/* gl_rlight.c - dynamic and static lights Copyright (C) 2010 Uncle Mike 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 3 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. */ #include "r_local.h" #include "pm_local.h" #include "studio.h" #include "xash3d_mathlib.h" #include "ref_params.h" //unused, need refactor unsigned blocklights[10240]; /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ================== CL_RunLightStyles ================== */ void GAME_EXPORT CL_RunLightStyles( void ) { int i, k, flight, clight; float l, lerpfrac, backlerp; float frametime = (gp_cl->time - gp_cl->oldtime); lightstyle_t *ls; if( !WORLDMODEL ) return; if( !WORLDMODEL->lightdata ) { for( i = 0; i < MAX_LIGHTSTYLES; i++ ) tr.lightstylevalue[i] = 256 * 256; return; } // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright for( i = 0; i < MAX_LIGHTSTYLES; i++ ) { ls = gEngfuncs.GetLightStyle( i ); if( !gp_cl->paused && frametime <= 0.1f ) ls->time += frametime; // evaluate local time flight = (int)Q_floor( ls->time * 10 ); clight = (int)Q_ceil( ls->time * 10 ); lerpfrac = ( ls->time * 10 ) - flight; backlerp = 1.0f - lerpfrac; if( !ls->length ) { tr.lightstylevalue[i] = 256; continue; } else if( ls->length == 1 ) { // single length style so don't bother interpolating tr.lightstylevalue[i] = ( ls->pattern[0] - 'a' ) * 22; continue; } else if( !ls->interp ) // || !CVAR_TO_BOOL( cl_lightstyle_lerping )) { tr.lightstylevalue[i] = ( ls->pattern[flight%ls->length] - 'a' ) * 22; continue; } // interpolate animating light // frame just gone k = ls->map[flight % ls->length]; l = (float)( k * 22.0f ) * backlerp; // upcoming frame k = ls->map[clight % ls->length]; l += (float)( k * 22.0f ) * lerpfrac; tr.lightstylevalue[i] = (int)l; } } /* ============= R_MarkLights ============= */ void R_MarkLights( dlight_t *light, int bit, mnode_t *node ) { float dist; msurface_t *surf; int i; if( !node || node->contents < 0 ) return; dist = PlaneDiff( light->origin, node->plane ); if( dist > light->radius ) { R_MarkLights( light, bit, node->children[0] ); return; } if( dist < -light->radius ) { R_MarkLights( light, bit, node->children[1] ); return; } // mark the polygons surf = RI.currentmodel->surfaces + node->firstsurface; for( i = 0; i < node->numsurfaces; i++, surf++ ) { if( !BoundsAndSphereIntersect( surf->info->mins, surf->info->maxs, light->origin, light->radius )) continue; // no intersection if( surf->dlightframe != tr.framecount )//tr.dlightframecount ) { surf->dlightbits = 0; surf->dlightframe = tr.framecount; //tr.dlightframecount; } surf->dlightbits |= bit; } R_MarkLights( light, bit, node->children[0] ); R_MarkLights( light, bit, node->children[1] ); } /* ============= R_PushDlights ============= */ void R_PushDlights( void ) { dlight_t *l; int i; tr.dlightframecount = tr.framecount; RI.currententity = CL_GetEntityByIndex( 0 ); if( RI.currententity ) RI.currentmodel = RI.currententity->model; for( i = 0; i < MAX_DLIGHTS; i++, l++ ) { l = gEngfuncs.GetDynamicLight( i ); if( l->die < gp_cl->time || !l->radius ) continue; //if( GL_FrustumCullSphere( &RI.frustum, l->origin, l->radius, 15 )) //continue; if( RI.currententity ) R_MarkLights( l, 1<nodes ); } } /* ======================================================================= AMBIENT LIGHTING ======================================================================= */ static vec3_t g_trace_lightspot; static vec3_t g_trace_lightvec; static float g_trace_fraction; /* ================= R_RecursiveLightPoint ================= */ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f, float p2f, colorVec *cv, const vec3_t start, const vec3_t end ) { float front, back, frac, midf; int i, map, side, size; float ds, dt, s, t; int sample_size; color24 *lm, *dm; mextrasurf_t *info; msurface_t *surf; mtexinfo_t *tex; matrix3x4 tbn; vec3_t mid; // didn't hit anything if( !node || node->contents < 0 ) { cv->r = cv->g = cv->b = cv->a = 0; return false; } // calculate mid point front = PlaneDiff( start, node->plane ); back = PlaneDiff( end, node->plane ); side = front < 0; if(( back < 0 ) == side ) return R_RecursiveLightPoint( model, node->children[side], p1f, p2f, cv, start, end ); frac = front / ( front - back ); VectorLerp( start, frac, end, mid ); midf = p1f + ( p2f - p1f ) * frac; // co down front side if( R_RecursiveLightPoint( model, node->children[side], p1f, midf, cv, start, mid )) return true; // hit something if(( back < 0 ) == side ) { cv->r = cv->g = cv->b = cv->a = 0; return false; // didn't hit anything } // check for impact on this node surf = model->surfaces + node->firstsurface; VectorCopy( mid, g_trace_lightspot ); for( i = 0; i < node->numsurfaces; i++, surf++ ) { int smax, tmax; tex = surf->texinfo; info = surf->info; if( FBitSet( surf->flags, SURF_DRAWTILED )) continue; // no lightmaps s = DotProduct( mid, info->lmvecs[0] ) + info->lmvecs[0][3]; t = DotProduct( mid, info->lmvecs[1] ) + info->lmvecs[1][3]; if( s < info->lightmapmins[0] || t < info->lightmapmins[1] ) continue; ds = s - info->lightmapmins[0]; dt = t - info->lightmapmins[1]; if ( ds > info->lightextents[0] || dt > info->lightextents[1] ) continue; cv->r = cv->g = cv->b = cv->a = 0; if( !surf->samples ) return true; sample_size = gEngfuncs.Mod_SampleSizeForFace( surf ); smax = (info->lightextents[0] / sample_size) + 1; tmax = (info->lightextents[1] / sample_size) + 1; ds /= sample_size; dt /= sample_size; lm = surf->samples + Q_rint( dt ) * smax + Q_rint( ds ); g_trace_fraction = midf; size = smax * tmax; dm = NULL; if( surf->info->deluxemap ) { vec3_t faceNormal; if( FBitSet( surf->flags, SURF_PLANEBACK )) VectorNegate( surf->plane->normal, faceNormal ); else VectorCopy( surf->plane->normal, faceNormal ); // compute face TBN #if 1 Vector4Set( tbn[0], surf->info->lmvecs[0][0], surf->info->lmvecs[0][1], surf->info->lmvecs[0][2], 0.0f ); Vector4Set( tbn[1], -surf->info->lmvecs[1][0], -surf->info->lmvecs[1][1], -surf->info->lmvecs[1][2], 0.0f ); Vector4Set( tbn[2], faceNormal[0], faceNormal[1], faceNormal[2], 0.0f ); #else Vector4Set( tbn[0], surf->info->lmvecs[0][0], -surf->info->lmvecs[1][0], faceNormal[0], 0.0f ); Vector4Set( tbn[1], surf->info->lmvecs[0][1], -surf->info->lmvecs[1][1], faceNormal[1], 0.0f ); Vector4Set( tbn[2], surf->info->lmvecs[0][2], -surf->info->lmvecs[1][2], faceNormal[2], 0.0f ); #endif VectorNormalize( tbn[0] ); VectorNormalize( tbn[1] ); VectorNormalize( tbn[2] ); dm = surf->info->deluxemap + Q_rint( dt ) * smax + Q_rint( ds ); } for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ ) { uint scale = tr.lightstylevalue[surf->styles[map]]; cv->r += lm->r * scale; cv->g += lm->g * scale; cv->b += lm->b * scale; lm += size; // skip to next lightmap if( dm != NULL ) { vec3_t srcNormal, lightNormal; float f = (1.0f / 128.0f); VectorSet( srcNormal, ((float)dm->r - 128.0f) * f, ((float)dm->g - 128.0f) * f, ((float)dm->b - 128.0f) * f ); Matrix3x4_VectorIRotate( tbn, srcNormal, lightNormal ); // turn to world space VectorScale( lightNormal, (float)scale * -1.0f, lightNormal ); // turn direction from light VectorAdd( g_trace_lightvec, lightNormal, g_trace_lightvec ); dm += size; // skip to next deluxmap } } return true; } // go down back side return R_RecursiveLightPoint( model, node->children[!side], midf, p2f, cv, mid, end ); } /* ================= R_LightVec check bspmodels to get light from ================= */ colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) { float last_fraction; int i, maxEnts = 1; colorVec light, cv; if( lspot ) VectorClear( lspot ); if( lvec ) VectorClear( lvec ); if( WORLDMODEL && WORLDMODEL->lightdata ) { light.r = light.g = light.b = light.a = 0; last_fraction = 1.0f; // get light from bmodels too //if( CVAR_TO_BOOL( r_lighting_extended )) maxEnts = MAX_PHYSENTS; // check all the bsp-models for( i = 0; i < maxEnts; i++ ) { physent_t *pe = gEngfuncs.EV_GetPhysent( i ); vec3_t offset, start_l, end_l; mnode_t *pnodes; matrix4x4 matrix; if( !pe ) break; if( !pe->model || pe->model->type != mod_brush ) continue; // skip non-bsp models pnodes = &pe->model->nodes[pe->model->hulls[0].firstclipnode]; VectorSubtract( pe->model->hulls[0].clip_mins, vec3_origin, offset ); VectorAdd( offset, pe->origin, offset ); VectorSubtract( start, offset, start_l ); VectorSubtract( end, offset, end_l ); // rotate start and end into the models frame of reference if( !VectorIsNull( pe->angles )) { Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, start, start_l ); Matrix4x4_VectorITransform( matrix, end, end_l ); } VectorClear( g_trace_lightspot ); VectorClear( g_trace_lightvec ); g_trace_fraction = 1.0f; if( !R_RecursiveLightPoint( pe->model, pnodes, 0.0f, 1.0f, &cv, start_l, end_l )) continue; // didn't hit anything if( g_trace_fraction < last_fraction ) { if( lspot ) VectorCopy( g_trace_lightspot, lspot ); if( lvec ) VectorNormalize2( g_trace_lightvec, lvec ); light.r = Q_min(( cv.r >> 8 ), 255 ); light.g = Q_min(( cv.g >> 8 ), 255 ); light.b = Q_min(( cv.b >> 8 ), 255 ); last_fraction = g_trace_fraction; if(( light.r + light.g + light.b ) != 0 ) break; // we get light now } } } else { light.r = light.g = light.b = 255; light.a = 0; } return light; } /* ================= R_LightVec check bspmodels to get light from ================= */ colorVec GAME_EXPORT R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) { colorVec light = R_LightVecInternal( start, end, lspot, lvec ); //light.r = light.g = light.b = 255; if( lspot != NULL && lvec != NULL ) // CVAR_TO_BOOL( r_lighting_extended ) && { // trying to get light from ceiling (but ignore gradient analyze) if(( light.r + light.g + light.b ) == 0 ) return R_LightVecInternal( end, start, lspot, lvec ); } return light; } /* ================= R_LightPoint light from floor ================= */ colorVec GAME_EXPORT R_LightPoint( const vec3_t p0 ) { vec3_t p1; VectorSet( p1, p0[0], p0[1], p0[2] - 2048.0f ); return R_LightVec( p0, p1, NULL, NULL ); }