2005-08-26 04:48:05 +00:00
|
|
|
/*
|
|
|
|
===========================================================================
|
|
|
|
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 Foobar; 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 = bmodel->firstSurface + i;
|
|
|
|
|
|
|
|
if ( *surf->data == SF_FACE ) {
|
|
|
|
((srfSurfaceFace_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
|
|
|
|
} else if ( *surf->data == SF_GRID ) {
|
|
|
|
((srfGridMesh_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
|
|
|
|
} else if ( *surf->data == SF_TRIANGLES ) {
|
|
|
|
((srfTriangles_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============================================================================
|
|
|
|
|
|
|
|
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 ) {
|
|
|
|
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 ) {
|
|
|
|
// seperate 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, tr.world->lightGridOrigin, lightOrigin );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
float v;
|
|
|
|
|
|
|
|
v = lightOrigin[i]*tr.world->lightGridInverseSize[i];
|
|
|
|
pos[i] = floor( v );
|
|
|
|
frac[i] = v - pos[i];
|
|
|
|
if ( pos[i] < 0 ) {
|
|
|
|
pos[i] = 0;
|
|
|
|
} else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) {
|
|
|
|
pos[i] = tr.world->lightGridBounds[i] - 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorClear( ent->ambientLight );
|
|
|
|
VectorClear( ent->directedLight );
|
|
|
|
VectorClear( direction );
|
|
|
|
|
|
|
|
assert( tr.world->lightGridData ); // bk010103 - NULL with -nolight maps
|
|
|
|
|
|
|
|
// trilerp the light value
|
|
|
|
gridStep[0] = 8;
|
|
|
|
gridStep[1] = 8 * tr.world->lightGridBounds[0];
|
|
|
|
gridStep[2] = 8 * tr.world->lightGridBounds[0] * tr.world->lightGridBounds[1];
|
|
|
|
gridData = tr.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) ) {
|
|
|
|
factor *= frac[j];
|
|
|
|
data += gridStep[j];
|
|
|
|
} else {
|
|
|
|
factor *= (1.0f - frac[j]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !(data[0]+data[1]+data[2]) ) {
|
|
|
|
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
|
|
|
|
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 ) {
|
|
|
|
// seperate 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 );
|
|
|
|
} 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 ambient
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
if ( ent->ambientLight[i] > tr.identityLightByte ) {
|
|
|
|
ent->ambientLight[i] = tr.identityLightByte;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( r_debugLight->integer ) {
|
|
|
|
LogLight( ent );
|
|
|
|
}
|
|
|
|
|
|
|
|
// save out the byte packet version
|
|
|
|
((byte *)&ent->ambientLightInt)[0] = myftol( ent->ambientLight[0] );
|
|
|
|
((byte *)&ent->ambientLightInt)[1] = myftol( ent->ambientLight[1] );
|
|
|
|
((byte *)&ent->ambientLightInt)[2] = myftol( ent->ambientLight[2] );
|
|
|
|
((byte *)&ent->ambientLightInt)[3] = 0xff;
|
|
|
|
|
|
|
|
// transform the direction to local space
|
|
|
|
VectorNormalize( lightDir );
|
|
|
|
ent->lightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
|
|
|
|
ent->lightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
|
|
|
|
ent->lightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
R_LightForPoint
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
|
|
|
|
{
|
|
|
|
trRefEntity_t ent;
|
|
|
|
|
|
|
|
// bk010103 - this segfaults with -nolight maps
|
|
|
|
if ( tr.world->lightGridData == NULL )
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
Com_Memset(&ent, 0, sizeof(ent));
|
|
|
|
VectorCopy( point, ent.e.origin );
|
|
|
|
R_SetupEntityLightingGrid( &ent );
|
|
|
|
VectorCopy(ent.ambientLight, ambientLight);
|
|
|
|
VectorCopy(ent.directedLight, directedLight);
|
|
|
|
VectorCopy(ent.lightDir, lightDir);
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|