mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 00:40:55 +00:00
df5b471342
Abyss of Pandemonium uses global ambient light a lot, but doesn't specify it in every map (nothing extracting entities and adding a reasonable value can't fix). I imagine some further tweaking will be needed.
140 lines
3.3 KiB
C
140 lines
3.3 KiB
C
#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <string.h>
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#include "QF/model.h"
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#include "QF/set.h"
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#include "QF/scene/light.h"
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#include "QF/scene/scene.h"
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#include "QF/simd/vec4f.h"
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static void
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expand_pvs (set_t *pvs, model_t *model)
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{
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set_t base_pvs = SET_STATIC_INIT (model->brush.visleafs, alloca);
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set_assign (&base_pvs, pvs);
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for (unsigned i = 0; i < model->brush.visleafs; i++) {
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if (set_is_member (&base_pvs, i)) {
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Mod_LeafPVS_mix (model->brush.leafs + i + 1, model, 0, pvs);
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}
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}
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}
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lightingdata_t *
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Light_CreateLightingData (scene_t *scene)
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{
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lightingdata_t *ldata = calloc (1, sizeof (lightingdata_t));
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DARRAY_INIT (&ldata->lights, 16);
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DARRAY_INIT (&ldata->lightstyles, 16);
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DARRAY_INIT (&ldata->lightleafs, 16);
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DARRAY_INIT (&ldata->lightvis, 16);
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ldata->scene = scene;
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return ldata;
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}
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void
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Light_DestroyLightingData (lightingdata_t *ldata)
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{
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DARRAY_CLEAR (&ldata->lights);
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DARRAY_CLEAR (&ldata->lightstyles);
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DARRAY_CLEAR (&ldata->lightleafs);
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DARRAY_CLEAR (&ldata->lightvis);
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free (ldata);
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}
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void
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Light_ClearLights (lightingdata_t *ldata)
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{
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ldata->lights.size = 0;
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ldata->lightstyles.size = 0;
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ldata->lightleafs.size = 0;
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ldata->lightvis.size = 0;
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if (ldata->sun_pvs) {
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set_delete (ldata->sun_pvs);
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}
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ldata->sun_pvs = 0;
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if (ldata->pvs) {
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set_delete (ldata->pvs);
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}
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ldata->pvs = 0;
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ldata->leaf = 0;
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}
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void
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Light_EnableSun (lightingdata_t *ldata)
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{
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scene_t *scene = ldata->scene;
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model_t *model = scene->worldmodel;
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if (!ldata->sun_pvs) {
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ldata->sun_pvs = set_new_size (model->brush.visleafs);
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}
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set_expand (ldata->sun_pvs, model->brush.visleafs);
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set_empty (ldata->sun_pvs);
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// Any leaf with sky surfaces can potentially see the sun, thus put
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// the sun "in" every leaf with a sky surface
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// however, skip leaf 0 as it is the exterior solid leaf
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for (unsigned l = 1; l < model->brush.modleafs; l++) {
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if (model->brush.leaf_flags[l] & SURF_DRAWSKY) {
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set_add (ldata->sun_pvs, l - 1); //pvs is 1-based
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}
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}
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// any leaf visible from a leaf with a sky surface (and thus the sun)
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// can receive shadows from the sun
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expand_pvs (ldata->sun_pvs, model);
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}
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void
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Light_FindVisibleLights (lightingdata_t *ldata)
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{
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scene_t *scene = ldata->scene;
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mleaf_t *leaf = scene->viewleaf;
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model_t *model = scene->worldmodel;
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if (!leaf) {
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return;
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}
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if (!ldata->pvs) {
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ldata->pvs = set_new_size (model->brush.visleafs);
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}
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if (leaf != ldata->leaf) {
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//double start = Sys_DoubleTime ();
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int flags = 0;
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if (leaf == model->brush.leafs) {
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set_everything (ldata->pvs);
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} else {
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Mod_LeafPVS_set (leaf, model, 0, ldata->pvs);
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expand_pvs (ldata->pvs, model);
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}
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for (unsigned i = 0; i < model->brush.visleafs; i++) {
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if (set_is_member (ldata->pvs, i)) {
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flags |= model->brush.leaf_flags[i + 1];
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}
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}
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ldata->leaf = leaf;
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//double end = Sys_DoubleTime ();
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//Sys_Printf ("find_visible_lights: %.5gus\n", (end - start) * 1e6);
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int visible = 0;
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memset (ldata->lightvis.a, 0, ldata->lightvis.size * sizeof (byte));
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for (size_t i = 0; i < ldata->lightleafs.size; i++) {
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int l = ldata->lightleafs.a[i];
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if ((l == -2) || (l == -1 && (flags & SURF_DRAWSKY))
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|| set_is_member (ldata->pvs, l)) {
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ldata->lightvis.a[i] = 1;
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visible++;
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}
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}
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//Sys_Printf ("find_visible_lights: %d / %zd visible\n", visible,
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// ldata->lightvis.size);
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}
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}
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