quakeforge/libs/video/renderer/gl/gl_lightmap.c
Bill Currie baed4bb160 [gl] Skip lights that are too far from the surface
Where too far is 1024 units as that is the maximum supported, or the
radius. The change to using unsigned for the distances meant the simple
checks missed the effective max dist going negative, thus leading to a
segfault.
2022-12-02 10:12:54 +09:00

643 lines
16 KiB
C

/*
gl_lightmap.c
surface-related refresh code
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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 <math.h>
#include <stdio.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_lightmap.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_sky.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "r_internal.h"
static scrap_t *light_scrap;
static int dlightdivtable[8192];
static int gl_internalformat; // 1 or 3
static int lightmap_bytes; // 1, 3, or 4
GLuint gl_lightmap_textures[MAX_LIGHTMAPS];
// keep lightmap texture data in main memory so texsubimage can update properly
// LordHavoc: changed to be allocated at runtime (typically lower memory usage)
static byte *lightmaps[MAX_LIGHTMAPS];
static unsigned *blocklights;
static int bl_extents[2];
static int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
qboolean gl_lightmap_modified[MAX_LIGHTMAPS];
instsurf_t *gl_lightmap_polys;
glRect_t gl_lightmap_rectchange[MAX_LIGHTMAPS];
static int lmshift = 7;
void (*gl_R_BuildLightMap) (const vec4f_t *transform, mod_brush_t *brush,
msurface_t *surf);
void
gl_lightmap_init (void)
{
int s;
memset (&lightmaps, 0, sizeof (lightmaps));
dlightdivtable[0] = 1048576 >> 7;
for (s = 1; s < 8192; s++)
dlightdivtable[s] = 1048576 / (s << 7);
}
static inline void
R_AddDynamicLights_1 (const vec4f_t *transform, msurface_t *surf)
{
float dist;
unsigned int maxdist, maxdist2, maxdist3;
int smax, smax_bytes, tmax,
grey, s, t;
unsigned int lnum, td, i, j;
unsigned int sdtable[18];
unsigned int *bl;
vec3_t impact, local;
vec4f_t entorigin = { 0, 0, 0, 1 };
smax = (surf->extents[0] >> 4) + 1;
smax_bytes = smax * gl_internalformat;
tmax = (surf->extents[1] >> 4) + 1;
if (transform) {
//FIXME give world entity a transform
entorigin = transform[3];
}
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (!(surf->dlightbits[lnum / 32] & (1 << (lnum % 32))))
continue; // not lit by this light
VectorSubtract (r_dlights[lnum].origin, entorigin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
if (dist > min (1024, r_dlights[lnum].radius))
continue;
VectorMultSub (r_dlights[lnum].origin, dist, surf->plane->normal,
impact);
i = DotProduct (impact, surf->texinfo->vecs[0]) +
surf->texinfo->vecs[0][3] - surf->texturemins[0];
// reduce calculations
t = dist * dist;
for (s = 0; s < smax; s++, i -= 16)
sdtable[s] = i * i + t;
i = DotProduct (impact, surf->texinfo->vecs[1]) +
surf->texinfo->vecs[1][3] - surf->texturemins[1];
// for comparisons to minimum acceptable light
maxdist = (int) (r_dlights[lnum].radius * r_dlights[lnum].radius);
// clamp radius to avoid exceeding 8192 entry division table
if (maxdist > 1048576)
maxdist = 1048576;
maxdist3 = maxdist - t;
// convert to 8.8 blocklights format
grey = (r_dlights[lnum].color[0] + r_dlights[lnum].color[1] +
r_dlights[lnum].color[2]) * maxdist / 3.0;
bl = blocklights;
for (t = 0; t < tmax; t++, i -= 16) {
td = i * i;
if (td < maxdist3) { // ensure part is visible on this line
maxdist2 = maxdist - td;
for (s = 0; s < smax; s++) {
if (sdtable[s] + td < maxdist2) {
j = dlightdivtable[(sdtable[s] + td) >> 7];
*bl++ += (grey * j) >> 7;
} else
bl++;
}
} else
bl += smax_bytes; // skip line
}
}
}
static inline void
R_AddDynamicLights_3 (const vec4f_t *transform, msurface_t *surf)
{
float dist;
unsigned int maxdist, maxdist2, maxdist3;
int smax, smax_bytes, tmax,
red, green, blue, s, t;
unsigned int lnum, td, i, j;
unsigned int sdtable[18];
unsigned int *bl;
vec3_t impact, local;
vec4f_t entorigin = { 0, 0, 0, 1 };
smax = (surf->extents[0] >> 4) + 1;
smax_bytes = smax * gl_internalformat;
tmax = (surf->extents[1] >> 4) + 1;
if (transform) {
entorigin = transform[3];
}
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (!(surf->dlightbits[lnum / 32] & (1 << (lnum % 32))))
continue; // not lit by this light
VectorSubtract (r_dlights[lnum].origin, entorigin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
if (dist > min (1024, r_dlights[lnum].radius))
continue;
VectorMultSub (r_dlights[lnum].origin, dist, surf->plane->normal,
impact);
i = DotProduct (impact, surf->texinfo->vecs[0]) +
surf->texinfo->vecs[0][3] - surf->texturemins[0];
// reduce calculations
t = dist * dist;
for (s = 0; s < smax; s++, i -= 16)
sdtable[s] = i * i + t;
i = DotProduct (impact, surf->texinfo->vecs[1]) +
surf->texinfo->vecs[1][3] - surf->texturemins[1];
// for comparisons to minimum acceptable light
maxdist = (int) (r_dlights[lnum].radius * r_dlights[lnum].radius);
// clamp radius to avoid exceeding 8192 entry division table
if (maxdist > 1048576)
maxdist = 1048576;
maxdist3 = maxdist - t;
// convert to 8.8 blocklights format
red = r_dlights[lnum].color[0] * maxdist;
green = r_dlights[lnum].color[1] * maxdist;
blue = r_dlights[lnum].color[2] * maxdist;
bl = blocklights;
for (t = 0; t < tmax; t++, i -= 16) {
td = i * i;
if (td < maxdist3) { // ensure part is visible on this line
maxdist2 = maxdist - td;
for (s = 0; s < smax; s++) {
if (sdtable[s] + td < maxdist2) {
j = dlightdivtable[(sdtable[s] + td) >> 7];
*bl++ += (red * j) >> 7;
*bl++ += (green * j) >> 7;
*bl++ += (blue * j) >> 7;
} else
bl += 3;
}
} else
bl += smax_bytes; // skip line
}
}
}
static void
R_BuildLightMap_1 (const vec4f_t *transform, mod_brush_t *brush,
msurface_t *surf)
{
byte *dest;
int maps, size, smax, tmax, i;
unsigned int scale;
unsigned int *bl;
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
size = smax * tmax * gl_internalformat;
// set to full bright if no light data
if (!brush->lightdata) {
memset (&blocklights[0], 0xff, size * sizeof(int));
goto store;
}
// clear to no light
memset (&blocklights[0], 0, size * sizeof(int));
// add all the lightmaps
if (surf->samples) {
byte *lightmap;
lightmap = surf->samples;
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255;
maps++) {
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
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);
store:
// bound and shift
// Also, invert because we're using a diff blendfunc now
bl = blocklights;
dest = (byte *) blocklights;
for (i = 0; i < tmax * smax; i++) {
*dest++ = min (*bl >> lmshift, 255);
bl++;
}
GL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
}
static void
R_BuildLightMap_3 (const vec4f_t *transform, mod_brush_t *brush,
msurface_t *surf)
{
byte *dest;
int maps, size, smax, tmax, i;
unsigned int scale;
unsigned int *bl;
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
size = smax * tmax * gl_internalformat;
// set to full bright if no light data
if (!brush->lightdata) {
memset (&blocklights[0], 0xff, size * sizeof(int));
goto store;
}
// clear to no light
memset (&blocklights[0], 0, size * sizeof(int));
// add all the lightmaps
if (surf->samples) {
byte *lightmap;
lightmap = surf->samples;
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255;
maps++) {
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
bl = blocklights;
for (i = 0; i < smax * tmax; i++) {
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
}
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
R_AddDynamicLights_3 (transform, surf);
store:
// bound and shift
// and invert too
bl = blocklights;
dest = (byte *) blocklights;
for (i = 0; i < tmax * smax; i++) {
*dest++ = min (*bl >> lmshift, 255);
bl++;
*dest++ = min (*bl >> lmshift, 255);
bl++;
*dest++ = min (*bl >> lmshift, 255);
bl++;
}
GL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
}
static void
R_BuildLightMap_4 (const vec4f_t *transform, mod_brush_t *brush,
msurface_t *surf)
{
byte *dest;
int maps, size, smax, tmax, i;
unsigned int scale;
unsigned int *bl;
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
size = smax * tmax * gl_internalformat;
// set to full bright if no light data
if (!brush->lightdata) {
memset (&blocklights[0], 0xff, size * sizeof(int));
goto store;
}
// clear to no light
memset (&blocklights[0], 0, size * sizeof(int));
// add all the lightmaps
if (surf->samples) {
byte *lightmap;
lightmap = surf->samples;
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255;
maps++) {
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
bl = blocklights;
for (i = 0; i < smax * tmax; i++) {
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
}
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
R_AddDynamicLights_3 (transform, surf);
store:
// bound and shift
// and invert too
bl = blocklights;
dest = (byte *) blocklights;
for (i = 0; i < tmax * smax; i++) {
*dest++ = min (*bl >> lmshift, 255);
bl++;
*dest++ = min (*bl >> lmshift, 255);
bl++;
*dest++ = min (*bl >> lmshift, 255);
bl++;
*dest++ = 255;
}
GL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
}
// BRUSH MODELS ===============================================================
void
gl_R_BlendLightmaps (void)
{
float *v;
instsurf_t *sc;
glpoly_t *p;
qfglDepthMask (GL_FALSE); // don't bother writing Z
qfglBlendFunc (lm_src_blend, lm_dest_blend);
qfglBindTexture (GL_TEXTURE_2D, gl_R_LightmapTexture ());
for (sc = gl_lightmap_polys; sc; sc = sc->lm_chain) {
if (sc->transform) {
qfglPushMatrix ();
qfglLoadMatrixf ((vec_t*)&sc->transform[0]);//FIXME
}
for (p = sc->surface->polys; p; p = p->next) {
qfglBegin (GL_POLYGON);
v = p->verts[0];
for (int j = 0; j < p->numverts; j++, v += VERTEXSIZE) {
qfglTexCoord2fv (&v[5]);
qfglVertex3fv (v);
}
qfglEnd ();
}
if (sc->transform)
qfglPopMatrix ();
}
// Return to normal blending --KB
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE); // back to normal Z buffering
}
void
gl_overbright_f (void *data, const cvar_t *cvar)
{
mod_brush_t *brush;
if (!cvar)
return;
if (gl_overbright) {
if (!gl_combine_capable && gl_mtex_capable) {
Sys_Printf ("Warning: gl_overbright has no effect with "
"gl_multitexture enabled if you don't have "
"GL_COMBINE support in your driver.\n");
lm_src_blend = GL_ZERO;
lm_dest_blend = GL_SRC_COLOR;
lmshift = 7;
gl_rgb_scale = 1.0;
} else {
lm_src_blend = GL_DST_COLOR;
lm_dest_blend = GL_SRC_COLOR;
switch (gl_overbright) {
case 2:
lmshift = 9;
gl_rgb_scale = 4.0;
break;
case 1:
lmshift = 8;
gl_rgb_scale = 2.0;
break;
default:
lmshift = 7;
gl_rgb_scale = 1.0;
break;
}
}
} else {
lm_src_blend = GL_ZERO;
lm_dest_blend = GL_SRC_COLOR;
lmshift = 7;
gl_rgb_scale = 1.0;
}
if (!gl_R_BuildLightMap)
return;
brush = &r_refdef.worldmodel->brush;
for (unsigned i = 0; i < brush->numsurfaces; i++) {
msurface_t *surf = brush->surfaces + i;
if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY))
continue;
gl_R_BuildLightMap (0, brush, surf);
}
}
// LIGHTMAP ALLOCATION ========================================================
static void
GL_CreateSurfaceLightmap (mod_brush_t *brush, msurface_t *surf)
{
int smax, tmax;
if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
return;
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
surf->lightpic = GL_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;
}
}
/*
GL_BuildLightmaps
Builds the lightmap texture with all the surfaces from all brush models
*/
void
GL_BuildLightmaps (model_t **models, int num_models)
{
model_t *m;
mod_brush_t *brush;
memset (allocated, 0, sizeof (allocated));
r_framecount = 1; // no dlightcache
switch (r_lightmap_components) {
case 1:
gl_internalformat = 1;
gl_lightmap_format = GL_LUMINANCE;
lightmap_bytes = 1;
gl_R_BuildLightMap = R_BuildLightMap_1;
break;
case 3:
gl_internalformat = 3;
if (gl_use_bgra)
gl_lightmap_format = GL_BGR;
else
gl_lightmap_format = GL_RGB;
lightmap_bytes = 3;
gl_R_BuildLightMap = R_BuildLightMap_3;
break;
case 4:
default:
gl_internalformat = 3;
if (gl_use_bgra)
gl_lightmap_format = GL_BGRA;
else
gl_lightmap_format = GL_RGBA;
lightmap_bytes = 4;
gl_R_BuildLightMap = R_BuildLightMap_4;
break;
}
if (!light_scrap) {
light_scrap = GL_CreateScrap (4096, gl_lightmap_format, 1);
} else {
GL_ScrapClear (light_scrap);
}
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;
gl_currentmodel = m;
// non-bsp models don't have surfaces.
for (unsigned i = 0; i < brush->numsurfaces; i++) {
if (brush->surfaces[i].flags & (SURF_DRAWTURB | SURF_DRAWSKY))
continue;
GL_CreateSurfaceLightmap (brush, brush->surfaces + i);
GL_BuildSurfaceDisplayList (brush, brush->surfaces + i);
}
}
int size = bl_extents[0] * bl_extents[1] * 3; // * 3 for rgb support
blocklights = realloc (blocklights, size * sizeof (blocklights[0]));
// upload all lightmaps that were filled
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) {
gl_R_BuildLightMap (0, brush, surf);
}
}
}
}
int
gl_R_LightmapTexture (void)
{
return GL_ScrapTexture (light_scrap);
}
void
gl_R_FlushLightmaps (void)
{
GL_ScrapFlush (light_scrap);
}