mirror of
https://github.com/DrBeef/ioq3quest.git
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486 lines
12 KiB
C
486 lines
12 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_light.c
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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 = tr.world->surfaces + bmodel->firstSurface + i;
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switch(*surf->data)
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{
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case SF_FACE:
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case SF_GRID:
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case SF_TRIANGLES:
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case SF_VAO_MESH:
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((srfBspSurface_t *)surf->data)->dlightBits = mask;
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break;
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default:
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break;
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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, world_t *world ) {
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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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byte *gridData;
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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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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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VectorSubtract( lightOrigin, 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]*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] > world->lightGridBounds[i] - 1 ) {
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pos[i] = 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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assert( world->lightGridData ); // NULL with -nolight maps
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// trilerp the light value
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gridStep[0] = 8;
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gridStep[1] = 8 * world->lightGridBounds[0];
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gridStep[2] = 8 * world->lightGridBounds[0] * world->lightGridBounds[1];
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gridData = world->lightGridData + pos[0] * gridStep[0]
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+ pos[1] * gridStep[1] + pos[2] * gridStep[2];
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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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byte *data;
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int lat, lng;
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vec3_t normal;
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#if idppc
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float d0, d1, d2, d3, d4, d5;
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#endif
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factor = 1.0;
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data = gridData;
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( i & (1<<j) ) {
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if ( pos[j] + 1 > world->lightGridBounds[j] - 1 ) {
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break; // ignore values outside lightgrid
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}
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factor *= frac[j];
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data += gridStep[j];
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} else {
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factor *= (1.0f - frac[j]);
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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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if (world->hdrLightGrid)
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{
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float *hdrData = world->hdrLightGrid + (int)(data - world->lightGridData) / 8 * 6;
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if (!(hdrData[0]+hdrData[1]+hdrData[2]+hdrData[3]+hdrData[4]+hdrData[5]) ) {
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continue; // ignore samples in walls
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}
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}
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else
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{
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if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) {
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continue; // ignore samples in walls
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}
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}
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totalFactor += factor;
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#if idppc
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d0 = data[0]; d1 = data[1]; d2 = data[2];
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d3 = data[3]; d4 = data[4]; d5 = data[5];
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ent->ambientLight[0] += factor * d0;
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ent->ambientLight[1] += factor * d1;
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ent->ambientLight[2] += factor * d2;
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ent->directedLight[0] += factor * d3;
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ent->directedLight[1] += factor * d4;
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ent->directedLight[2] += factor * d5;
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#else
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if (world->hdrLightGrid)
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{
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// FIXME: this is hideous
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float *hdrData = world->hdrLightGrid + (int)(data - world->lightGridData) / 8 * 6;
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ent->ambientLight[0] += factor * hdrData[0];
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ent->ambientLight[1] += factor * hdrData[1];
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ent->ambientLight[2] += factor * hdrData[2];
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ent->directedLight[0] += factor * hdrData[3];
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ent->directedLight[1] += factor * hdrData[4];
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ent->directedLight[2] += factor * hdrData[5];
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}
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else
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{
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ent->ambientLight[0] += factor * data[0];
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ent->ambientLight[1] += factor * data[1];
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ent->ambientLight[2] += factor * data[2];
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ent->directedLight[0] += factor * data[3];
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ent->directedLight[1] += factor * data[4];
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ent->directedLight[2] += factor * data[5];
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}
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#endif
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lat = data[7];
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lng = data[6];
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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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}
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if ( totalFactor > 0 && totalFactor < 0.99 ) {
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totalFactor = 1.0f / 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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if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
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return;
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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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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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ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 );
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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, tr.world );
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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 ( !r_hdr->integer /* ent->e.renderfx & RF_MINLIGHT */ ) {
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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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if ( !r_hdr->integer )
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{
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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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}
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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] = ri.ftol(ent->ambientLight[0]);
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((byte *)&ent->ambientLightInt)[1] = ri.ftol(ent->ambientLight[1]);
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((byte *)&ent->ambientLightInt)[2] = ri.ftol(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->modelLightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
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ent->modelLightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
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ent->modelLightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
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VectorCopy(lightDir, ent->lightDir);
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}
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/*
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=================
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R_LightForPoint
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=================
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*/
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int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
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{
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trRefEntity_t ent;
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if ( tr.world->lightGridData == NULL )
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return qfalse;
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Com_Memset(&ent, 0, sizeof(ent));
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VectorCopy( point, ent.e.origin );
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R_SetupEntityLightingGrid( &ent, tr.world );
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VectorCopy(ent.ambientLight, ambientLight);
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VectorCopy(ent.directedLight, directedLight);
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VectorCopy(ent.lightDir, lightDir);
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return qtrue;
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}
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int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world )
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{
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trRefEntity_t ent;
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if ( world->lightGridData == NULL )
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return qfalse;
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Com_Memset(&ent, 0, sizeof(ent));
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VectorCopy( point, ent.e.origin );
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R_SetupEntityLightingGrid( &ent, world );
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if (DotProduct(ent.lightDir, normal) > 0.2f)
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VectorCopy(ent.lightDir, lightDir);
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else
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VectorCopy(normal, lightDir);
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return qtrue;
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}
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int R_CubemapForPoint( vec3_t point )
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{
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int cubemapIndex = -1;
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if (r_cubeMapping->integer && tr.numCubemaps)
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{
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int i;
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vec_t shortest = (float)WORLD_SIZE * (float)WORLD_SIZE;
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for (i = 0; i < tr.numCubemaps; i++)
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{
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vec3_t diff;
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vec_t length;
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VectorSubtract(point, tr.cubemaps[i].origin, diff);
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length = DotProduct(diff, diff);
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if (shortest > length)
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{
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shortest = length;
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cubemapIndex = i;
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}
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}
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}
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return cubemapIndex + 1;
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}
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