/* Copyright (C) 2001-2002 Charles Hollemeersch This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. PENTA: the whole file is freakin penta... Analog with aliasinstant */ #include "quakedef.h" #define NUM_BRUSH_LIGHT_INSTANTS 32 brushlightinstant_t BLightInstantCache[NUM_BRUSH_LIGHT_INSTANTS]; #define DIST_DELTA 0.1 #define ANG_DELTA 0.5 #define RADIUS_DELTA 0.1 int brushCacheRequests, brushFullCacheHits, brushPartialCacheHits; /* R_AllocateBrushLightInstant */ brushlightinstant_t *R_AllocateBrushLightInstant(entity_t *e) { int i, oldest, oindex; //try to reclaim an instant that was previously used for this entity and this light for (i=0; iorigin[0]; org[1] = currentshadowlight->origin[1]; org[2] = currentshadowlight->origin[2]; org[3] = 1; Mat_Mul_1x4_4x4(org,transf,res); linstant->lightpos[0] = res[0]; linstant->lightpos[1] = res[1]; linstant->lightpos[2] = res[2]; org[0] = r_refdef.vieworg[0]; org[1] = r_refdef.vieworg[1]; org[2] = r_refdef.vieworg[2]; org[3] = 1; Mat_Mul_1x4_4x4(org,transf,res); linstant->vieworg[0] = res[0]; linstant->vieworg[1] = res[1]; linstant->vieworg[2] = res[2]; } int atest; /* I get the creeps of this if I use the dist of aliasinstant it totaly fucks up the whole instant thing (not only brushes) */ float bdist(vec3_t v1, vec3_t v2) { vec3_t diff; VectorSubtract(v1,v2,diff); return Length(diff); } qboolean CheckBrushLightUpdate(entity_t *e, brushlightinstant_t *ins) { /* if (ins->lastlight != currentshadowlight) Con_Printf("light\n"); if (dist(ins->lastlorg,currentshadowlight->origin) >= DIST_DELTA) Con_Printf("lightorig\n"); if (dist(ins->lasteorg,e->origin) >= DIST_DELTA) Con_Printf("entorig\n"); if (dist(ins->lasteangles,e->angles) >= ANG_DELTA) Con_Printf("entangle\n"); if (abs(ins->lastlradius - currentshadowlight->radius) > RADIUS_DELTA) Con_Printf("lightrad\n"); if (ins->lastshadowonly != ins->shadowonly) Con_Printf("shadowonly\n"); */ if (sh_nocache.value) return true; // return true; if ((ins->lastent == e) && (ins->lastlight == currentshadowlight) && (bdist(ins->lastlorg,currentshadowlight->origin) < DIST_DELTA) && (bdist(ins->lasteorg,e->origin) < DIST_DELTA) && (bdist(ins->lasteangles,e->angles) < ANG_DELTA) && (fabs(ins->lastlradius - currentshadowlight->radius) <= RADIUS_DELTA) && (ins->lastshadowonly == ins->shadowonly) && (ins->lockframe >= r_framecount-10))//XYW Don't reuse if it has been unused for a long time { atest = atest+1; return false; } else { atest = atest-1; return true; } } qboolean CheckBrushHalfAngle(brushlightinstant_t *ins) { if (bdist(ins->lastvorg,r_refdef.vieworg) < 0.5) { atest = atest+1; return false; } else { atest = atest-1; return true; } } /* NOTE this is not the same as R_MarkShadowSurf */ qboolean R_IsVisibleSurf(msurface_t *surf, brushlightinstant_t *ins) { mplane_t *plane; float dist; glpoly_t *poly; //we don't cast shadows with water if (( surf->flags & SURF_DRAWTURB ) || ( surf->flags & SURF_DRAWSKY )) { return false; } plane = surf->plane; poly = surf->polys; if (poly->lightTimestamp == r_lightTimestamp) { //this happens with non unique brushmodels like ammoboxes that are already stamped from //an previous entity with the same polygons poly->lightTimestamp = 0; } switch (plane->type) { case PLANE_X: dist = ins->lightpos[0] - plane->dist; break; case PLANE_Y: dist = ins->lightpos[1] - plane->dist; break; case PLANE_Z: dist = ins->lightpos[2] - plane->dist; break; default: dist = DotProduct (ins->lightpos, plane->normal) - plane->dist; break; } //the normals are flipped when surf_planeback is 1 if (((surf->flags & SURF_PLANEBACK) && (dist > 0)) || (!(surf->flags & SURF_PLANEBACK) && (dist < 0))) { return false; } //the normals are flipped when surf_planeback is 1 if ( abs(dist) > currentshadowlight->radius) { return false; } poly->lightTimestamp = r_lightTimestamp; return true; } void R_CalcBrushVolumeVerts(entity_t *e, brushlightinstant_t *ins) { model_t *model = e->model; msurface_t *surf; glpoly_t *poly; int extrvertcount, visneighcount; int i, j; vec3_t v1; vec3_t *v2; float scale; qboolean shadow; //mark visibility of polygons surf = &model->surfaces[model->firstmodelsurface]; for (i=0; inummodelsurfaces; i++, surf++) { ins->polygonVis[i] = R_IsVisibleSurf(surf, ins); } if (!currentshadowlight->castShadow) return; extrvertcount = 0; visneighcount = 0; surf = &model->surfaces[model->firstmodelsurface]; for (i=0; inummodelsurfaces; i++, surf++) { if (!ins->polygonVis[i]) continue; poly = surf->polys; //extrude vertices and copy to buffer for (j=0 ; jnumedges ; j++) { //v2 = (vec3_t *)&poly->verts[j]; v2 = (vec3_t *)(&globalVertexTable[poly->firstvertex+j]); VectorSubtract ( (*v2) ,ins->lightpos, v1); scale = Length (v1); if (sh_visiblevolumes.value) VectorScale (v1, (1/scale)*50, v1); else VectorScale (v1, (1/scale)*currentshadowlight->radius*2, v1); VectorAdd (v1, (*v2), ins->extvertices[extrvertcount+j]); } //save visibility info of neighbours for (j=0 ; jnumedges ; j++) { shadow = false; if (poly->neighbours[j] != NULL) { if ( poly->neighbours[j]->lightTimestamp != poly->lightTimestamp) { shadow = true; } } else { shadow = true; } ins->neighbourVis[extrvertcount+j] = shadow; } extrvertcount+=surf->numedges; } } void R_CalcBrushAttenCoords(entity_t *e, brushlightinstant_t *ins) { msurface_t *psurf; mplane_t *splitplane; int i, j; vec3_t s, t, nearToVert, nearPt; glpoly_t *poly; int usedcolorscales, usedattencoords; float dist, scale, colorscale; float *v; psurf = &e->model->surfaces[e->model->firstmodelsurface]; usedcolorscales = 0; usedattencoords = 0; for (i=0 ; imodel->nummodelsurfaces ; i++, psurf++) { if (!ins->polygonVis[i]) continue; poly = psurf->polys; VectorCopy(psurf->texinfo->vecs[0],s); VectorCopy(psurf->texinfo->vecs[1],t); splitplane = psurf->plane; switch (splitplane->type) { case PLANE_X: dist = ins->lightpos[0] - splitplane->dist; break; case PLANE_Y: dist = ins->lightpos[1] - splitplane->dist; break; case PLANE_Z: dist = ins->lightpos[2] - splitplane->dist; break; default: dist = DotProduct (ins->lightpos, splitplane->normal) - splitplane->dist; break; } dist = abs(dist); ProjectPlane(ins->lightpos,s,t,nearPt); scale = 1 /((2 * currentshadowlight->radius) - dist); colorscale = (1 - (dist / currentshadowlight->radius)); if (colorscale <0) colorscale = 0; ins->colorscales[usedcolorscales] = colorscale; usedcolorscales++; //we could probably do this in hardware, with a vertex program! v = (float *)(&globalVertexTable[poly->firstvertex]); //v = poly->verts[0]; for (j=0 ; jnumverts ; j++, v+= VERTEXSIZE) { // Project the light image onto the face VectorSubtract(v,nearPt,nearToVert); // Get our texture coordinates ins->atencoords[usedattencoords][0] = DotProduct(nearToVert,s) * scale + 0.5; ins->atencoords[usedattencoords][1] = DotProduct(nearToVert,t) * scale + 0.5; usedattencoords++; } } } void R_SetupBrushLightHAV(entity_t *ent, brushlightinstant_t *ins) { vec3_t lightDir,H, lightOr; glpoly_t *poly; int i,j,usedts; float *v; msurface_t *psurf; VectorCopy(ins->lightpos,lightOr); psurf = &ent->model->surfaces[ent->model->firstmodelsurface]; usedts = 0; for (i=0 ; imodel->nummodelsurfaces ; i++, psurf++) { if (!ins->polygonVis[i]) continue; poly = psurf->polys; //v = poly->verts[0]; v = (float *)(&globalVertexTable[poly->firstvertex]); for (j=0 ; jnumverts ; j++, v+= VERTEXSIZE) { VectorSubtract(lightOr,v,lightDir); //store tangent space light vector if (psurf->flags & SURF_PLANEBACK) { ins->tslights[usedts][2] = -DotProduct(lightDir,psurf->plane->normal); } else { ins->tslights[usedts][2] = DotProduct(lightDir,psurf->plane->normal); } ins->tslights[usedts][1] = -DotProduct(lightDir,psurf->texinfo->vecs[1]); ins->tslights[usedts][0] = DotProduct(lightDir,psurf->texinfo->vecs[0]); VectorNormalize(lightDir); //object_vieworg = camera position in object space VectorSubtract(ins->vieworg,v,H); VectorNormalize(H); VectorAdd(lightDir,H,H); //store tangent space half angle if (psurf->flags & SURF_PLANEBACK) { ins->tshalfangles[usedts][2] = -DotProduct(H,psurf->plane->normal); } else { ins->tshalfangles[usedts][2] = DotProduct(H,psurf->plane->normal); } ins->tshalfangles[usedts][1] = -DotProduct(H,psurf->texinfo->vecs[1]); ins->tshalfangles[usedts][0] = DotProduct(H,psurf->texinfo->vecs[0]); usedts++; } } } void R_SetupBrushInstantForLight(entity_t *e) { brushlightinstant_t *brushlightinstant; vec3_t mins, maxs; qboolean update; brushlightinstant = R_AllocateBrushLightInstant(e); VectorAdd (e->origin,e->model->mins, mins); VectorAdd (e->origin,e->model->maxs, maxs); if (R_CullBox (mins, maxs)) brushlightinstant->shadowonly = true; else brushlightinstant->shadowonly = false; e->brushlightinstant = brushlightinstant; R_SetupBrushObjectSpace(e, brushlightinstant); update = CheckBrushLightUpdate(e, brushlightinstant); if (update) { R_CalcBrushVolumeVerts(e, brushlightinstant); if (!brushlightinstant->shadowonly) { if ( gl_cardtype == GENERIC || gl_cardtype == GEFORCE ) {//PA: R_CalcBrushAttenCoords(e, brushlightinstant); } //R_SetupBrushLightHAV(e, brushlightinstant); } //make sure that we can compare the next frame VectorCopy(e->origin, brushlightinstant->lasteorg); VectorCopy(currentshadowlight->origin, brushlightinstant->lastlorg); VectorCopy(e->angles, brushlightinstant->lasteangles); brushlightinstant->lastlradius = currentshadowlight->radius; brushlightinstant->lastlight = currentshadowlight; brushlightinstant->lastent = e; brushlightinstant->lastshadowonly = brushlightinstant->shadowonly; } brushCacheRequests++; //Half angles only change when the viewer changes his position //this happens a lot so recalculate only this. if ((update) || CheckBrushHalfAngle(brushlightinstant)) { if (!brushlightinstant->shadowonly) R_SetupBrushLightHAV(e, brushlightinstant); VectorCopy(r_refdef.vieworg,brushlightinstant->lastvorg); if(!update) brushPartialCacheHits++; } else { brushFullCacheHits++; } //lock it for this frame brushlightinstant->lockframe = r_framecount; }