mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 15:41:59 +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).
209 lines
5.4 KiB
C
209 lines
5.4 KiB
C
#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <string.h>
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#include "QF/model.h"
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#include "QF/render.h"
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#include "QF/set.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/light.h"
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#include "QF/scene/scene.h"
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#include "QF/simd/vec4f.h"
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static void
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expand_pvs (set_t *pvs, mod_brush_t *brush)
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{
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set_t base_pvs = SET_STATIC_INIT (brush->visleafs, alloca);
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set_assign (&base_pvs, pvs);
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for (unsigned i = 0; i < brush->visleafs; i++) {
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if (set_is_member (&base_pvs, i)) {
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Mod_LeafPVS_mix (brush->leafs + i + 1, brush, 0, pvs);
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}
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}
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}
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lightingdata_t *
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Light_CreateLightingData (scene_t *scene)
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{
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lightingdata_t *ldata = calloc (1, sizeof (lightingdata_t));
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ldata->scene = scene;
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return ldata;
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}
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void
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Light_DestroyLightingData (lightingdata_t *ldata)
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{
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free (ldata);
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}
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void
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Light_ClearLights (lightingdata_t *ldata)
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{
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if (ldata->sun_pvs) {
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set_delete (ldata->sun_pvs);
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}
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ldata->sun_pvs = 0;
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if (ldata->pvs) {
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set_delete (ldata->pvs);
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}
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ldata->pvs = 0;
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ldata->leaf = 0;
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}
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static bool
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test_light_leaf (const light_t *light, const mleaf_t *leaf)
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{
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// FIXME directional lights should check the direction against the
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// leaf's portals (need to find the portals first, though)
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if (!light->position[3] || !light->attenuation[3]) {
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// non-positional lights or lights with infinite radius always light
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// the leafs they can see
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return true;
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}
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// use Minkowski difference to see if the light hits the leaf's bounding
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// box (thanks to Nick Alger:
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// https://stackoverflow.com/questions/5122228/box-to-sphere-collision)
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float r = 1/light->attenuation[3];
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vec4f_t c = light->position / light->position[3];
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vec4f_t mins = loadvec3f (leaf->mins);
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vec4f_t maxs = loadvec3f (leaf->maxs);
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vec4i_t tmin = c < mins;
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vec4i_t tmax = maxs < c;
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vec4i_t tcen = ~tmin & ~tmax;
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vec4f_t p = (vec4f_t)((tmin & (vec4i_t)mins)
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+ (tcen & (vec4i_t)c)
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+ (tmax & (vec4i_t)maxs));
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p[3] = 1;
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vec4f_t d = p - c;
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if (dotf (d, d)[0] > r * r) {
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return false;
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}
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return true;
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}
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static void
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link_light (lightingdata_t *ldata, const light_t *light, entity_t ent)
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{
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scene_t *scene = ldata->scene;
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model_t *model = scene->worldmodel;
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set_t _pvs = SET_STATIC_INIT (model->brush.visleafs, alloca);
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set_t *pvs = &_pvs;
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uint32_t leafnum = ~0u;
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if (light->position[3]) {
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// positional light
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mleaf_t *leaf = Mod_PointInLeaf (light->position, &model->brush);
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Mod_LeafPVS_set (leaf, &model->brush, 0, pvs);
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leafnum = leaf - model->brush.leafs;
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} else if (DotProduct (light->direction, light->direction)) {
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// directional light (sun)
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pvs = ldata->sun_pvs;
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leafnum = 0;
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} else {
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// ambient light
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Mod_LeafPVS_set (model->brush.leafs, &model->brush, 0xff, pvs);
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}
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Ent_SetComponent (ent.id, scene_lightleaf, ent.reg, &leafnum);
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efrag_t *efrags = 0;
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efrag_t **lastlink = &efrags;
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for (auto li = set_first (pvs); li; li = set_next (li)) {
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mleaf_t *leaf = model->brush.leafs + li->element + 1;
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if (test_light_leaf (light, leaf)) {
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lastlink = R_LinkEfrag (leaf, ent, mod_light, lastlink);
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}
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}
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if (Ent_HasComponent (ent.id, scene_efrags, ent.reg)) {
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Ent_RemoveComponent (ent.id, scene_efrags, ent.reg);
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}
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Ent_SetComponent (ent.id, scene_efrags, ent.reg, &efrags);
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}
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void
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Light_AddLight (lightingdata_t *ldata, const light_t *light, uint32_t style)
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{
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scene_t *scene = ldata->scene;
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entity_t ent = {
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.reg = scene->reg,
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.id = ECS_NewEntity (scene->reg),
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};
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Ent_SetComponent (ent.id, scene_light, ent.reg, light);
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Ent_SetComponent (ent.id, scene_lightstyle, ent.reg, &style);
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link_light (ldata, light, ent);
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}
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void
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Light_LinkLight (lightingdata_t *ldata, uint32_t entid)
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{
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scene_t *scene = ldata->scene;
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entity_t ent = {
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.reg = scene->reg,
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.id = entid,
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};
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dlight_t *dlight = Ent_GetComponent (ent.id, scene_dynlight, ent.reg);
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if (!dlight) {
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Sys_Error ("no dlight on entity to link");
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}
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light_t light = {
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.color = dlight->color,
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.position = dlight->origin,
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.direction = {0, 0, 1, 1},
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.attenuation = {0, 0, 1, 1/dlight->radius},
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};
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link_light (ldata, &light, ent);
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}
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void
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Light_EnableSun (lightingdata_t *ldata)
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{
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scene_t *scene = ldata->scene;
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auto brush = &scene->worldmodel->brush;
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if (!ldata->sun_pvs) {
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ldata->sun_pvs = set_new_size (brush->visleafs);
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}
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set_expand (ldata->sun_pvs, brush->visleafs);
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set_empty (ldata->sun_pvs);
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// Any leaf with sky surfaces can potentially see the sun, thus put
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// the sun "in" every leaf with a sky surface
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// however, skip leaf 0 as it is the exterior solid leaf
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for (unsigned l = 1; l < brush->modleafs; l++) {
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if (brush->leaf_flags[l] & SURF_DRAWSKY) {
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set_add (ldata->sun_pvs, l - 1); //pvs is 1-based
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}
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}
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// any leaf visible from a leaf with a sky surface (and thus the sun)
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// can receive shadows from the sun
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expand_pvs (ldata->sun_pvs, brush);
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}
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void
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Light_DecayLights (lightingdata_t *ldata, float frametime, double realtime)
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{
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auto reg = ldata->scene->reg;
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auto dlight_pool = ®->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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dlight->radius -= frametime * dlight->decay;
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if (dlight->radius <= 0 || dlight->die < realtime) {
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uint32_t ent = dlight_pool->dense[i];
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Ent_RemoveComponent (ent, scene_dynlight, reg);
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if (!Ent_HasComponent (ent, scene_efrags, reg)) {
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Sys_Error ("dlight with no efrags");
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}
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Ent_RemoveComponent (ent, scene_efrags, reg);
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i--;
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}
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}
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}
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