mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 22:20:58 +00:00
7c2dd01873
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.
511 lines
13 KiB
C
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;
|
|
}
|