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480 lines
12 KiB
480 lines
12 KiB
/* |
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gl_rlight.c - dynamic and static lights |
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Copyright (C) 2010 Uncle Mike |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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#include "r_local.h" |
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#include "pm_local.h" |
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#include "studio.h" |
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#include "xash3d_mathlib.h" |
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#include "ref_params.h" |
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//unused, need refactor |
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unsigned blocklights[10240]; |
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/* |
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============================================================================= |
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DYNAMIC LIGHTS |
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============================================================================= |
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*/ |
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/* |
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================== |
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CL_RunLightStyles |
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================== |
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*/ |
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void GAME_EXPORT CL_RunLightStyles( void ) |
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{ |
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int i, k, flight, clight; |
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float l, lerpfrac, backlerp; |
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float frametime = (gp_cl->time - gp_cl->oldtime); |
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float scale; |
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lightstyle_t *ls; |
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if( !WORLDMODEL ) return; |
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scale = 1; //r_lighting_modulate->value; |
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// light animations |
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// 'm' is normal light, 'a' is no light, 'z' is double bright |
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for( i = 0; i < MAX_LIGHTSTYLES; i++ ) |
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{ |
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ls = gEngfuncs.GetLightStyle( i ); |
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if( !WORLDMODEL->lightdata ) |
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{ |
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tr.lightstylevalue[i] = 256 * 256; |
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continue; |
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} |
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if( !gp_cl->paused && frametime <= 0.1f ) |
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ls->time += frametime; // evaluate local time |
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flight = (int)Q_floor( ls->time * 10 ); |
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clight = (int)Q_ceil( ls->time * 10 ); |
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lerpfrac = ( ls->time * 10 ) - flight; |
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backlerp = 1.0f - lerpfrac; |
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if( !ls->length ) |
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{ |
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tr.lightstylevalue[i] = 256 * scale; |
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continue; |
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} |
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else if( ls->length == 1 ) |
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{ |
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// single length style so don't bother interpolating |
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tr.lightstylevalue[i] = ls->map[0] * 22 * scale; |
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continue; |
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} |
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else if( !ls->interp ) // || !CVAR_TO_BOOL( cl_lightstyle_lerping )) |
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{ |
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tr.lightstylevalue[i] = ls->map[flight%ls->length] * 22 * scale; |
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continue; |
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} |
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// interpolate animating light |
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// frame just gone |
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k = ls->map[flight % ls->length]; |
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l = (float)( k * 22.0f ) * backlerp; |
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// upcoming frame |
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k = ls->map[clight % ls->length]; |
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l += (float)( k * 22.0f ) * lerpfrac; |
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tr.lightstylevalue[i] = (int)l * scale; |
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} |
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} |
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/* |
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============= |
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R_MarkLights |
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============= |
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*/ |
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void R_MarkLights( dlight_t *light, int bit, mnode_t *node ) |
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{ |
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float dist; |
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msurface_t *surf; |
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int i; |
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if( !node || node->contents < 0 ) |
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return; |
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dist = PlaneDiff( light->origin, node->plane ); |
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if( dist > light->radius ) |
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{ |
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R_MarkLights( light, bit, node->children[0] ); |
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return; |
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} |
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if( dist < -light->radius ) |
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{ |
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R_MarkLights( light, bit, node->children[1] ); |
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return; |
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} |
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// mark the polygons |
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surf = RI.currentmodel->surfaces + node->firstsurface; |
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for( i = 0; i < node->numsurfaces; i++, surf++ ) |
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{ |
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if( !BoundsAndSphereIntersect( surf->info->mins, surf->info->maxs, light->origin, light->radius )) |
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continue; // no intersection |
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if( surf->dlightframe != tr.framecount )//tr.dlightframecount ) |
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{ |
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surf->dlightbits = 0; |
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surf->dlightframe = tr.framecount; //tr.dlightframecount; |
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} |
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surf->dlightbits |= bit; |
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} |
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R_MarkLights( light, bit, node->children[0] ); |
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R_MarkLights( light, bit, node->children[1] ); |
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} |
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/* |
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============= |
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R_PushDlights |
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============= |
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*/ |
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void R_PushDlights( void ) |
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{ |
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dlight_t *l; |
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int i; |
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tr.dlightframecount = tr.framecount; |
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RI.currententity = CL_GetEntityByIndex( 0 ); |
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if( RI.currententity ) |
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RI.currentmodel = RI.currententity->model; |
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for( i = 0; i < MAX_DLIGHTS; i++, l++ ) |
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{ |
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l = gEngfuncs.GetDynamicLight( i ); |
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if( l->die < gp_cl->time || !l->radius ) |
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continue; |
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//if( GL_FrustumCullSphere( &RI.frustum, l->origin, l->radius, 15 )) |
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//continue; |
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if( RI.currententity ) |
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R_MarkLights( l, 1<<i, RI.currentmodel->nodes ); |
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} |
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} |
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/* |
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============= |
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R_CountSurfaceDlights |
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============= |
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*/ |
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int R_CountSurfaceDlights( msurface_t *surf ) |
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{ |
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int i, numDlights = 0; |
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for( i = 0; i < MAX_DLIGHTS; i++ ) |
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{ |
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if(!( surf->dlightbits & BIT( i ))) |
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continue; // not lit by this light |
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numDlights++; |
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} |
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return numDlights; |
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} |
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/* |
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======================================================================= |
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AMBIENT LIGHTING |
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======================================================================= |
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*/ |
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static vec3_t g_trace_lightspot; |
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static vec3_t g_trace_lightvec; |
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static float g_trace_fraction; |
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/* |
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================= |
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R_RecursiveLightPoint |
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================= |
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*/ |
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static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f, float p2f, colorVec *cv, const vec3_t start, const vec3_t end ) |
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{ |
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float front, back, frac, midf; |
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int i, map, side, size; |
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float ds, dt, s, t; |
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int sample_size; |
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color24 *lm, *dm; |
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mextrasurf_t *info; |
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msurface_t *surf; |
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mtexinfo_t *tex; |
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matrix3x4 tbn; |
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vec3_t mid; |
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// didn't hit anything |
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if( !node || node->contents < 0 ) |
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{ |
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cv->r = cv->g = cv->b = cv->a = 0; |
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return false; |
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} |
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// calculate mid point |
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front = PlaneDiff( start, node->plane ); |
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back = PlaneDiff( end, node->plane ); |
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side = front < 0; |
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if(( back < 0 ) == side ) |
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return R_RecursiveLightPoint( model, node->children[side], p1f, p2f, cv, start, end ); |
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frac = front / ( front - back ); |
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VectorLerp( start, frac, end, mid ); |
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midf = p1f + ( p2f - p1f ) * frac; |
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// co down front side |
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if( R_RecursiveLightPoint( model, node->children[side], p1f, midf, cv, start, mid )) |
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return true; // hit something |
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if(( back < 0 ) == side ) |
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{ |
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cv->r = cv->g = cv->b = cv->a = 0; |
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return false; // didn't hit anything |
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} |
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// check for impact on this node |
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surf = model->surfaces + node->firstsurface; |
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VectorCopy( mid, g_trace_lightspot ); |
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for( i = 0; i < node->numsurfaces; i++, surf++ ) |
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{ |
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int smax, tmax; |
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tex = surf->texinfo; |
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info = surf->info; |
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if( FBitSet( surf->flags, SURF_DRAWTILED )) |
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continue; // no lightmaps |
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s = DotProduct( mid, info->lmvecs[0] ) + info->lmvecs[0][3]; |
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t = DotProduct( mid, info->lmvecs[1] ) + info->lmvecs[1][3]; |
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if( s < info->lightmapmins[0] || t < info->lightmapmins[1] ) |
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continue; |
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ds = s - info->lightmapmins[0]; |
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dt = t - info->lightmapmins[1]; |
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if ( ds > info->lightextents[0] || dt > info->lightextents[1] ) |
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continue; |
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cv->r = cv->g = cv->b = cv->a = 0; |
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if( !surf->samples ) |
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return true; |
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sample_size = gEngfuncs.Mod_SampleSizeForFace( surf ); |
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smax = (info->lightextents[0] / sample_size) + 1; |
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tmax = (info->lightextents[1] / sample_size) + 1; |
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ds /= sample_size; |
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dt /= sample_size; |
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lm = surf->samples + Q_rint( dt ) * smax + Q_rint( ds ); |
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g_trace_fraction = midf; |
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size = smax * tmax; |
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dm = NULL; |
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if( surf->info->deluxemap ) |
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{ |
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vec3_t faceNormal; |
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if( FBitSet( surf->flags, SURF_PLANEBACK )) |
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VectorNegate( surf->plane->normal, faceNormal ); |
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else VectorCopy( surf->plane->normal, faceNormal ); |
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// compute face TBN |
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#if 1 |
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Vector4Set( tbn[0], surf->info->lmvecs[0][0], surf->info->lmvecs[0][1], surf->info->lmvecs[0][2], 0.0f ); |
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Vector4Set( tbn[1], -surf->info->lmvecs[1][0], -surf->info->lmvecs[1][1], -surf->info->lmvecs[1][2], 0.0f ); |
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Vector4Set( tbn[2], faceNormal[0], faceNormal[1], faceNormal[2], 0.0f ); |
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#else |
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Vector4Set( tbn[0], surf->info->lmvecs[0][0], -surf->info->lmvecs[1][0], faceNormal[0], 0.0f ); |
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Vector4Set( tbn[1], surf->info->lmvecs[0][1], -surf->info->lmvecs[1][1], faceNormal[1], 0.0f ); |
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Vector4Set( tbn[2], surf->info->lmvecs[0][2], -surf->info->lmvecs[1][2], faceNormal[2], 0.0f ); |
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#endif |
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VectorNormalize( tbn[0] ); |
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VectorNormalize( tbn[1] ); |
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VectorNormalize( tbn[2] ); |
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dm = surf->info->deluxemap + Q_rint( dt ) * smax + Q_rint( ds ); |
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} |
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for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ ) |
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{ |
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uint scale = tr.lightstylevalue[surf->styles[map]]; |
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if( tr.ignore_lightgamma ) |
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{ |
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cv->r += lm->r * scale * 2.5; // scale; |
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cv->g += lm->g * scale * 2.5; // scale; |
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cv->b += lm->b * scale * 2.5; // scale; |
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} |
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else |
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{ |
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cv->r += gEngfuncs.LightToTexGamma( lm->r ) * scale; |
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cv->g += gEngfuncs.LightToTexGamma( lm->g ) * scale; |
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cv->b += gEngfuncs.LightToTexGamma( lm->b ) * scale; |
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} |
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lm += size; // skip to next lightmap |
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if( dm != NULL ) |
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{ |
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vec3_t srcNormal, lightNormal; |
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float f = (1.0f / 128.0f); |
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VectorSet( srcNormal, ((float)dm->r - 128.0f) * f, ((float)dm->g - 128.0f) * f, ((float)dm->b - 128.0f) * f ); |
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Matrix3x4_VectorIRotate( tbn, srcNormal, lightNormal ); // turn to world space |
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VectorScale( lightNormal, (float)scale * -1.0f, lightNormal ); // turn direction from light |
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VectorAdd( g_trace_lightvec, lightNormal, g_trace_lightvec ); |
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dm += size; // skip to next deluxmap |
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} |
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} |
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return true; |
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} |
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// go down back side |
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return R_RecursiveLightPoint( model, node->children[!side], midf, p2f, cv, mid, end ); |
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} |
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/* |
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================= |
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R_LightVec |
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check bspmodels to get light from |
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================= |
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*/ |
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colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) |
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{ |
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float last_fraction; |
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int i, maxEnts = 1; |
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colorVec light, cv; |
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if( lspot ) VectorClear( lspot ); |
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if( lvec ) VectorClear( lvec ); |
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if( WORLDMODEL && WORLDMODEL->lightdata ) |
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{ |
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light.r = light.g = light.b = light.a = 0; |
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last_fraction = 1.0f; |
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// get light from bmodels too |
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//if( CVAR_TO_BOOL( r_lighting_extended )) |
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maxEnts = MAX_PHYSENTS; |
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// check all the bsp-models |
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for( i = 0; i < maxEnts; i++ ) |
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{ |
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physent_t *pe = gEngfuncs.EV_GetPhysent( i ); |
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vec3_t offset, start_l, end_l; |
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mnode_t *pnodes; |
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matrix4x4 matrix; |
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if( !pe ) |
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break; |
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if( !pe->model || pe->model->type != mod_brush ) |
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continue; // skip non-bsp models |
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pnodes = &pe->model->nodes[pe->model->hulls[0].firstclipnode]; |
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VectorSubtract( pe->model->hulls[0].clip_mins, vec3_origin, offset ); |
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VectorAdd( offset, pe->origin, offset ); |
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VectorSubtract( start, offset, start_l ); |
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VectorSubtract( end, offset, end_l ); |
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// rotate start and end into the models frame of reference |
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if( !VectorIsNull( pe->angles )) |
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{ |
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Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f ); |
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Matrix4x4_VectorITransform( matrix, start, start_l ); |
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Matrix4x4_VectorITransform( matrix, end, end_l ); |
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} |
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VectorClear( g_trace_lightspot ); |
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VectorClear( g_trace_lightvec ); |
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g_trace_fraction = 1.0f; |
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if( !R_RecursiveLightPoint( pe->model, pnodes, 0.0f, 1.0f, &cv, start_l, end_l )) |
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continue; // didn't hit anything |
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if( g_trace_fraction < last_fraction ) |
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{ |
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if( lspot ) VectorCopy( g_trace_lightspot, lspot ); |
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if( lvec ) VectorNormalize2( g_trace_lightvec, lvec ); |
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light.r = Q_min(( cv.r >> 7 ), 255 ); |
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light.g = Q_min(( cv.g >> 7 ), 255 ); |
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light.b = Q_min(( cv.b >> 7 ), 255 ); |
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last_fraction = g_trace_fraction; |
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if(( light.r + light.g + light.b ) != 0 ) |
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break; // we get light now |
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} |
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} |
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} |
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else |
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{ |
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light.r = light.g = light.b = 255; |
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light.a = 0; |
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} |
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return light; |
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} |
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/* |
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================= |
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R_LightVec |
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check bspmodels to get light from |
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================= |
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*/ |
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colorVec GAME_EXPORT R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec ) |
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{ |
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colorVec light = R_LightVecInternal( start, end, lspot, lvec ); |
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//light.r = light.g = light.b = 255; |
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if( lspot != NULL && lvec != NULL ) // CVAR_TO_BOOL( r_lighting_extended ) && |
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{ |
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// trying to get light from ceiling (but ignore gradient analyze) |
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if(( light.r + light.g + light.b ) == 0 ) |
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return R_LightVecInternal( end, start, lspot, lvec ); |
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} |
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return light; |
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} |
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/* |
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================= |
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R_LightPoint |
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light from floor |
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================= |
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*/ |
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colorVec GAME_EXPORT R_LightPoint( const vec3_t p0 ) |
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{ |
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vec3_t p1; |
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VectorSet( p1, p0[0], p0[1], p0[2] - 2048.0f ); |
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return R_LightVec( p0, p1, NULL, NULL ); |
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}
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