mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 23:52:22 +00:00
8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
266 lines
6.5 KiB
C
266 lines
6.5 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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unsigned lnum;
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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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for (lnum = 0; lnum < r_maxdlights; lnum++) {
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if (!(surf->dlightbits[lnum / 32] & (1 << (lnum % 32))))
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continue; // not lit by this light
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VectorSubtract (r_dlights[lnum].origin, entorigin, lightorigin);
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rad = r_dlights[lnum].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 = r_dlights[lnum].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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