ew-engine/mq engine src/gl_rlight.c

437 lines
11 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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.
*/
// r_light.c
#include "quakedef.h"
int r_dlightframecount = 0;
mplane_t *lightplane;
vec3_t lightspot;
vec3_t lightcolor;
/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight (void)
{
int i,j,k;
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int)(cl.time*10);
for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
{
if (!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
}
k = i % cl_lightstyle[j].length;
k = cl_lightstyle[j].map[k] - 'a';
k = k*22;
d_lightstylevalue[j] = k;
}
}
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_MarkLights
=============
*/
void R_MarkLightsNoVis (dlight_t *light, int bit, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
float l, maxdist;
int j, s, t;
vec3_t impact;
loc0:
if (node->contents < 0)
return;
splitplane = node->plane;
dist = PlaneDiff (light->origin, splitplane);
if (dist > light->radius)
{
node = node->children[0];
goto loc0;
}
if (dist < -light->radius)
{
node = node->children[1];
goto loc0;
}
// mark the polygons
maxdist = light->radius*light->radius;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++)
{
for (j=0 ; j<3 ; j++)
impact[j] = light->origin[j] - surf->plane->normal[j]*dist;
// clamp center of light to corner and check brightness
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
s = l+0.5;
if (s < 0)
s = 0;
else if (s > surf->extents[0])
s = surf->extents[0];
s = l - s;
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
t = l+0.5;
if (t < 0)
t = 0;
else if (t > surf->extents[1])
t = surf->extents[1];
t = l - t;
// compare to minimum light
if ((s*s+t*t+dist*dist) < maxdist)
{
if (surf->dlightframe != r_framecount) // not dynamic until now
{
surf->dlightbits = bit;
surf->dlightframe = r_framecount;
}
else // already dynamic
surf->dlightbits |= bit;
}
}
if (node->children[0]->contents >= 0)
{
if (node->children[1]->contents >= 0)
{
R_MarkLightsNoVis (light, bit, node->children[0]);
node = node->children[1];
goto loc0;
}
else
{
node = node->children[0];
goto loc0;
}
}
else if (node->children[1]->contents >= 0)
{
node = node->children[1];
goto loc0;
}
}
void R_MarkLights (dlight_t *light, int bit, model_t *model)
{
mleaf_t *pvsleaf = Mod_PointInLeaf (light->origin, model);
if (!pvsleaf->compressed_vis)
{
// no vis info, so make all visible
R_MarkLightsNoVis(light, bit, model->nodes + model->hulls[0].firstclipnode);
return;
}
else
{
int i, k, l, m, c;
msurface_t *surf, **mark;
mleaf_t *leaf;
byte *in = pvsleaf->compressed_vis;
int row = (model->numleafs+7)>>3;
float low[3], high[3], radius, dist, maxdist;
r_dlightframecount++;
radius = light->radius * 2;
low[0] = light->origin[0] - radius;
low[1] = light->origin[1] - radius;
low[2] = light->origin[2] - radius;
high[0] = light->origin[0] + radius;
high[1] = light->origin[1] + radius;
high[2] = light->origin[2] + radius;
// for comparisons to minimum acceptable light
maxdist = radius*radius;
k = 0;
while (k < row)
{
c = *in++;
if (c)
{
l = model->numleafs - (k << 3);
if (l > 8)
l = 8;
for (i=0 ; i<l ; i++)
{
if (c & (1<<i))
{
leaf = &model->leafs[(k << 3)+i+1];
if (leaf->visframe != r_visframecount)
continue;
if (leaf->contents == CONTENTS_SOLID)
continue;
// if out of the light radius, skip
if (leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
|| leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
|| leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
continue;
if ((m = leaf->nummarksurfaces))
{
mark = leaf->firstmarksurface;
do
{
surf = *mark++;
if (surf->lightframe == r_dlightframecount)
continue;
surf->lightframe = r_dlightframecount;
dist = PlaneDiff(light->origin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
dist = -dist;
// LordHavoc: make sure it is infront of the surface and not too far away
if (dist >= -0.25f && (dist < radius))
{
int d;
float dist2, impact[3];
dist2 = dist * dist;
impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
if (d < 0)
{
dist2 += d * d;
if (dist2 >= maxdist)
continue;
}
else
{
d -= surf->extents[0] + 16;
if (d > 0)
{
dist2 += d * d;
if (dist2 >= maxdist)
continue;
}
}
d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
if (d < 0)
{
dist2 += d * d;
if (dist2 >= maxdist)
continue;
}
else
{
d -= surf->extents[1] + 16;
if (d > 0)
{
dist2 += d * d;
if (dist2 >= maxdist)
continue;
}
}
if (surf->dlightframe != r_framecount) // not dynamic until now
{
surf->dlightbits = 0;
surf->dlightframe = r_framecount;
}
surf->dlightbits |= bit;
}
}
while (--m);
}
}
}
k++;
continue;
}
k += *in++;
}
}
}
/*
=============
R_PushDlights
=============
*/
void
R_PushDlights (void)
{
int i;
dlight_t *l;
l = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < cl.time || !l->radius)
continue;
R_MarkLights (l, 1 << i, cl.worldmodel);
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
// Tomaz - Lit Support Begin
int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
{
float front, back, frac;
vec3_t mid;
loc0:
if (node->contents < 0)
return false; // didn't hit anything
// calculate mid point
front = PlaneDiff(start, node->plane);
back = PlaneDiff(end, node->plane);
if ((back < 0) == (front < 0))
{
node = node->children[front < 0];
goto loc0;
}
frac = front / (front-back);
mid[0] = start[0] + (end[0] - start[0])*frac;
mid[1] = start[1] + (end[1] - start[1])*frac;
mid[2] = start[2] + (end[2] - start[2])*frac;
// go down front side
if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
return true; // hit something
else
{
int i, ds, dt;
msurface_t *surf;
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = node->plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
continue;
ds -= surf->texturemins[0];
dt -= surf->texturemins[1];
if (ds > surf->extents[0] || dt > surf->extents[1])
continue;
if (surf->samples)
{
byte *lightmap;
int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
float scale;
line3 = ((surf->extents[0]>>4)+1)*3;
lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3;
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
{
scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0; // Tomaz - Speed
// NOTE: r=red, g=green, b=blue
// numbers are tex-coords
r00 += (float) lightmap[ 0] * scale; // red 00
g00 += (float) lightmap[ 1] * scale; // green 00
b00 += (float) lightmap[ 2] * scale; // blue 00
r01 += (float) lightmap[ 3] * scale; // red 01
g01 += (float) lightmap[ 4] * scale; // green 01
b01 += (float) lightmap[ 5] * scale; // blue 01
r10 += (float) lightmap[line3+0] * scale; // red 10
g10 += (float) lightmap[line3+1] * scale; // green 10
b10 += (float) lightmap[line3+2] * scale; // blue 10
r11 += (float) lightmap[line3+3] * scale; // red 11
g11 += (float) lightmap[line3+4] * scale; // green 11
b11 += (float) lightmap[line3+5] * scale; // blue 11
lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3;
}
color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
}
return true; // success
}
// go down back side
return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
}
}
void R_LightPoint (vec3_t p)
{
vec3_t end;
if (!cl.worldmodel->lightdata)
{
lightcolor[0] = lightcolor[1] = lightcolor[2] = 255;
return;
}
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
lightcolor[0] = lightcolor[1] = lightcolor[2] = 0;
RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end);
}
// Tomaz - Lit Support End