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https://git.code.sf.net/p/quake/quakeforge
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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).
277 lines
6.8 KiB
C
277 lines
6.8 KiB
C
/*
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glsl_lightmap.c
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GLSL lightmaps
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/6
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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 <stdlib.h>
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_lightmap.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_internal.h"
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#define BLOCK_SIZE (BLOCK_WIDTH * BLOCK_HEIGHT)
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static scrap_t *light_scrap;
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static unsigned *blocklights;
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static int bl_extents[2];
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void (*glsl_R_BuildLightMap) (const vec4f_t *transform, mod_brush_t *brush,
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msurface_t *surf);
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static void
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R_AddDynamicLights_1 (const vec4f_t *transform, msurface_t *surf)
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{
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int sd, td;
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float dist, rad, minlight;
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vec3_t impact, local, lightorigin;
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vec4f_t entorigin = { 0, 0, 0, 1};
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int s, t;
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int smax, tmax;
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mtexinfo_t *tex;
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smax = (surf->extents[0] >> 4) + 1;
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tmax = (surf->extents[1] >> 4) + 1;
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tex = surf->texinfo;
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if (transform) {
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//FIXME give world entity a transform
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entorigin = transform[3];
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}
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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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if (!(surf->dlightbits[i / 32] & (1 << (i % 32))))
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continue; // not lit by this light
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VectorSubtract (dlight->origin, entorigin, lightorigin);
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rad = dlight->radius;
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dist = DotProduct (lightorigin, surf->plane->normal)
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- surf->plane->dist;
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rad -= fabs (dist);
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minlight = dlight->minlight;
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if (rad < minlight)
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continue;
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minlight = rad - minlight;
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VectorMultSub (lightorigin, dist, surf->plane->normal, impact);
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
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local[0] -= surf->texturemins[0];
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local[1] -= surf->texturemins[1];
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for (t = 0; t < tmax; t++) {
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td = local[1] - t * 16;
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if (td < 0)
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td = -td;
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for (s = 0; s < smax; s++) {
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sd = local[0] - s * 16;
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if (sd < 0)
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sd = -sd;
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if (sd > td)
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dist = sd + (td >> 1);
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else
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dist = td + (sd >> 1);
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if (dist < minlight)
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blocklights[t * smax + s] += (rad - dist) * 256;
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}
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}
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}
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}
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static void
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R_BuildLightMap_1 (const vec4f_t *transform, mod_brush_t *brush,
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msurface_t *surf)
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{
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int smax, tmax, size;
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unsigned scale;
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int i, t;
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byte *out;
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// If we add dlights this frame, make sure they get removed next frame
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// if the dlights disappear suddenly
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surf->cached_dlight = (surf->dlightframe == r_framecount);
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smax = (surf->extents[0] >> 4) + 1;
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tmax = (surf->extents[1] >> 4) + 1;
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size = smax * tmax;
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// clear to no light
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memset (blocklights, 0, size * sizeof (blocklights[0]));
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if (!brush->lightdata) {
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// because we by-pass the inversion, "no light" = "full bright"
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GLSL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
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return;
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}
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// add all the lightmaps
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if (surf->samples) {
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int lmap;
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byte *lightmap = surf->samples;
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for (lmap = 0; lmap < MAXLIGHTMAPS && surf->styles[lmap] != 255;
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lmap++) {
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unsigned int *bl;
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scale = d_lightstylevalue[surf->styles[lmap]];
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surf->cached_light[lmap] = scale;
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bl = blocklights;
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for (i = 0; i < size; i++)
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*bl++ += *lightmap++ * scale;
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}
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}
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// add all the dynamic lights
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if (surf->dlightframe == r_framecount)
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R_AddDynamicLights_1 (transform, surf);
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// bound, invert, and shift
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out = (byte *) blocklights;
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for (i = 0; i < size; i++) {
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t = (255 * 256 - (int) blocklights[i]);
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t = max (t, 1 << (14 - VID_CBITS));
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t = ((unsigned) t) >> (16 - VID_CBITS);
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*out++ = t;
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}
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GLSL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
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}
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static void
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create_surf_lightmap (msurface_t *surf)
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{
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int smax, tmax;
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smax = (surf->extents[0] >> 4) + 1;
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tmax = (surf->extents[1] >> 4) + 1;
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surf->lightpic = GLSL_ScrapSubpic (light_scrap, smax, tmax);
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if (!surf->lightpic)
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Sys_Error ("FIXME taniwha is being lazy");
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if (smax > bl_extents[0])
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bl_extents[0] = smax;
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if (tmax > bl_extents[1])
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bl_extents[1] = tmax;
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}
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void
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glsl_R_BuildLightmaps (model_t **models, int num_models)
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{
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int size;
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model_t *m;
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mod_brush_t *brush;
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//FIXME RGB support
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if (!light_scrap) {
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light_scrap = GLSL_CreateScrap (4096, GL_LUMINANCE, 1);
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} else {
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GLSL_ScrapClear (light_scrap);
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}
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glsl_R_BuildLightMap = R_BuildLightMap_1;
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bl_extents[1] = bl_extents[0] = 0;
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for (int j = 1; j < num_models; j++) {
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m = models[j];
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if (!m)
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break;
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if (m->path[0] == '*' || m->type != mod_brush) {
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// sub model surfaces are processed as part of the main model
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continue;
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}
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brush = &m->brush;
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// non-bsp models don't have surfaces.
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for (unsigned i = 0; i < brush->numsurfaces; i++) {
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msurface_t *surf = brush->surfaces + i;
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surf->lightpic = 0; // paranoia
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if (surf->flags & SURF_DRAWTURB)
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continue;
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if (surf->flags & SURF_DRAWSKY)
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continue;
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create_surf_lightmap (surf);
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}
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}
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size = bl_extents[0] * bl_extents[1] * 3; // * 3 for rgb support
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blocklights = realloc (blocklights, size * sizeof (blocklights[0]));
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for (int j = 1; j < num_models; j++) {
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m = models[j];
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if (!m)
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break;
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if (m->path[0] == '*' || m->type != mod_brush) {
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// sub model surfaces are processed as part of the main model
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continue;
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}
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brush = &m->brush;
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// non-bsp models don't have surfaces.
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for (unsigned i = 0; i < brush->numsurfaces; i++) {
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msurface_t *surf = brush->surfaces + i;
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if (surf->lightpic)
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glsl_R_BuildLightMap (0, brush, surf);
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}
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}
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}
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int
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glsl_R_LightmapTexture (void)
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{
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return GLSL_ScrapTexture (light_scrap);
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}
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void
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glsl_R_FlushLightmaps (void)
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{
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GLSL_ScrapFlush (light_scrap);
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}
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void
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glsl_Lightmap_Shutdown (void)
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{
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if (light_scrap) {
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GLSL_DestroyScrap (light_scrap);
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}
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free (blocklights);
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}
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