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ref_soft: Xash3D lightmaps and dynamic lighting (world only)

pull/2/head
mittorn 6 years ago
parent
commit
153b8cbcc3
  1. 4
      r_light.c
  2. 3
      r_main.c
  3. 123
      r_surf.c

4
r_light.c

@ -131,10 +131,10 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node ) @@ -131,10 +131,10 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node )
if( !BoundsAndSphereIntersect( surf->info->mins, surf->info->maxs, light->origin, light->radius ))
continue; // no intersection
if( surf->dlightframe != tr.dlightframecount )
if( surf->dlightframe != r_framecount )//tr.dlightframecount )
{
surf->dlightbits = 0;
surf->dlightframe = tr.dlightframecount;
surf->dlightframe = r_framecount; //tr.dlightframecount;
}
surf->dlightbits |= bit;
}

3
r_main.c

@ -1611,10 +1611,11 @@ void R_RenderScene( void ) @@ -1611,10 +1611,11 @@ void R_RenderScene( void )
// begin a new frame
tr.framecount++;
R_PushDlights();
R_SetupFrustum();
R_SetupFrame();
R_PushDlights();
// R_SetupGL( true );
R_Clear( ~0 );

123
r_surf.c

@ -59,7 +59,106 @@ surfcache_t *sc_rover, *sc_base; @@ -59,7 +59,106 @@ surfcache_t *sc_rover, *sc_base;
static int rtable[MOD_FRAMES][MOD_FRAMES];
#if 0
#if 1
static void R_BuildLightMap( );
/*
===============
R_AddDynamicLights
===============
*/
void R_AddDynamicLights( msurface_t *surf )
{
float dist, rad, minlight;
int lnum, s, t, sd, td, smax, tmax;
float sl, tl, sacc, tacc;
vec3_t impact, origin_l;
mextrasurf_t *info = surf->info;
int sample_frac = 1.0;
float sample_size;
mtexinfo_t *tex;
dlight_t *dl;
uint *bl;
// no dlighted surfaces here
//if( !R_CountSurfaceDlights( surf )) return;
sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
smax = (info->lightextents[0] / sample_size) + 1;
tmax = (info->lightextents[1] / sample_size) + 1;
tex = surf->texinfo;
if( FBitSet( tex->flags, TEX_WORLD_LUXELS ))
{
if( surf->texinfo->faceinfo )
sample_frac = surf->texinfo->faceinfo->texture_step;
//else if( FBitSet( surf->texinfo->flags, TEX_EXTRA_LIGHTMAP ))
// sample_frac = LM_SAMPLE_EXTRASIZE;
else sample_frac = LM_SAMPLE_SIZE;
}
for( lnum = 0; lnum < MAX_DLIGHTS; lnum++ )
{
if( !FBitSet( surf->dlightbits, BIT( lnum )))
continue; // not lit by this light
dl = gEngfuncs.GetDynamicLight( lnum );
// transform light origin to local bmodel space
//if( !tr.modelviewIdentity )
//Matrix4x4_VectorITransform( RI.objectMatrix, dl->origin, origin_l );
//else
VectorCopy( dl->origin, origin_l );
rad = dl->radius;
dist = PlaneDiff( origin_l, surf->plane );
rad -= fabs( dist );
// rad is now the highest intensity on the plane
minlight = dl->minlight;
if( rad < minlight )
continue;
minlight = rad - minlight;
if( surf->plane->type < 3 )
{
VectorCopy( origin_l, impact );
impact[surf->plane->type] -= dist;
}
else VectorMA( origin_l, -dist, surf->plane->normal, impact );
sl = DotProduct( impact, info->lmvecs[0] ) + info->lmvecs[0][3] - info->lightmapmins[0];
tl = DotProduct( impact, info->lmvecs[1] ) + info->lmvecs[1][3] - info->lightmapmins[1];
bl = blocklights;
for( t = 0, tacc = 0; t < tmax; t++, tacc += sample_size )
{
td = (tl - tacc) * sample_frac;
if( td < 0 ) td = -td;
for( s = 0, sacc = 0; s < smax; s++, sacc += sample_size, bl += 1 )
{
sd = (sl - sacc) * sample_frac;
if( sd < 0 ) sd = -sd;
if( sd > td ) dist = sd + (td >> 1);
else dist = td + (sd >> 1);
if( dist < minlight )
{
printf("dlight %f\n", dist);
//*(void**)0 = 0;
bl[0] += ((int)((rad - dist) * 256) * 7.5) / 256;
//bl[1] += ((int)((rad - dist) * 256) * 2.5) / 256;
//bl[2] += ((int)((rad - dist) * 256) * 2.5) / 256;
}
}
}
}
}
/*
=================
R_BuildLightmap
@ -79,12 +178,12 @@ static void R_BuildLightMap( ) @@ -79,12 +178,12 @@ static void R_BuildLightMap( )
color24 *lm;
qboolean dynamic = 0;
//sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
//smax = ( info->lightextents[0] / sample_size ) + 1;
//tmax = ( info->lightextents[1] / sample_size ) + 1;
sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
smax = ( info->lightextents[0] / sample_size ) + 1;
tmax = ( info->lightextents[1] / sample_size ) + 1;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
//smax = (surf->extents[0]>>4)+1;
//tmax = (surf->extents[1]>>4)+1;
size = smax * tmax;
@ -93,15 +192,15 @@ static void R_BuildLightMap( ) @@ -93,15 +192,15 @@ static void R_BuildLightMap( )
memset( blocklights, 0, sizeof( uint ) * size );
// add all the lightmaps
for( map = 0; map < MAXLIGHTMAPS; map++ )
for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ )
{
scale = tr.lightstylevalue[surf->styles[map]];
for( i = 0, bl = blocklights; i < size; i++, bl += 1, lm++ )
{
bl[0] += lm->r;
bl[0] += lm->g;
bl[0] += lm->b;
bl[0] += lm->r * 2.5;
bl[0] += lm->g * 2.5;
bl[0] += lm->b * 2.5;
//printf("test\n");
//bl[1] += gEngfuncs.LightToTexGamma( lm->g ) * scale;
@ -110,8 +209,8 @@ static void R_BuildLightMap( ) @@ -110,8 +209,8 @@ static void R_BuildLightMap( )
}
// add all the dynamic lights
//if( surf->dlightframe == tr.framecount && dynamic )
//R_AddDynamicLights( surf );
if( surf->dlightframe == r_framecount )
R_AddDynamicLights( surf );
// Put into texture format
//stride -= (smax << 2);

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