node->children[1] >= 0) {
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node_id = node->children[1];
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goto loc0;
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}
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return;
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}
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// mark the polygons
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surf = brush->surfaces + node->firstsurface;
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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mark_surfaces (surf, lightorigin, light, lightnum);
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}
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if (node->children[0] >= 0) {
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if (node->children[1] >= 0)
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R_RecursiveMarkLights (brush, lightorigin, light, lightnum,
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node->children[1]);
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node_id = node->children[0];
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goto loc0;
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} else if (node->children[1] >= 0) {
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node_id = node->children[1];
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goto loc0;
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}
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}
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static void
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R_MarkLights (vec4f_t lightorigin, dlight_t *light, int lightnum,
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const visstate_t *visstate)
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{
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const auto leaf_visframes = visstate->leaf_visframes;
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const auto face_visframes = visstate->face_visframes;
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const auto visframecount = visstate->visframecount;
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const auto brush = visstate->brush;
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const auto pvsleaf = Mod_PointInLeaf (lightorigin, brush);
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if (!pvsleaf->compressed_vis) {
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int node_id = brush->hulls[0].firstclipnode;
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R_RecursiveMarkLights (brush, lightorigin, light, lightnum, node_id);
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} else {
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float radius = light->radius;
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vec3_t mins, maxs;
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unsigned leafnum = 0;
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byte *in = pvsleaf->compressed_vis;
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byte vis_bits;
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mins[0] = lightorigin[0] - radius;
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mins[1] = lightorigin[1] - radius;
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mins[2] = lightorigin[2] - radius;
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maxs[0] = lightorigin[0] + radius;
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maxs[1] = lightorigin[1] + radius;
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maxs[2] = lightorigin[2] + radius;
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while (leafnum < brush->visleafs) {
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int b;
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if (!(vis_bits = *in++)) {
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leafnum += (*in++) * 8;
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continue;
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}
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for (b = 1; b < 256 && leafnum < brush->visleafs;
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b <<= 1, leafnum++) {
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int m;
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mleaf_t *leaf = &brush->leafs[leafnum + 1];
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if (!(vis_bits & b))
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continue;
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if (leaf_visframes[leafnum + 1] != visframecount)
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continue;
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if (leaf->mins[0] > maxs[0] || leaf->maxs[0] < mins[0]
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|| leaf->mins[1] > maxs[1] || leaf->maxs[1] < mins[1]
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|| leaf->mins[2] > maxs[2] || leaf->maxs[2] < mins[2])
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continue;
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msurface_t **msurf = brush->marksurfaces + leaf->firstmarksurface;
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for (m = 0; m < leaf->nummarksurfaces; m++) {
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msurface_t *surf = *msurf++;
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int surf_id = surf - brush->surfaces;
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if (face_visframes[surf_id] != visframecount)
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continue;
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mark_surfaces (surf, lightorigin, light, lightnum);
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}
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}
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}
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}
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}
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void
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R_PushDlights (const vec3_t entorigin, const visstate_t *visstate)
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{
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r_dlightframecount = r_framecount;
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if (!r_dlight_lightmap)
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return;
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auto dlight_pool = &r_refdef.registry->comp_pools[scene_dynlight];
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auto dlight_data = (dlight_t *) dlight_pool->data;
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for (uint32_t i = 0; i < dlight_pool->count; i++) {
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auto dlight = &dlight_data[i];
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vec4f_t lightorigin;
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VectorSubtract (dlight->origin, entorigin, lightorigin);
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lightorigin[3] = 1;
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R_MarkLights (lightorigin, dlight, i, visstate);
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}
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}
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/* LIGHT SAMPLING */
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vec3_t lightspot;
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static int
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calc_lighting_1 (msurface_t *surf, int ds, int dt)
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{
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int se_s = ((surf->extents[0] >> 4) + 1);
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int se_t = ((surf->extents[0] >> 4) + 1);
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int se_size = se_s * se_t;
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int r = 0, maps;
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byte *lightmap;
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unsigned int scale;
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ds >>= 4;
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dt >>= 4;
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lightmap = surf->samples;
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if (lightmap) {
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lightmap += dt * se_s + 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 += se_size;
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}
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r >>= 8;
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}
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ambientcolor[2] = ambientcolor[1] = ambientcolor[0] = r;
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return r;
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}
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static int
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calc_lighting_3 (msurface_t *surf, int ds, int dt)
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{
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int se_s = ((surf->extents[0] >> 4) + 1);
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int se_t = ((surf->extents[0] >> 4) + 1);
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int se_size = se_s * se_t * 3;
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int r = 0, maps;
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byte *lightmap;
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float scale;
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ds >>= 4;
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dt >>= 4;
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VectorZero (ambientcolor);
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lightmap = surf->samples;
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if (lightmap) {
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lightmap += (dt * se_s + ds) * 3;
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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]] / 256.0;
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VectorMultAdd (ambientcolor, scale, lightmap, ambientcolor);
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lightmap += se_size;
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}
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}
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r = (ambientcolor[0] + ambientcolor[1] + ambientcolor[2]) / 3;
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return r;
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}
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static int
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RecursiveLightPoint (mod_brush_t *brush, int node_id, vec4f_t start,
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vec4f_t end)
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{
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unsigned i;
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int r, s, t, ds, dt, side;
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float front, back, frac;
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msurface_t *surf;
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mtexinfo_t *tex;
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loop:
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if (node_id < 0)
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return -1; // didn't hit anything
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// calculate mid point
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mnode_t *node = brush->nodes + node_id;
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front = dotf (start, node->plane)[0];
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back = dotf (end, node->plane)[0];
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side = front < 0;
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if ((back < 0) == side) {
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node_id = node->children[side];
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goto loop;
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}
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frac = front / (front - back);
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vec4f_t mid = start + (end - start) * frac;
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// go down front side
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r = RecursiveLightPoint (brush, 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 anything
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// check for impact on this node
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VectorCopy (mid, lightspot);
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surf = brush->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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if (mod_lightmap_bytes == 1)
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return calc_lighting_1 (surf, ds, dt);
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else
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return calc_lighting_3 (surf, ds, dt);
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return r;
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}
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// go down back side
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return RecursiveLightPoint (brush, node->children[side ^ 1], mid, end);
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}
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int
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R_LightPoint (mod_brush_t *brush, vec4f_t p)
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{
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if (!brush->lightdata) {
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// allow dlights to have some effect, so don't go /quite/ fullbright
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ambientcolor[2] = ambientcolor[1] = ambientcolor[0] = 200;
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return 200;
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}
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vec4f_t end = p - (vec4f_t) { 0, 0, 2048, 0 };
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int r = RecursiveLightPoint (brush, 0, p, end);
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if (r == -1)
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r = 0;
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return r;
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}
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