473 lines
No EOL
13 KiB
C++
473 lines
No EOL
13 KiB
C++
// tr_light.c
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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#define DLIGHT_AT_RADIUS 16
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// at the edge of a dlight's influence, this amount of light will be added
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#define DLIGHT_MINIMUM_RADIUS 16
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// never calculate a range less than this to prevent huge light numbers
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/*
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===============
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R_TransformDlights
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Transforms the origins of an array of dlights.
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Used by both the front end (for DlightBmodel) and
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the back end (before doing the lighting calculation)
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===============
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*/
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void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or) {
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int i;
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vec3_t temp;
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for ( i = 0 ; i < count ; i++, dl++ ) {
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VectorSubtract( dl->origin, or->origin, temp );
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dl->transformed[0] = DotProduct( temp, or->axis[0] );
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dl->transformed[1] = DotProduct( temp, or->axis[1] );
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dl->transformed[2] = DotProduct( temp, or->axis[2] );
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}
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}
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/*
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=============
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R_DlightBmodel
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Determine which dynamic lights may effect this bmodel
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=============
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*/
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void R_DlightBmodel( bmodel_t *bmodel ) {
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int i, j;
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dlight_t *dl;
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int mask;
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msurface_t *surf;
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// transform all the lights
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R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.or );
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mask = 0;
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for ( i=0 ; i<tr.refdef.num_dlights ; i++ ) {
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dl = &tr.refdef.dlights[i];
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// see if the point is close enough to the bounds to matter
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
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break;
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}
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if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
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break;
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}
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}
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if ( j < 3 ) {
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continue;
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}
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// we need to check this light
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mask |= 1 << i;
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}
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tr.currentEntity->needDlights = (mask != 0);
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// set the dlight bits in all the surfaces
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for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
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surf = bmodel->firstSurface + i;
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if ( *surf->data == SF_FACE ) {
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((srfSurfaceFace_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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} else if ( *surf->data == SF_GRID ) {
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((srfGridMesh_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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} else if ( *surf->data == SF_TRIANGLES ) {
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((srfTriangles_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
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}
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}
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}
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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*/
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extern cvar_t *r_ambientScale;
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extern cvar_t *r_directedScale;
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extern cvar_t *r_debugLight;
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/*
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=================
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R_SetupEntityLightingGrid
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=================
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*/
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static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
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vec3_t lightOrigin;
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int pos[3];
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int i, j;
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float frac[3];
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int gridStep[3];
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vec3_t direction;
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float totalFactor;
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unsigned short *startGridPos;
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if (r_fullbright->integer || tr.refdef.doFullbright )
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{
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ent->ambientLight[0] = ent->ambientLight[1] = ent->ambientLight[2] = 255.0;
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ent->directedLight[0] = ent->directedLight[1] = ent->directedLight[2] = 255.0;
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VectorCopy( tr.sunDirection, ent->lightDir );
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return;
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}
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if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
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// seperate lightOrigins are needed so an object that is
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// sinking into the ground can still be lit, and so
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// multi-part models can be lit identically
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VectorCopy( ent->e.lightingOrigin, lightOrigin );
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} else {
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VectorCopy( ent->e.origin, lightOrigin );
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}
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#define ACCURATE_LIGHTGRID_SAMPLING 1
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#if ACCURATE_LIGHTGRID_SAMPLING
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vec3_t startLightOrigin;
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VectorCopy( lightOrigin, startLightOrigin );
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#endif
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VectorSubtract( lightOrigin, tr.world->lightGridOrigin, lightOrigin );
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for ( i = 0 ; i < 3 ; i++ ) {
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float v;
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v = lightOrigin[i]*tr.world->lightGridInverseSize[i];
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pos[i] = floor( v );
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frac[i] = v - pos[i];
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if ( pos[i] < 0 ) {
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pos[i] = 0;
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} else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) {
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pos[i] = tr.world->lightGridBounds[i] - 1;
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}
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}
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VectorClear( ent->ambientLight );
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VectorClear( ent->directedLight );
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VectorClear( direction );
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// trilerp the light value
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gridStep[0] = 1;
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gridStep[1] = tr.world->lightGridBounds[0];
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gridStep[2] = tr.world->lightGridBounds[0] * tr.world->lightGridBounds[1];
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startGridPos = tr.world->lightGridArray + pos[0] * gridStep[0]
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+ pos[1] * gridStep[1] + pos[2] * gridStep[2];
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#if ACCURATE_LIGHTGRID_SAMPLING
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vec3_t startGridOrg;
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VectorCopy( tr.world->lightGridOrigin, startGridOrg );
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startGridOrg[0] += pos[0] * tr.world->lightGridSize[0];
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startGridOrg[1] += pos[1] * tr.world->lightGridSize[1];
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startGridOrg[2] += pos[2] * tr.world->lightGridSize[2];
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#endif
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totalFactor = 0;
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for ( i = 0 ; i < 8 ; i++ ) {
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float factor;
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mgrid_t *data;
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unsigned short *gridPos;
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int lat, lng;
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vec3_t normal;
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#if ACCURATE_LIGHTGRID_SAMPLING
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vec3_t gridOrg;
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VectorCopy( startGridOrg, gridOrg );
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#endif
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factor = 1.0;
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gridPos = startGridPos;
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( i & (1<<j) ) {
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factor *= frac[j];
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gridPos += gridStep[j];
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#if ACCURATE_LIGHTGRID_SAMPLING
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gridOrg[j] += tr.world->lightGridSize[j];
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#endif
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} else {
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factor *= (1.0 - frac[j]);
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}
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}
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if (gridPos >= tr.world->lightGridArray + tr.world->numGridArrayElements)
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{//we've gone off the array somehow
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continue;
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}
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data = tr.world->lightGridData + *gridPos;
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if ( data->styles[0] == LS_NONE )
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{
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continue; // ignore samples in walls
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}
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#if 0
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if ( !SV_inPVS( startLightOrigin, gridOrg ) )
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{
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continue;
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}
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#endif
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totalFactor += factor;
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for(j=0;j<MAXLIGHTMAPS;j++)
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{
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if (data->styles[j] != LS_NONE)
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{
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const byte style= data->styles[j];
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ent->ambientLight[0] += factor * data->ambientLight[j][0] * styleColors[style][0] / 255.0f;
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ent->ambientLight[1] += factor * data->ambientLight[j][1] * styleColors[style][1] / 255.0f;
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ent->ambientLight[2] += factor * data->ambientLight[j][2] * styleColors[style][2] / 255.0f;
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ent->directedLight[0] += factor * data->directLight[j][0] * styleColors[style][0] / 255.0f;
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ent->directedLight[1] += factor * data->directLight[j][1] * styleColors[style][1] / 255.0f;
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ent->directedLight[2] += factor * data->directLight[j][2] * styleColors[style][2] / 255.0f;
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}
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else
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{
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break;
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}
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}
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lat = data->latLong[1];
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lng = data->latLong[0];
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lat *= (FUNCTABLE_SIZE/256);
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lng *= (FUNCTABLE_SIZE/256);
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// decode X as cos( lat ) * sin( long )
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// decode Y as sin( lat ) * sin( long )
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// decode Z as cos( long )
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normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
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normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
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normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
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VectorMA( direction, factor, normal, direction );
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#if ACCURATE_LIGHTGRID_SAMPLING
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if ( r_debugLight->integer && ent->e.hModel == -1 )
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{
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//draw
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refEntity_t refEnt;
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refEnt.hModel = 0;
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refEnt.ghoul2 = NULL;
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refEnt.renderfx = 0;
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VectorCopy( gridOrg, refEnt.origin );
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vectoangles( normal, refEnt.angles );
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AnglesToAxis( refEnt.angles, refEnt.axis );
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refEnt.reType = RT_MODEL;
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RE_AddRefEntityToScene( &refEnt );
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refEnt.renderfx = RF_DEPTHHACK;
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refEnt.reType = RT_SPRITE;
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refEnt.customShader = RE_RegisterShader( "gfx/misc/debugAmbient" );
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refEnt.shaderRGBA[0] = data->ambientLight[0][0];
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refEnt.shaderRGBA[1] = data->ambientLight[0][1];
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refEnt.shaderRGBA[2] = data->ambientLight[0][2];
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refEnt.shaderRGBA[3] = 255;
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refEnt.radius = factor*50+2.0f; // maybe always give it a minimum size?
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refEnt.rotation = 0; // don't let the sprite wobble around
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RE_AddRefEntityToScene( &refEnt );
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refEnt.reType = RT_LINE;
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refEnt.customShader = RE_RegisterShader( "gfx/misc/debugArrow" );
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refEnt.shaderRGBA[0] = data->directLight[0][0];
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refEnt.shaderRGBA[1] = data->directLight[0][1];
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refEnt.shaderRGBA[2] = data->directLight[0][2];
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refEnt.shaderRGBA[3] = 255;
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VectorCopy( refEnt.origin, refEnt.oldorigin );
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VectorMA( gridOrg, (factor*-255) - 2.0f, normal, refEnt.origin ); // maybe always give it a minimum length
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refEnt.radius = 1.5f;
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RE_AddRefEntityToScene( &refEnt );
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}
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#endif
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}
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if ( totalFactor > 0 && totalFactor < 0.99 )
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{
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totalFactor = 1.0 / totalFactor;
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VectorScale( ent->ambientLight, totalFactor, ent->ambientLight );
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VectorScale( ent->directedLight, totalFactor, ent->directedLight );
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}
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VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight );
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VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight );
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VectorNormalize2( direction, ent->lightDir );
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}
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/*
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===============
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LogLight
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===============
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*/
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static void LogLight( trRefEntity_t *ent ) {
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int max1, max2;
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/*
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if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
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return;
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}
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*/
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max1 = VectorLength( ent->ambientLight );
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/*
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max1 = ent->ambientLight[0];
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if ( ent->ambientLight[1] > max1 ) {
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max1 = ent->ambientLight[1];
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} else if ( ent->ambientLight[2] > max1 ) {
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max1 = ent->ambientLight[2];
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}
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*/
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max2 = VectorLength( ent->directedLight );
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/*
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max2 = ent->directedLight[0];
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if ( ent->directedLight[1] > max2 ) {
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max2 = ent->directedLight[1];
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} else if ( ent->directedLight[2] > max2 ) {
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max2 = ent->directedLight[2];
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}
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*/
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ri.Printf( PRINT_ALL, "amb:%i dir:%i direction: (%4.2f, %4.2f, %4.2f)\n", max1, max2, ent->lightDir[0], ent->lightDir[1], ent->lightDir[2] );
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}
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/*
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=================
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R_SetupEntityLighting
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Calculates all the lighting values that will be used
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by the Calc_* functions
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=================
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*/
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void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
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int i;
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dlight_t *dl;
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float power;
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vec3_t dir;
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float d;
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vec3_t lightDir;
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vec3_t lightOrigin;
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// lighting calculations
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if ( ent->lightingCalculated ) {
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return;
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}
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ent->lightingCalculated = qtrue;
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//
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// trace a sample point down to find ambient light
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//
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if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
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// seperate lightOrigins are needed so an object that is
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// sinking into the ground can still be lit, and so
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// multi-part models can be lit identically
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VectorCopy( ent->e.lightingOrigin, lightOrigin );
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} else {
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VectorCopy( ent->e.origin, lightOrigin );
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}
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// if NOWORLDMODEL, only use dynamic lights (menu system, etc)
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if ( !(refdef->rdflags & RDF_NOWORLDMODEL )
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&& tr.world->lightGridData ) {
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R_SetupEntityLightingGrid( ent );
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} else {
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ent->ambientLight[0] = ent->ambientLight[1] =
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ent->ambientLight[2] = tr.identityLight * 150;
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ent->directedLight[0] = ent->directedLight[1] =
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ent->directedLight[2] = tr.identityLight * 150;
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VectorCopy( tr.sunDirection, ent->lightDir );
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}
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// bonus items and view weapons have a fixed minimum add
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if ( ent->e.renderfx & RF_MORELIGHT ) {
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ent->ambientLight[0] += tr.identityLight * 96;
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ent->ambientLight[1] += tr.identityLight * 96;
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ent->ambientLight[2] += tr.identityLight * 96;
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}
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else {
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// give everything a minimum light add
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ent->ambientLight[0] += tr.identityLight * 32;
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ent->ambientLight[1] += tr.identityLight * 32;
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ent->ambientLight[2] += tr.identityLight * 32;
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}
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//
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// modify the light by dynamic lights
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//
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d = VectorLength( ent->directedLight );
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VectorScale( ent->lightDir, d, lightDir );
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for ( i = 0 ; i < refdef->num_dlights ; i++ ) {
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dl = &refdef->dlights[i];
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VectorSubtract( dl->origin, lightOrigin, dir );
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d = VectorNormalize( dir );
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power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
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if ( d < DLIGHT_MINIMUM_RADIUS ) {
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d = DLIGHT_MINIMUM_RADIUS;
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}
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d = power / ( d * d );
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VectorMA( ent->directedLight, d, dl->color, ent->directedLight );
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VectorMA( lightDir, d, dir, lightDir );
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}
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// clamp ambient
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for ( i = 0 ; i < 3 ; i++ ) {
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if ( ent->ambientLight[i] > tr.identityLightByte ) {
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ent->ambientLight[i] = tr.identityLightByte;
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}
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}
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if ( r_debugLight->integer ) {
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LogLight( ent );
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}
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// save out the byte packet version
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((byte *)&ent->ambientLightInt)[0] = myftol( ent->ambientLight[0] );
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((byte *)&ent->ambientLightInt)[1] = myftol( ent->ambientLight[1] );
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((byte *)&ent->ambientLightInt)[2] = myftol( ent->ambientLight[2] );
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((byte *)&ent->ambientLightInt)[3] = 0xff;
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// transform the direction to local space
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VectorNormalize( lightDir );
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ent->lightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
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ent->lightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
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ent->lightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
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}
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//pass in origin
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qboolean RE_GetLighting( const vec3_t origin, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir) {
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trRefEntity_t tr_ent;
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if ( !tr.world || !tr.world->lightGridData) {
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ambientLight[0] = ambientLight[1] = ambientLight[2] = 255.0;
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directedLight[0] = directedLight[1] = directedLight[2] = 255.0;
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VectorCopy( tr.sunDirection, lightDir );
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return qfalse;
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}
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memset (&tr_ent, 0, sizeof(tr_ent) );
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if ( ambientLight[0] == 666 )
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{//HAX0R
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tr_ent.e.hModel = -1;
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}
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VectorCopy (origin, tr_ent.e.origin);
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R_SetupEntityLightingGrid( &tr_ent );
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VectorCopy ( tr_ent.ambientLight, ambientLight);
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VectorCopy ( tr_ent.directedLight, directedLight);
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VectorCopy ( tr_ent.lightDir, lightDir);
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return qtrue;
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} |