quakeforge/libs/scene/light.c
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
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).
2023-08-04 15:08:56 +09:00

209 lines
5.4 KiB
C

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