quakeforge/libs/video/renderer/glsl/glsl_lightmap.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

277 lines
6.8 KiB
C

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