ioq3quest/code/renderergl2/tr_light.c
Zack Middleton 7c2dd01873 OpenGL2: Restore adding fixed ambient light when HDR is enabled
Use opengl1 renderer behavior of adding fixed amount of ambient light
to all models regardless of HDR setting. It fixes the view weapon
having zero ambient light on pillcity map.
2017-12-15 17:46:51 -06:00

511 lines
13 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_light.c
#include "tr_local.h"
#define DLIGHT_AT_RADIUS 16
// at the edge of a dlight's influence, this amount of light will be added
#define DLIGHT_MINIMUM_RADIUS 16
// never calculate a range less than this to prevent huge light numbers
/*
===============
R_TransformDlights
Transforms the origins of an array of dlights.
Used by both the front end (for DlightBmodel) and
the back end (before doing the lighting calculation)
===============
*/
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or) {
int i;
vec3_t temp;
for ( i = 0 ; i < count ; i++, dl++ ) {
VectorSubtract( dl->origin, or->origin, temp );
dl->transformed[0] = DotProduct( temp, or->axis[0] );
dl->transformed[1] = DotProduct( temp, or->axis[1] );
dl->transformed[2] = DotProduct( temp, or->axis[2] );
}
}
/*
=============
R_DlightBmodel
Determine which dynamic lights may effect this bmodel
=============
*/
void R_DlightBmodel( bmodel_t *bmodel ) {
int i, j;
dlight_t *dl;
int mask;
msurface_t *surf;
// transform all the lights
R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.or );
mask = 0;
for ( i=0 ; i<tr.refdef.num_dlights ; i++ ) {
dl = &tr.refdef.dlights[i];
// see if the point is close enough to the bounds to matter
for ( j = 0 ; j < 3 ; j++ ) {
if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
break;
}
if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
break;
}
}
if ( j < 3 ) {
continue;
}
// we need to check this light
mask |= 1 << i;
}
tr.currentEntity->needDlights = (mask != 0);
// set the dlight bits in all the surfaces
for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
surf = tr.world->surfaces + bmodel->firstSurface + i;
switch(*surf->data)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
((srfBspSurface_t *)surf->data)->dlightBits = mask;
break;
default:
break;
}
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
extern cvar_t *r_ambientScale;
extern cvar_t *r_directedScale;
extern cvar_t *r_debugLight;
/*
=================
R_SetupEntityLightingGrid
=================
*/
static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
vec3_t lightOrigin;
int pos[3];
int i, j;
byte *gridData;
float frac[3];
int gridStep[3];
vec3_t direction;
float totalFactor;
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );
} else {
VectorCopy( ent->e.origin, lightOrigin );
}
VectorSubtract( lightOrigin, world->lightGridOrigin, lightOrigin );
for ( i = 0 ; i < 3 ; i++ ) {
float v;
v = lightOrigin[i]*world->lightGridInverseSize[i];
pos[i] = floor( v );
frac[i] = v - pos[i];
if ( pos[i] < 0 ) {
pos[i] = 0;
} else if ( pos[i] > world->lightGridBounds[i] - 1 ) {
pos[i] = world->lightGridBounds[i] - 1;
}
}
VectorClear( ent->ambientLight );
VectorClear( ent->directedLight );
VectorClear( direction );
assert( world->lightGridData ); // NULL with -nolight maps
// trilerp the light value
gridStep[0] = 8;
gridStep[1] = 8 * world->lightGridBounds[0];
gridStep[2] = 8 * world->lightGridBounds[0] * world->lightGridBounds[1];
gridData = world->lightGridData + pos[0] * gridStep[0]
+ pos[1] * gridStep[1] + pos[2] * gridStep[2];
totalFactor = 0;
for ( i = 0 ; i < 8 ; i++ ) {
float factor;
byte *data;
int lat, lng;
vec3_t normal;
#if idppc
float d0, d1, d2, d3, d4, d5;
#endif
factor = 1.0;
data = gridData;
for ( j = 0 ; j < 3 ; j++ ) {
if ( i & (1<<j) ) {
if ( pos[j] + 1 > world->lightGridBounds[j] - 1 ) {
break; // ignore values outside lightgrid
}
factor *= frac[j];
data += gridStep[j];
} else {
factor *= (1.0f - frac[j]);
}
}
if ( j != 3 ) {
continue;
}
if (world->lightGrid16)
{
uint16_t *data16 = world->lightGrid16 + (int)(data - world->lightGridData) / 8 * 6;
if (!(data16[0]+data16[1]+data16[2]+data16[3]+data16[4]+data16[5])) {
continue; // ignore samples in walls
}
}
else
{
if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) {
continue; // ignore samples in walls
}
}
totalFactor += factor;
#if idppc
d0 = data[0]; d1 = data[1]; d2 = data[2];
d3 = data[3]; d4 = data[4]; d5 = data[5];
ent->ambientLight[0] += factor * d0;
ent->ambientLight[1] += factor * d1;
ent->ambientLight[2] += factor * d2;
ent->directedLight[0] += factor * d3;
ent->directedLight[1] += factor * d4;
ent->directedLight[2] += factor * d5;
#else
if (world->lightGrid16)
{
// FIXME: this is hideous
uint16_t *data16 = world->lightGrid16 + (int)(data - world->lightGridData) / 8 * 6;
ent->ambientLight[0] += factor * data16[0] / 257.0f;
ent->ambientLight[1] += factor * data16[1] / 257.0f;
ent->ambientLight[2] += factor * data16[2] / 257.0f;
ent->directedLight[0] += factor * data16[3] / 257.0f;
ent->directedLight[1] += factor * data16[4] / 257.0f;
ent->directedLight[2] += factor * data16[5] / 257.0f;
}
else
{
ent->ambientLight[0] += factor * data[0];
ent->ambientLight[1] += factor * data[1];
ent->ambientLight[2] += factor * data[2];
ent->directedLight[0] += factor * data[3];
ent->directedLight[1] += factor * data[4];
ent->directedLight[2] += factor * data[5];
}
#endif
lat = data[7];
lng = data[6];
lat *= (FUNCTABLE_SIZE/256);
lng *= (FUNCTABLE_SIZE/256);
// decode X as cos( lat ) * sin( long )
// decode Y as sin( lat ) * sin( long )
// decode Z as cos( long )
normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
VectorMA( direction, factor, normal, direction );
}
if ( totalFactor > 0 && totalFactor < 0.99 ) {
totalFactor = 1.0f / totalFactor;
VectorScale( ent->ambientLight, totalFactor, ent->ambientLight );
VectorScale( ent->directedLight, totalFactor, ent->directedLight );
}
VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight );
VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight );
VectorNormalize2( direction, ent->lightDir );
}
/*
===============
LogLight
===============
*/
static void LogLight( trRefEntity_t *ent ) {
int max1, max2;
if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
return;
}
max1 = ent->ambientLight[0];
if ( ent->ambientLight[1] > max1 ) {
max1 = ent->ambientLight[1];
} else if ( ent->ambientLight[2] > max1 ) {
max1 = ent->ambientLight[2];
}
max2 = ent->directedLight[0];
if ( ent->directedLight[1] > max2 ) {
max2 = ent->directedLight[1];
} else if ( ent->directedLight[2] > max2 ) {
max2 = ent->directedLight[2];
}
ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 );
}
/*
=================
R_SetupEntityLighting
Calculates all the lighting values that will be used
by the Calc_* functions
=================
*/
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
int i;
dlight_t *dl;
float power;
vec3_t dir;
float d;
vec3_t lightDir;
vec3_t lightOrigin;
// lighting calculations
if ( ent->lightingCalculated ) {
return;
}
ent->lightingCalculated = qtrue;
//
// trace a sample point down to find ambient light
//
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );
} else {
VectorCopy( ent->e.origin, lightOrigin );
}
// if NOWORLDMODEL, only use dynamic lights (menu system, etc)
if ( !(refdef->rdflags & RDF_NOWORLDMODEL )
&& tr.world->lightGridData ) {
R_SetupEntityLightingGrid( ent, tr.world );
} else {
ent->ambientLight[0] = ent->ambientLight[1] =
ent->ambientLight[2] = tr.identityLight * 150;
ent->directedLight[0] = ent->directedLight[1] =
ent->directedLight[2] = tr.identityLight * 150;
VectorCopy( tr.sunDirection, ent->lightDir );
}
// bonus items and view weapons have a fixed minimum add
if ( 1 /* ent->e.renderfx & RF_MINLIGHT */ ) {
// give everything a minimum light add
ent->ambientLight[0] += tr.identityLight * 32;
ent->ambientLight[1] += tr.identityLight * 32;
ent->ambientLight[2] += tr.identityLight * 32;
}
//
// modify the light by dynamic lights
//
d = VectorLength( ent->directedLight );
VectorScale( ent->lightDir, d, lightDir );
for ( i = 0 ; i < refdef->num_dlights ; i++ ) {
dl = &refdef->dlights[i];
VectorSubtract( dl->origin, lightOrigin, dir );
d = VectorNormalize( dir );
power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
if ( d < DLIGHT_MINIMUM_RADIUS ) {
d = DLIGHT_MINIMUM_RADIUS;
}
d = power / ( d * d );
VectorMA( ent->directedLight, d, dl->color, ent->directedLight );
VectorMA( lightDir, d, dir, lightDir );
}
// clamp lights
// FIXME: old renderer clamps (ambient + NL * directed) per vertex
// check if that's worth implementing
{
float r, g, b, max;
r = ent->ambientLight[0];
g = ent->ambientLight[1];
b = ent->ambientLight[2];
max = MAX(MAX(r, g), b);
if (max > 255.0f)
{
max = 255.0f / max;
ent->ambientLight[0] *= max;
ent->ambientLight[1] *= max;
ent->ambientLight[2] *= max;
}
r = ent->directedLight[0];
g = ent->directedLight[1];
b = ent->directedLight[2];
max = MAX(MAX(r, g), b);
if (max > 255.0f)
{
max = 255.0f / max;
ent->directedLight[0] *= max;
ent->directedLight[1] *= max;
ent->directedLight[2] *= max;
}
}
if ( r_debugLight->integer ) {
LogLight( ent );
}
// save out the byte packet version
((byte *)&ent->ambientLightInt)[0] = ri.ftol(ent->ambientLight[0]);
((byte *)&ent->ambientLightInt)[1] = ri.ftol(ent->ambientLight[1]);
((byte *)&ent->ambientLightInt)[2] = ri.ftol(ent->ambientLight[2]);
((byte *)&ent->ambientLightInt)[3] = 0xff;
// transform the direction to local space
VectorNormalize( lightDir );
ent->modelLightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
ent->modelLightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
ent->modelLightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
VectorCopy(lightDir, ent->lightDir);
}
/*
=================
R_LightForPoint
=================
*/
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
{
trRefEntity_t ent;
if ( tr.world->lightGridData == NULL )
return qfalse;
Com_Memset(&ent, 0, sizeof(ent));
VectorCopy( point, ent.e.origin );
R_SetupEntityLightingGrid( &ent, tr.world );
VectorCopy(ent.ambientLight, ambientLight);
VectorCopy(ent.directedLight, directedLight);
VectorCopy(ent.lightDir, lightDir);
return qtrue;
}
int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world )
{
trRefEntity_t ent;
if ( world->lightGridData == NULL )
return qfalse;
Com_Memset(&ent, 0, sizeof(ent));
VectorCopy( point, ent.e.origin );
R_SetupEntityLightingGrid( &ent, world );
if (DotProduct(ent.lightDir, normal) > 0.2f)
VectorCopy(ent.lightDir, lightDir);
else
VectorCopy(normal, lightDir);
return qtrue;
}
int R_CubemapForPoint( vec3_t point )
{
int cubemapIndex = -1;
if (r_cubeMapping->integer && tr.numCubemaps)
{
int i;
vec_t shortest = (float)WORLD_SIZE * (float)WORLD_SIZE;
for (i = 0; i < tr.numCubemaps; i++)
{
vec3_t diff;
vec_t length;
VectorSubtract(point, tr.cubemaps[i].origin, diff);
length = DotProduct(diff, diff);
if (shortest > length)
{
shortest = length;
cubemapIndex = i;
}
}
}
return cubemapIndex + 1;
}