616 lines
12 KiB
C
616 lines
12 KiB
C
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#include "light.h"
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/*
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============
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castray
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returns the distance between the points, or -1 if blocked
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=============
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*/
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vec_t castray (vec3_t p1, vec3_t p2)
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{
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int i;
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vec_t t;
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qboolean trace;
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trace = testline (p1, p2);
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if (!trace)
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return -1; // ray was blocked
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t = 0;
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for (i=0 ; i< 3 ; i++)
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t += (p2[i]-p1[i]) * (p2[i]-p1[i]);
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if (t == 0)
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t = 1; // don't blow up...
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return sqrt(t);
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}
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/*
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===============================================================================
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sample point determination
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void setupblock (dface_t *f) returns with surfpt[] set
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this is a little tricky because the lightmap covers more area than the face.
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if done in the straightforward fashion, some of the
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sample points will be inside walls or on the other side of walls, causing
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false shadows and light bleeds.
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to solve this, i only consider a sample point valid if a line can be drawn
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between it and the exact midpoint of the face. if invalid, it is adjusted
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towards the center until it is valid.
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(this doesn't completely work)
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===============================================================================
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*/
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#define singlemap (18*18*4)
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typedef struct
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{
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vec_t lightmaps[maxlightmaps][singlemap];
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int numlightstyles;
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vec_t *light;
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vec_t facedist;
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vec3_t facenormal;
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int numsurfpt;
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vec3_t surfpt[singlemap];
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vec3_t texorg;
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vec3_t worldtotex[2]; // s = (world - texorg) . worldtotex[0]
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vec3_t textoworld[2]; // world = texorg + s * textoworld[0]
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vec_t exactmins[2], exactmaxs[2];
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int texmins[2], texsize[2];
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int lightstyles[256];
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int surfnum;
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dface_t *face;
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} lightinfo_t;
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/*
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================
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calcfacevectors
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fills in texorg, worldtotex. and textoworld
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================
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*/
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void calcfacevectors (lightinfo_t *l)
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{
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texinfo_t *tex;
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int i, j;
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vec3_t texnormal;
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float distscale;
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vec_t dist, len;
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tex = &texinfo[l->face->texinfo];
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// convert from float to vec_t
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for (i=0 ; i<2 ; i++)
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for (j=0 ; j<3 ; j++)
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l->worldtotex[i][j] = tex->vecs[i][j];
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// calculate a normal to the texture axis. points can be moved along this
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// without changing their s/t
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texnormal[0] = tex->vecs[1][1]*tex->vecs[0][2]
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- tex->vecs[1][2]*tex->vecs[0][1];
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texnormal[1] = tex->vecs[1][2]*tex->vecs[0][0]
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- tex->vecs[1][0]*tex->vecs[0][2];
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texnormal[2] = tex->vecs[1][0]*tex->vecs[0][1]
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- tex->vecs[1][1]*tex->vecs[0][0];
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vectornormalize (texnormal);
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// flip it towards plane normal
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distscale = dotproduct (texnormal, l->facenormal);
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if (!distscale)
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error ("texture axis perpendicular to face\n"
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"face point at (%f, %f, %f)\n",
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dvertexes[ dedges[ l->face->firstedge ].v[ 0 ] ].point[ 0 ],
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dvertexes[ dedges[ l->face->firstedge ].v[ 0 ] ].point[ 1 ],
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dvertexes[ dedges[ l->face->firstedge ].v[ 0 ] ].point[ 2 ]
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);
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if (distscale < 0)
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{
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distscale = -distscale;
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vectorsubtract (vec3_origin, texnormal, texnormal);
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}
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// distscale is the ratio of the distance along the texture normal to
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// the distance along the plane normal
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distscale = 1/distscale;
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for (i=0 ; i<2 ; i++)
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{
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len = vectorlength (l->worldtotex[i]);
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dist = dotproduct (l->worldtotex[i], l->facenormal);
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dist *= distscale;
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vectorma (l->worldtotex[i], -dist, texnormal, l->textoworld[i]);
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vectorscale (l->textoworld[i], (1/len)*(1/len), l->textoworld[i]);
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}
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//jim
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// calculate texorg on the texture plane
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for (i=0 ; i<3 ; i++)
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l->texorg[i] = -tex->vecs[0][3]* l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i];
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// project back to the face plane
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dist = dotproduct (l->texorg, l->facenormal) - l->facedist - 1;
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dist *= distscale;
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vectorma (l->texorg, -dist, texnormal, l->texorg);
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}
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/*
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================
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calcfaceextents
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fills in s->texmins[] and s->texsize[]
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also sets exactmins[] and exactmaxs[]
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================
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*/
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void calcfaceextents (lightinfo_t *l, vec3_t faceoffset)
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{
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dface_t *s;
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vec_t mins[2], maxs[2], val;
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int i,j, e;
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dvertex_t *v;
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texinfo_t *tex;
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s = l->face;
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mins[0] = mins[1] = 999999;
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maxs[0] = maxs[1] = -99999;
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tex = &texinfo[s->texinfo];
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for (i=0 ; i<s->numedges ; i++)
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{
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e = dsurfedges[s->firstedge+i];
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if (e >= 0)
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v = dvertexes + dedges[e].v[0];
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else
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v = dvertexes + dedges[-e].v[1];
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for (j=0 ; j<2 ; j++)
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{
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val = (v->point[0]+faceoffset[0]) * tex->vecs[j][0] +
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(v->point[1]+faceoffset[1]) * tex->vecs[j][1] +
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(v->point[2]+faceoffset[2]) * tex->vecs[j][2] +
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tex->vecs[j][3];
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if (val < mins[j])
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mins[j] = val;
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if (val > maxs[j])
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maxs[j] = val;
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}
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}
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for (i=0 ; i<2 ; i++)
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{
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l->exactmins[i] = mins[i];
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l->exactmaxs[i] = maxs[i];
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mins[i] = floor(mins[i]/16);
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maxs[i] = ceil(maxs[i]/16);
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l->texmins[i] = mins[i];
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l->texsize[i] = maxs[i] - mins[i];
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if (l->texsize[i] > 17)
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error ("bad surface extents");
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}
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}
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/*
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=================
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calcpoints
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for each texture aligned grid point, back project onto the plane
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to get the world xyz value of the sample point
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=================
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*/
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int c_bad;
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void calcpoints (lightinfo_t *l)
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{
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int i;
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int s, t, j;
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int w, h, step;
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vec_t starts, startt, us, ut;
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vec_t *surf;
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vec_t mids, midt;
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vec3_t facemid, move;
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//
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// fill in surforg
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// the points are biased towards the center of the surface
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// to help avoid edge cases just inside walls
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//
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surf = l->surfpt[0];
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mids = (l->exactmaxs[0] + l->exactmins[0])/2;
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midt = (l->exactmaxs[1] + l->exactmins[1])/2;
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for (j=0 ; j<3 ; j++)
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facemid[j] = l->texorg[j] + l->textoworld[0][j]*mids + l->textoworld[1][j]*midt;
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if (extrasamples)
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{ // extra filtering
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h = (l->texsize[1]+1)*2;
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w = (l->texsize[0]+1)*2;
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starts = (l->texmins[0]-0.5)*16;
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startt = (l->texmins[1]-0.5)*16;
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step = 8;
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}
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else
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{
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h = l->texsize[1]+1;
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w = l->texsize[0]+1;
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starts = l->texmins[0]*16;
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startt = l->texmins[1]*16;
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step = 16;
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}
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l->numsurfpt = w * h;
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for (t=0 ; t<h ; t++)
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{
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for (s=0 ; s<w ; s++, surf+=3)
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{
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us = starts + s*step;
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ut = startt + t*step;
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// if a line can be traced from surf to facemid, the point is good
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for (i=0 ; i<6 ; i++)
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{
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// calculate texture point
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//jim
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for (j=0 ; j<3 ; j++)
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surf[j] = l->texorg[j] + l->textoworld[0][j]*us
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+ l->textoworld[1][j]*ut;
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if (castray (facemid, surf) != -1)
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break; // got it
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if (i & 1)
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{
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if (us > mids)
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{
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us -= 8;
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if (us < mids)
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us = mids;
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}
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else
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{
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us += 8;
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if (us > mids)
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us = mids;
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}
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}
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else
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{
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if (ut > midt)
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{
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ut -= 8;
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if (ut < midt)
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ut = midt;
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}
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else
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{
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ut += 8;
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if (ut > midt)
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ut = midt;
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}
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}
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// move surf 8 pixels towards the center
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vectorsubtract (facemid, surf, move);
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vectornormalize (move);
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vectorma (surf, 8, move, surf);
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}
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if (i == 2)
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c_bad++;
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}
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}
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}
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/*
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===============================================================================
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face lighting
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===============================================================================
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*/
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int c_culldistplane, c_proper;
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/*
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================
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singlelightface
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================
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*/
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void singlelightface (entity_t *light, lightinfo_t *l, vec3_t faceoffset)
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{
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vec_t dist;
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vec3_t incoming;
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vec_t angle;
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vec_t add;
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vec_t *surf;
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qboolean hit;
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int mapnum;
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int size;
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int c, i;
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vec3_t rel;
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vec3_t spotvec;
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vec_t falloff;
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vec_t *lightsamp;
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vectorsubtract (light->origin, bsp_origin, rel);
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//vectorsubtract (rel, faceoffset, rel);
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dist = scaledist * (dotproduct (rel, l->facenormal) - l->facedist);
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// don't bother with lights behind the surface
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if (dist <= 0)
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return;
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// don't bother with light too far away
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if (dist > light->light)
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{
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c_culldistplane++;
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return;
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}
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if (light->targetent)
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{
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vectorsubtract (light->targetent->origin, light->origin, spotvec);
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vectornormalize (spotvec);
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if (!light->angle)
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falloff = -cos(20*q_pi/180);
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else
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falloff = -cos(light->angle/2*q_pi/180);
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}
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else
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falloff = 0; // shut up compiler warnings
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mapnum = 0;
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for (mapnum=0 ; mapnum<l->numlightstyles ; mapnum++)
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if (l->lightstyles[mapnum] == light->style)
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break;
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lightsamp = l->lightmaps[mapnum];
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if (mapnum == l->numlightstyles)
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{ // init a new light map
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if (mapnum == maxlightmaps)
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{
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printf ("warning: too many light styles on a face\n");
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return;
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}
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size = (l->texsize[1]+1)*(l->texsize[0]+1);
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for (i=0 ; i<size ; i++)
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lightsamp[i] = 0;
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}
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//
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// check it for real
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//
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hit = false;
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c_proper++;
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surf = l->surfpt[0];
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for (c=0 ; c<l->numsurfpt ; c++, surf+=3)
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{
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dist = castray(light->origin, surf)*scaledist;
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if (dist < 0)
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continue; // light doesn't reach
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vectorsubtract (light->origin, surf, incoming);
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vectornormalize (incoming);
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angle = dotproduct (incoming, l->facenormal);
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if (light->targetent)
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{ // spotlight cutoff
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if (dotproduct (spotvec, incoming) > falloff)
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continue;
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}
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angle = (1.0-scalecos) + scalecos*angle;
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add = light->light - dist;
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add *= angle;
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if (add < 0)
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continue;
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lightsamp[c] += add;
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if (lightsamp[c] > 1) // ignore real tiny lights
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hit = true;
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}
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if (mapnum == l->numlightstyles && hit)
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{
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l->lightstyles[mapnum] = light->style;
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l->numlightstyles++; // the style has some real data now
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}
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}
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/*
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============
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fixminlight
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============
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*/
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void fixminlight (lightinfo_t *l)
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{
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int i, j;
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float minlight;
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minlight = minlights[l->surfnum];
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// if minlight is set, there must be a style 0 light map
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if (!minlight)
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return;
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for (i=0 ; i< l->numlightstyles ; i++)
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{
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if (l->lightstyles[i] == 0)
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break;
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}
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if (i == l->numlightstyles)
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{
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if (l->numlightstyles == maxlightmaps)
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return; // oh well..
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for (j=0 ; j<l->numsurfpt ; j++)
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l->lightmaps[i][j] = minlight;
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l->lightstyles[i] = 0;
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l->numlightstyles++;
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}
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else
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{
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for (j=0 ; j<l->numsurfpt ; j++)
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if ( l->lightmaps[i][j] < minlight)
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l->lightmaps[i][j] = minlight;
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}
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}
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/*
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============
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lightface
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============
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*/
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//jim
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void lightface (int surfnum, qboolean nolight, vec3_t faceoffset)
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{
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dface_t *f;
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lightinfo_t l;
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int s, t;
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int i,j,c;
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vec_t total;
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int size;
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int lightmapwidth, lightmapsize;
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byte *out;
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vec_t *light;
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int w, h;
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vec3_t point;
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f = dfaces + surfnum;
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//
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// some surfaces don't need lightmaps
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//
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f->lightofs = -1;
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for (j=0 ; j<maxlightmaps ; j++)
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f->styles[j] = 255;
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if ( texinfo[f->texinfo].flags & tex_special)
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{ // non-lit texture
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return;
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}
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memset (&l, 0, sizeof(l));
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l.surfnum = surfnum;
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l.face = f;
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//
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// rotate plane
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//
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vectorcopy (dplanes[f->planenum].normal, l.facenormal);
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l.facedist = dplanes[f->planenum].dist;
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vectorscale (l.facenormal, l.facedist, point);
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vectoradd( point, faceoffset, point );
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l.facedist = dotproduct( point, l.facenormal );
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if (f->side)
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{
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vectorsubtract (vec3_origin, l.facenormal, l.facenormal);
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l.facedist = -l.facedist;
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}
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calcfacevectors (&l);
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calcfaceextents (&l, faceoffset);
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calcpoints (&l);
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lightmapwidth = l.texsize[0]+1;
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size = lightmapwidth*(l.texsize[1]+1);
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if (size > singlemap)
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error ("bad lightmap size");
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for (i=0 ; i<maxlightmaps ; i++)
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l.lightstyles[i] = 255;
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//
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// cast all lights
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//
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/*
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if ( nolight )
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{
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float value;
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l.numlightstyles = 1;
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l.lightstyles[0] = 0;
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value = nolight + 40 * l.facenormal[ 0 ] - 50 * l.facenormal[ 1 ] +
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60 * l.facenormal[ 2 ];
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for (i=0 ; i<l.numsurfpt ; i++)
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{
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l.lightmaps[0][i] = value;
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}
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}
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else
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*/
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{
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l.numlightstyles = 0;
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for (i=0 ; i<num_entities ; i++)
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{
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if (entities[i].light)
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singlelightface (&entities[i], &l, faceoffset);
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}
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fixminlight (&l);
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if (!l.numlightstyles)
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{ // no light hitting it
|
|
return;
|
|
}
|
|
}
|
|
|
|
//
|
|
// save out the values
|
|
//
|
|
for (i=0 ; i <maxlightmaps ; i++)
|
|
f->styles[i] = l.lightstyles[i];
|
|
|
|
lightmapsize = size*l.numlightstyles;
|
|
|
|
out = getfilespace (lightmapsize);
|
|
f->lightofs = out - filebase;
|
|
|
|
// extra filtering
|
|
h = (l.texsize[1]+1)*2;
|
|
w = (l.texsize[0]+1)*2;
|
|
|
|
for (i=0 ; i< l.numlightstyles ; i++)
|
|
{
|
|
if (l.lightstyles[i] == 0xff)
|
|
error ("wrote empty lightmap");
|
|
light = l.lightmaps[i];
|
|
c = 0;
|
|
for (t=0 ; t<=l.texsize[1] ; t++)
|
|
for (s=0 ; s<=l.texsize[0] ; s++, c++)
|
|
{
|
|
if (extrasamples)
|
|
{ // filtered sample
|
|
total = light[t*2*w+s*2] + light[t*2*w+s*2+1]
|
|
+ light[(t*2+1)*w+s*2] + light[(t*2+1)*w+s*2+1];
|
|
total *= 0.25;
|
|
}
|
|
else
|
|
total = light[c];
|
|
total *= rangescale; // scale before clamping
|
|
if (total > 255)
|
|
total = 255;
|
|
if (total < 0)
|
|
error ("light < 0");
|
|
*out++ = total;
|
|
}
|
|
}
|
|
|
|
|
|
}
|