quakeforge/libs/video/renderer/r_light.c
Ragnvald Maartmann-Moe IV 06dd45bdb1 Merge common lighting code. Still some lightmap-related code in *_rsurf.c that might be mergable. This is the first step towards 3 component lighting for the sw32 renderer.
Note that gl_lightmap_components is now r_lightmap_components, and gl_dlight_lightmaps is now r_dlight_lightmaps.
2001-08-25 23:23:14 +00:00

416 lines
9.3 KiB
C

/*
r_light.c
common lightmap code.
Copyright (C) 1996-1997 Id Software, Inc.
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
$Id$
*/
#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 <math.h>
#include <stdio.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "r_cvar.h"
#include "r_local.h"
#include "r_shared.h"
void
R_AnimateLight (void)
{
int i, j, k;
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int) (r_realtime * 10);
for (j = 0; j < MAX_LIGHTSTYLES; j++) {
if (!r_lightstyle[j].length) {
d_lightstylevalue[j] = 256;
continue;
}
k = i % r_lightstyle[j].length;
k = r_lightstyle[j].map[k] - 'a';
k = k * 22;
d_lightstylevalue[j] = k;
}
}
// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
// and support bmodel lighting better
void
R_RecursiveMarkLights (vec3_t lightorigin, dlight_t *light, int bit,
mnode_t *node)
{
mplane_t *splitplane;
float ndist, maxdist;
msurface_t *surf;
int i;
maxdist = light->radius * light->radius;
loc0:
if (node->contents < 0)
return;
splitplane = node->plane;
ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
if (ndist > light->radius) {
// Save time by not pushing another stack frame.
if (node->children[0]->contents >= 0) {
node = node->children[0];
goto loc0;
}
return;
}
if (ndist < -light->radius) {
// Save time by not pushing another stack frame.
if (node->children[1]->contents >= 0) {
node = node->children[1];
goto loc0;
}
return;
}
// mark the polygons
surf = r_worldentity.model->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) {
int s, t;
float l, dist, dist2;
vec3_t impact;
dist = ndist;
dist2 = dist * dist;
if (dist2 >= maxdist)
continue;
impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
l = DotProduct (impact, surf->texinfo->vecs[0]) +
surf->texinfo->vecs[0][3] - surf->texturemins[0];
s = l + 0.5;
if (s < 0)
s = 0;
else if (s > surf->extents[0])
s = surf->extents[0];
s = l - s;
l = DotProduct (impact, surf->texinfo->vecs[1]) +
surf->texinfo->vecs[1][3] - surf->texturemins[1];
t = l + 0.5;
if (t < 0)
t = 0;
else if (t > surf->extents[1])
t = surf->extents[1];
t = l - t;
if ((s * s + t * t + dist * dist) < maxdist) {
if (surf->dlightframe != r_framecount) {
surf->dlightframe = r_framecount;
surf->dlightbits = bit;
} else {
surf->dlightbits |= bit;
}
}
}
if (node->children[0]->contents >= 0) {
if (node->children[1]->contents >= 0)
R_RecursiveMarkLights (lightorigin, light, bit, node->children[1]);
node = node->children[0];
goto loc0;
} else if (node->children[1]->contents >= 0) {
node = node->children[1];
goto loc0;
}
}
static void
mark_surfaces (msurface_t *surf, vec3_t lightorigin, dlight_t *light,
int bit)
{
float dist;
#if 1
float dist2, d;
float maxdist = light->radius * light->radius;
vec3_t impact;
#endif
dist = PlaneDiff(lightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
dist = -dist;
if ((dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
|| dist > light->radius)
return;
#if 1
dist2 = dist * dist;
dist = -dist;
VectorMA (light->origin, dist, surf->plane->normal, impact);
d = DotProduct (impact, surf->texinfo->vecs[0])
+ surf->texinfo->vecs[0][3] - surf->texturemins[0];
if (d < 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
} else {
d -= surf->extents[0] + 16;
if (d > 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
}
}
d = DotProduct (impact, surf->texinfo->vecs[1])
+ surf->texinfo->vecs[1][3] - surf->texturemins[1];
if (d < 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
} else {
d -= surf->extents[1] + 16;
if (d > 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
}
}
#endif
if (surf->dlightframe != r_framecount) {
surf->dlightbits = 0;
surf->dlightframe = r_framecount;
}
surf->dlightbits |= bit;
}
void
R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, model_t *model)
{
mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
if (!pvsleaf->compressed_vis) {
mnode_t *node = model->nodes + model->hulls[0].firstclipnode;
R_RecursiveMarkLights (lightorigin, light, bit, node);
} else {
float radius = light->radius;
vec3_t mins, maxs;
int leafnum = 0;
byte *in = pvsleaf->compressed_vis;
byte vis_bits;
mins[0] = lightorigin[0] - radius;
mins[1] = lightorigin[1] - radius;
mins[2] = lightorigin[2] - radius;
maxs[0] = lightorigin[0] + radius;
maxs[1] = lightorigin[1] + radius;
maxs[2] = lightorigin[2] + radius;
while (leafnum < model->numleafs) {
int i;
if (!(vis_bits = *in++)) {
leafnum += (*in++) * 8;
continue;
}
for (i = 0; i < 8 && leafnum < model->numleafs; i++, leafnum++) {
int m;
mleaf_t *leaf = &model->leafs[leafnum + 1];
if (!(vis_bits & (1 << i)))
continue;
if (leaf->visframe != r_visframecount)
continue;
if (leaf->mins[0] > maxs[0] || leaf->maxs[0] < mins[0]
|| leaf->mins[1] > maxs[1] || leaf->maxs[1] < mins[1]
|| leaf->mins[2] > maxs[2] || leaf->maxs[2] < mins[2])
continue;
if (leaf->dlightframe != r_framecount) {
leaf->dlightbits = 0;
leaf->dlightframe = r_framecount;
}
leaf->dlightbits |= bit;
for (m = 0; m < leaf->nummarksurfaces; m++) {
msurface_t *surf = leaf->firstmarksurface[m];
if (surf->visframe != r_visframecount)
continue;
mark_surfaces (surf, lightorigin, light, bit);
}
}
}
}
}
void
R_PushDlights (vec3_t entorigin)
{
int i;
dlight_t *l;
vec3_t lightorigin;
if (!r_dlight_lightmap->int_val)
return;
l = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < r_realtime || !l->radius)
continue;
VectorSubtract (l->origin, entorigin, lightorigin);
R_MarkLights (lightorigin, l, 1 << i, r_worldentity.model);
}
}
/*
LIGHT SAMPLING
*/
mplane_t *lightplane;
vec3_t lightspot;
int
RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
{
int r;
float front, back, frac;
int side;
mplane_t *plane;
vec3_t mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
byte *lightmap;
unsigned int scale;
int maps;
if (node->contents < 0)
return -1; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
back = DotProduct (end, plane->normal) - plane->dist;
side = front < 0;
if ((back < 0) == side)
return RecursiveLightPoint (node->children[side], start, end);
frac = front / (front - back);
mid[0] = start[0] + (end[0] - start[0]) * frac;
mid[1] = start[1] + (end[1] - start[1]) * frac;
mid[2] = start[2] + (end[2] - start[2]) * frac;
// go down front side
r = RecursiveLightPoint (node->children[side], start, mid);
if (r >= 0)
return r; // hit something
if ((back < 0) == side)
return -1; // didn't hit anything
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = r_worldentity.model->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) {
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
if (s < surf->texturemins[0] || t < surf->texturemins[1])
continue;
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if (ds > surf->extents[0] || dt > surf->extents[1])
continue;
if (!surf->samples)
return 0;
ds >>= 4;
dt >>= 4;
lightmap = surf->samples;
r = 0;
if (lightmap) {
lightmap += dt * ((surf->extents[0] >> 4) + 1) + ds;
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255;
maps++) {
scale = d_lightstylevalue[surf->styles[maps]];
r += *lightmap * scale;
lightmap += ((surf->extents[0] >> 4) + 1) *
((surf->extents[1] >> 4) + 1);
}
r >>= 8;
}
return r;
}
// go down back side
return RecursiveLightPoint (node->children[!side], mid, end);
}
int
R_LightPoint (vec3_t p)
{
vec3_t end;
int r;
if (!r_worldentity.model->lightdata)
return 255;
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
r = RecursiveLightPoint (r_worldentity.model->nodes, p, end);
if (r == -1)
r = 0;
return r;
}