quakeforge/libs/video/renderer/glsl/glsl_lightmap.c
Bill Currie 35eec0b2e5 [ecs] Implement hierarchies as components
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.

Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).

Centerprint doesn't work (but it hasn't for a while).
2024-01-02 16:38:01 +09:00

279 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 s_dynlight (r_refdef.scene->base + scene_dynlight)
#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[s_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);
}