This repository has been archived on 2022-06-27. You can view files and clone it, but cannot push or open issues or pull requests.
Xash3DArchive/vid_gl/r_light.c

1210 lines
30 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2002-2007 Victor Luchits
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 2
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_light.c
#include "r_local.h"
#include "mathlib.h"
#include "matrix_lib.h"
#include "pm_movevars.h"
#include "bspfile.h"
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_SurfPotentiallyLit
=============
*/
bool R_SurfPotentiallyLit( msurface_t *surf )
{
ref_shader_t *shader;
if( surf->flags & ( SURF_DRAWSKY|SURF_DRAWTURB ))
return false;
if( !surf->samples )
return false;
shader = surf->shader;
if( shader->flags & SHADER_SKYPARMS || shader->type == SHADER_FLARE || !shader->num_stages )
return false;
return true;
}
/*
=============
R_LightBounds
=============
*/
void R_LightBounds( const vec3_t origin, float intensity, vec3_t mins, vec3_t maxs )
{
VectorSet( mins, origin[0] - intensity, origin[1] - intensity, origin[2] - intensity );
VectorSet( maxs, origin[0] + intensity, origin[1] + intensity, origin[2] + intensity );
}
/*
=============
R_AddSurfDlighbits
=============
*/
uint R_AddSurfDlighbits( msurface_t *surf, uint dlightbits )
{
uint k, bit;
ref_dlight_t *lt;
float dist;
for( k = 0, bit = 1, lt = r_dlights; k < r_numDlights; k++, bit <<= 1, lt++ )
{
if( dlightbits & bit )
{
if( surf->plane->type < 3 ) dist = lt->origin[surf->plane->type] - surf->plane->dist;
else dist = DotProduct( lt->origin, surf->plane->normal ) - surf->plane->dist;
dist = PlaneDiff( lt->origin, surf->plane );
if( dist <= -lt->intensity || dist >= lt->intensity )
dlightbits &= ~bit; // how lucky...
}
}
return dlightbits;
}
/*
=================
R_AddDynamicLights
=================
*/
void R_AddDynamicLights( uint dlightbits, int state )
{
uint i, j, numTempElems;
bool cullAway;
const ref_dlight_t *light;
const ref_shader_t *shader;
vec3_t tvec, dlorigin, normal;
elem_t tempElemsArray[MAX_ARRAY_ELEMENTS];
float inverseIntensity, *v1, *v2, *v3, dist;
GLfloat xyzFallof[4][4] = {{ 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 0 }};
matrix4x4 m;
r_backacc.numColors = 0;
Matrix4x4_BuildLightIdentity( m );
// we multitexture or texture3D support for dynamic lights
if( !GL_Support( R_TEXTURE_3D_EXT ) && !GL_Support( R_ARB_MULTITEXTURE ))
return;
for( i = 0; i < ( GL_Support( R_TEXTURE_3D_EXT ) ? 1 : 2 ); i++ )
{
GL_SelectTexture( i );
GL_TexEnv( GL_MODULATE );
GL_SetState( state | ( i ? 0 : GLSTATE_BLEND_MTEX ));
GL_SetTexCoordArrayMode( 0 );
GL_EnableTexGen( GL_S, GL_OBJECT_LINEAR );
GL_EnableTexGen( GL_T, GL_OBJECT_LINEAR );
GL_EnableTexGen( GL_R, 0 );
GL_EnableTexGen( GL_Q, 0 );
}
if( GL_Support( R_TEXTURE_3D_EXT ))
{
GL_EnableTexGen( GL_R, GL_OBJECT_LINEAR );
pglDisable( GL_TEXTURE_2D );
pglEnable( GL_TEXTURE_3D );
}
else
{
pglEnable( GL_TEXTURE_2D );
}
for( i = 0, light = r_dlights; i < r_numDlights; i++, light++ )
{
if( light->flags & DLIGHT_ONLYENTS )
continue;
if(!( dlightbits & ( 1<<i )))
continue; // not lit by this light
VectorSubtract( light->origin, RI.currententity->origin, dlorigin );
if( !Matrix3x3_Compare( RI.currententity->axis, matrix3x3_identity ))
{
VectorCopy( dlorigin, tvec );
Matrix3x3_Transform( RI.currententity->axis, tvec, dlorigin );
}
shader = light->shader;
if( shader && ( shader->flags & SHADER_CULL_BACK ))
cullAway = true;
else cullAway = false;
numTempElems = 0;
if( cullAway )
{
for( j = 0; j < r_backacc.numElems; j += 3 )
{
v1 = (float *)(vertsArray + elemsArray[j+0]);
v2 = (float *)(vertsArray + elemsArray[j+1]);
v3 = (float *)(vertsArray + elemsArray[j+2]);
normal[0] = ( v1[1] - v2[1] ) * ( v3[2] - v2[2] ) - ( v1[2] - v2[2] ) * ( v3[1] - v2[1] );
normal[1] = ( v1[2] - v2[2] ) * ( v3[0] - v2[0] ) - ( v1[0] - v2[0] ) * ( v3[2] - v2[2] );
normal[2] = ( v1[0] - v2[0] ) * ( v3[1] - v2[1] ) - ( v1[1] - v2[1] ) * ( v3[0] - v2[0] );
dist = (dlorigin[0] - v1[0]) * normal[0] + (dlorigin[1] - v1[1]) * normal[1] + (dlorigin[2] - v1[2]) * normal[2];
if( dist <= 0 || dist * rsqrt( DotProduct( normal, normal )) >= light->intensity )
continue;
tempElemsArray[numTempElems++] = elemsArray[j+0];
tempElemsArray[numTempElems++] = elemsArray[j+1];
tempElemsArray[numTempElems++] = elemsArray[j+2];
}
if( !numTempElems ) continue;
}
inverseIntensity = 1.0f / light->intensity;
GL_Bind( 0, tr.dlightTexture );
GL_LoadTexMatrix( m );
pglColor4f( light->color[0], light->color[1], light->color[2], 255 );
xyzFallof[0][0] = inverseIntensity;
xyzFallof[0][3] = -dlorigin[0] * inverseIntensity;
pglTexGenfv( GL_S, GL_OBJECT_PLANE, xyzFallof[0] );
xyzFallof[1][1] = inverseIntensity;
xyzFallof[1][3] = -dlorigin[1] * inverseIntensity;
pglTexGenfv( GL_T, GL_OBJECT_PLANE, xyzFallof[1] );
xyzFallof[2][2] = inverseIntensity;
xyzFallof[2][3] = -dlorigin[2] * inverseIntensity;
if( GL_Support( R_TEXTURE_3D_EXT ))
{
pglTexGenfv( GL_R, GL_OBJECT_PLANE, xyzFallof[2] );
}
else
{
GL_Bind( 1, tr.dlightTexture );
GL_LoadTexMatrix( m );
pglTexGenfv( GL_S, GL_OBJECT_PLANE, xyzFallof[2] );
pglTexGenfv( GL_T, GL_OBJECT_PLANE, xyzFallof[3] );
}
if( numTempElems )
{
if( GL_Support( R_DRAW_RANGEELEMENTS_EXT ))
pglDrawRangeElementsEXT( GL_TRIANGLES, 0, r_backacc.numVerts, numTempElems, GL_UNSIGNED_INT, tempElemsArray );
else pglDrawElements( GL_TRIANGLES, numTempElems, GL_UNSIGNED_INT, tempElemsArray );
}
else
{
if( GL_Support( R_DRAW_RANGEELEMENTS_EXT ))
pglDrawRangeElementsEXT( GL_TRIANGLES, 0, r_backacc.numVerts, r_backacc.numElems, GL_UNSIGNED_INT, elemsArray );
else pglDrawElements( GL_TRIANGLES, r_backacc.numElems, GL_UNSIGNED_INT, elemsArray );
}
}
if( GL_Support( R_TEXTURE_3D_EXT ))
{
GL_EnableTexGen( GL_R, 0 );
pglDisable( GL_TEXTURE_3D );
pglEnable( GL_TEXTURE_2D );
}
else
{
pglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
}
//===================================================================
static ref_shader_t *r_coronaShader;
/*
=================
R_InitCoronas
=================
*/
void R_InitCoronas( void )
{
r_coronaShader = R_LoadShader( "*corona", SHADER_FLARE, true, TF_NOMIPMAP|TF_NOPICMIP|TF_UNCOMPRESSED|TF_CLAMP, SHADER_INVALID );
}
/*
=================
R_DrawCoronas
=================
*/
void R_DrawCoronas( void )
{
uint i;
float dist;
ref_dlight_t *light;
meshbuffer_t *mb;
pmtrace_t tr;
if( r_dynamiclight->integer != 2 )
return;
for( i = 0, light = r_dlights; i < r_numDlights; i++, light++ )
{
dist = RI.vpn[0] * ( light->origin[0] - RI.viewOrigin[0] ) +
RI.vpn[1] * ( light->origin[1] - RI.viewOrigin[1] ) +
RI.vpn[2] * ( light->origin[2] - RI.viewOrigin[2] );
if( dist < 24.0f ) continue;
dist -= light->intensity;
R_TraceLine( &tr, light->origin, RI.viewOrigin, FTRACE_IGNORE_GLASS );
if( tr.fraction != 1.0f )
continue;
mb = R_AddMeshToList( MB_CORONA, NULL, r_coronaShader, -((signed int)i + 1 ));
if( mb ) mb->shaderkey |= ( bound( 1, 0x4000 - (uint)dist, 0x4000 - 1 ) << 12 );
}
}
//===================================================================
/*
=================
R_ReadLightGrid
=================
*/
static void R_ReadLightGrid( const vec3_t origin, vec3_t lightDir )
{
vec3_t vf1, vf2, tdir;
int vi[3], elem[4];
float scale[8];
int i, k, s;
if( !r_worldbrushmodel->lightgrid )
{
// pre-defined light vector
VectorSet( lightDir, RI.refdef.movevars->skyvec_x, RI.refdef.movevars->skyvec_y, RI.refdef.movevars->skyvec_z );
return;
}
for( i = 0; i < 3; i++ )
{
vf1[i] = (origin[i] - r_worldbrushmodel->gridMins[i]) / r_worldbrushmodel->gridSize[i];
vi[i] = (int)vf1[i];
vf1[i] = vf1[i] - floor( vf1[i] );
vf2[i] = 1.0f - vf1[i];
}
elem[0] = vi[2] * r_worldbrushmodel->gridBounds[3] + vi[1] * r_worldbrushmodel->gridBounds[0] + vi[0];
elem[1] = elem[0] + r_worldbrushmodel->gridBounds[0];
elem[2] = elem[0] + r_worldbrushmodel->gridBounds[3];
elem[3] = elem[2] + r_worldbrushmodel->gridBounds[0];
for( i = 0; i < 4; i++ )
{
if( elem[i] < 0 || elem[i] >= r_worldbrushmodel->numgridpoints - 1 )
{
VectorSet( lightDir, 1.0f, 0.0f, -1.0f );
return;
}
}
scale[0] = vf2[0] * vf2[1] * vf2[2];
scale[1] = vf1[0] * vf2[1] * vf2[2];
scale[2] = vf2[0] * vf1[1] * vf2[2];
scale[3] = vf1[0] * vf1[1] * vf2[2];
scale[4] = vf2[0] * vf2[1] * vf1[2];
scale[5] = vf1[0] * vf2[1] * vf1[2];
scale[6] = vf2[0] * vf1[1] * vf1[2];
scale[7] = vf1[0] * vf1[1] * vf1[2];
VectorClear( lightDir );
for( i = 0; i < 4; i++ )
{
R_LatLongToNorm( r_worldbrushmodel->lightgrid[elem[i]+0].direction, tdir );
VectorScale( tdir, scale[i*2+0], tdir );
for( k = 0; k < LM_STYLES && ( s = r_worldbrushmodel->lightgrid[elem[i]+0].styles[k] ) != 255; k++ )
{
lightDir[0] += r_lightStyles[s].rgb[0] * tdir[0];
lightDir[1] += r_lightStyles[s].rgb[1] * tdir[1];
lightDir[2] += r_lightStyles[s].rgb[2] * tdir[2];
}
R_LatLongToNorm( r_worldbrushmodel->lightgrid[elem[i]+1].direction, tdir );
VectorScale( tdir, scale[i*2+1], tdir );
for( k = 0; k < LM_STYLES && ( s = r_worldbrushmodel->lightgrid[elem[i]+1].styles[k] ) != 255; k++ )
{
lightDir[0] += r_lightStyles[s].rgb[0] * tdir[0];
lightDir[1] += r_lightStyles[s].rgb[1] * tdir[1];
lightDir[2] += r_lightStyles[s].rgb[2] * tdir[2];
}
}
}
/*
=======================================================================
AMBIENT & DIFFUSE LIGHTING
=======================================================================
*/
static vec3_t r_pointColor;
static vec3_t r_lightColors[MAX_ARRAY_VERTS];
/*
=================
R_RecursiveLightPoint
=================
*/
static bool R_RecursiveLightPoint( mnode_t *node, const vec3_t start, const vec3_t end )
{
int side;
mplane_t *plane;
msurface_t *surf;
mtexinfo_t *tex;
vec3_t mid, scale;
float front, back, frac;
int i, map, size, s, t;
byte *lm;
// didn't hit anything
if( !node->plane ) return false;
// calculate mid point
plane = node->plane;
if( plane->type < 3 )
{
front = start[plane->type] - plane->dist;
back = end[plane->type] - plane->dist;
}
else
{
front = DotProduct( start, plane->normal ) - plane->dist;
back = DotProduct( end, plane->normal ) - plane->dist;
}
side = front < 0;
if(( back < 0 ) == side )
return R_RecursiveLightPoint( node->children[side], start, end );
frac = front / ( front - back );
VectorLerp( start, frac, end, mid );
// co down front side
if( R_RecursiveLightPoint( node->children[side], start, mid ))
return true; // hit something
if(( back < 0 ) == side )
return false;// didn't hit anything
// check for impact on this node
surf = node->firstface;
for( i = 0; i < node->numfaces; i++, surf++ )
{
tex = surf->texinfo;
if( surf->flags & SURF_DRAWTILED )
continue; // no lightmaps
s = DotProduct( mid, tex->vecs[0] ) + tex->vecs[0][3] - surf->textureMins[0];
t = DotProduct( mid, tex->vecs[1] ) + tex->vecs[1][3] - surf->textureMins[1];
if(( s < 0 || s > surf->extents[0] ) || ( t < 0 || t > surf->extents[1] ))
continue;
s >>= 4;
t >>= 4;
if( !surf->samples )
return true;
VectorClear( r_pointColor );
lm = surf->samples + 3 * (t * surf->lmWidth + s);
size = surf->lmWidth * surf->lmHeight * 3;
for( map = 0; map < surf->numstyles; map++ )
{
VectorScale( r_lightStyles[surf->styles[map]].rgb, r_lighting_modulate->value * (1.0 / 255), scale );
r_pointColor[0] += lm[0] * scale[0];
r_pointColor[1] += lm[1] * scale[1];
r_pointColor[2] += lm[2] * scale[2];
lm += size; // skip to next lightmap
}
return true;
}
// go down back side
return R_RecursiveLightPoint( node->children[!side], mid, end );
}
/*
=================
R_LightForPoint
=================
*/
void R_LightForPoint( const vec3_t point, vec3_t ambientLight )
{
ref_dlight_t *dl;
vec3_t end, dir;
float dist, add;
int lnum;
// set to full bright if no light data
if( !r_worldbrushmodel || !r_worldbrushmodel->lightdata )
{
VectorSet( ambientLight, 1.0f, 1.0f, 1.0f );
return;
}
// Get lighting at this point
VectorSet( end, point[0], point[1], point[2] - 8192 );
VectorSet( r_pointColor, 1.0f, 1.0f, 1.0f );
R_RecursiveLightPoint( r_worldbrushmodel->nodes, point, end );
VectorCopy( r_pointColor, ambientLight );
// add dynamic lights
if( r_dynamiclight->integer )
{
for( lnum = 0, dl = r_dlights; lnum < r_numDlights; lnum++, dl++ )
{
VectorSubtract( dl->origin, point, dir );
dist = VectorLength( dir );
if( !dist || dist > dl->intensity )
continue;
add = ( dl->intensity - dist ) * ( 1.0f / 255 );
VectorMA( ambientLight, add, dl->color, ambientLight );
}
}
}
/*
=================
R_LightDir
=================
*/
void R_LightDir( const vec3_t origin, vec3_t lightDir, float radius )
{
ref_dlight_t *dl;
vec3_t dir;
float dist;
int lnum;
// get light direction from light grid
R_ReadLightGrid( origin, lightDir );
// add dynamic lights
if( radius > 0.0f && r_dynamiclight->integer && r_numDlights )
{
for( lnum = 0, dl = r_dlights; lnum < r_numDlights; lnum++, dl++ )
{
if( !BoundsAndSphereIntersect( dl->mins, dl->maxs, origin, radius ))
continue;
VectorSubtract( dl->origin, origin, dir );
dist = VectorLength( dir );
if( !dist || dist > dl->intensity + radius )
continue;
VectorAdd( lightDir, dir, lightDir );
}
}
}
/*
===============
R_LightForOrigin
===============
*/
void R_LightForOrigin( const vec3_t origin, vec3_t dir, vec4_t ambient, vec4_t diffuse, float radius )
{
int i, j;
int k, s;
float dot, t[8];
vec3_t vf, vf2, tdir;
int vi[3], elem[4];
vec3_t ambientLocal, diffuseLocal;
vec_t *gridSize, *gridMins;
int *gridBounds;
mgridlight_t *lightgrid;
if( !r_worldmodel || !r_worldbrushmodel->lightgrid || !r_worldbrushmodel->numgridpoints )
{
// get fullbright
VectorSet( ambientLocal, 255, 255, 255 );
VectorSet( diffuseLocal, 255, 255, 255 );
VectorSet( dir, 0.5f, 0.2f, -1.0f );
goto dynamic;
}
else
{
VectorSet( ambientLocal, 0, 0, 0 );
VectorSet( diffuseLocal, 0, 0, 0 );
}
lightgrid = r_worldbrushmodel->lightgrid;
gridSize = r_worldbrushmodel->gridSize;
gridMins = r_worldbrushmodel->gridMins;
gridBounds = r_worldbrushmodel->gridBounds;
for( i = 0; i < 3; i++ )
{
vf[i] = ( origin[i] - gridMins[i] ) / gridSize[i];
vi[i] = (int)vf[i];
vf[i] = vf[i] - floor( vf[i] );
vf2[i] = 1.0f - vf[i];
}
elem[0] = vi[2] * gridBounds[3] + vi[1] * gridBounds[0] + vi[0];
elem[1] = elem[0] + gridBounds[0];
elem[2] = elem[0] + gridBounds[3];
elem[3] = elem[2] + gridBounds[0];
for( i = 0; i < 4; i++ )
{
if( elem[i] < 0 || elem[i] >= ( r_worldbrushmodel->numgridpoints - 1 ))
{
VectorSet( dir, 0.5f, 0.2f, -1.0f );
goto dynamic;
}
}
t[0] = vf2[0] * vf2[1] * vf2[2];
t[1] = vf[0] * vf2[1] * vf2[2];
t[2] = vf2[0] * vf[1] * vf2[2];
t[3] = vf[0] * vf[1] * vf2[2];
t[4] = vf2[0] * vf2[1] * vf[2];
t[5] = vf[0] * vf2[1] * vf[2];
t[6] = vf2[0] * vf[1] * vf[2];
t[7] = vf[0] * vf[1] * vf[2];
VectorClear( dir );
for( i = 0; i < 4; i++ )
{
R_LatLongToNorm( lightgrid[elem[i]].direction, tdir );
VectorScale( tdir, t[i*2+0], tdir );
for( k = 0; k < LM_STYLES && ( s = lightgrid[elem[i]].styles[k] ) != 255; k++ )
{
dir[0] += r_lightStyles[s].rgb[0] * tdir[0];
dir[1] += r_lightStyles[s].rgb[1] * tdir[1];
dir[2] += r_lightStyles[s].rgb[2] * tdir[2];
}
R_LatLongToNorm( lightgrid[elem[i] + 1].direction, tdir );
VectorScale( tdir, t[i*2+1], tdir );
for( k = 0; k < LM_STYLES && ( s = lightgrid[elem[i] + 1].styles[k] ) != 255; k++ )
{
dir[0] += r_lightStyles[s].rgb[0] * tdir[0];
dir[1] += r_lightStyles[s].rgb[1] * tdir[1];
dir[2] += r_lightStyles[s].rgb[2] * tdir[2];
}
}
for( j = 0; j < 3; j++ )
{
if( ambient )
{
for( i = 0; i < 4; i++ )
{
for( k = 0; k < LM_STYLES; k++ )
{
if( ( s = lightgrid[elem[i]].styles[k] ) != 255 )
ambientLocal[j] += t[i*2] * lightgrid[elem[i]].ambient[k][j] * r_lightStyles[s].rgb[j];
if( ( s = lightgrid[elem[i] + 1].styles[k] ) != 255 )
ambientLocal[j] += t[i*2+1] * lightgrid[elem[i] + 1].ambient[k][j] * r_lightStyles[s].rgb[j];
}
}
}
if( diffuse || radius )
{
for( i = 0; i < 4; i++ )
{
for( k = 0; k < LM_STYLES; k++ )
{
if( ( s = lightgrid[elem[i]].styles[k] ) != 255 )
diffuseLocal[j] += t[i*2] * lightgrid[elem[i]].diffuse[k][j] * r_lightStyles[s].rgb[j];
if( ( s = lightgrid[elem[i] + 1].styles[k] ) != 255 )
diffuseLocal[j] += t[i*2+1] * lightgrid[elem[i] + 1].diffuse[k][j] * r_lightStyles[s].rgb[j];
}
}
}
}
dynamic:
// add dynamic lights
if( radius && r_dynamiclight->integer && r_numDlights )
{
uint lnum;
ref_dlight_t *dl;
float dist, dist2, add;
vec3_t direction;
bool anyDlights = false;
for( lnum = 0, dl = r_dlights; lnum < r_numDlights; lnum++, dl++ )
{
if( !BoundsAndSphereIntersect( dl->mins, dl->maxs, origin, radius ) )
continue;
VectorSubtract( dl->origin, origin, direction );
dist = VectorLength( direction );
if( !dist || dist > dl->intensity + radius )
continue;
if( !anyDlights )
{
VectorNormalizeFast( dir );
anyDlights = true;
}
add = 1.0f - (dist / (dl->intensity + radius));
dist2 = add * 0.5f / dist;
for( i = 0; i < 3; i++ )
{
dot = dl->color[i] * add;
diffuseLocal[i] += dot;
ambientLocal[i] += dot * 0.05;
dir[i] += direction[i] * dist2;
}
}
}
VectorNormalizeFast( dir );
if( ambient )
{
dot = bound( 0.0f, r_lighting_ambientscale->value, 1.0f ) * ( 1.0f / 255.0f );
for( i = 0; i < 3; i++ )
{
ambient[i] = ambientLocal[i] * dot;
ambient[i] = bound( 0, ambient[i], 1 );
}
ambient[3] = 1.0f;
}
if( diffuse )
{
dot = bound( 0.0f, r_lighting_directedscale->value, 1.0f ) * ( 1.0f / 255.0f );
for( i = 0; i < 3; i++ )
{
diffuse[i] = diffuseLocal[i] * dot;
diffuse[i] = bound( 0, diffuse[i], 1 );
}
diffuse[3] = 1.0f;
}
}
/*
=================
R_LightForEntity
=================
*/
void R_LightForEntity( ref_entity_t *e, byte *bArray )
{
ref_dlight_t *dl;
vec3_t end, dir;
float add, dot, dist, intensity, radius;
vec3_t ambientLight, directedLight, lightDir;
float *cArray;
int i, l;
if(( e->flags & EF_FULLBRIGHT ) || r_fullbright->integer )
return;
// never gets diffuse lighting for world brushes
if( !e->model || ( e->model->type == mod_brush ) || ( e->model->type == mod_world ))
return;
// get lighting at this point
VectorSet( end, e->lightingOrigin[0], e->lightingOrigin[1], e->lightingOrigin[2] - 8192 );
VectorSet( r_pointColor, 1.0f, 1.0f, 1.0f );
R_RecursiveLightPoint( r_worldbrushmodel->nodes, e->lightingOrigin, end );
VectorScale( r_pointColor, r_lighting_ambientscale->value, ambientLight );
VectorScale( r_pointColor, r_lighting_directedscale->value, directedLight );
R_ReadLightGrid( e->lightingOrigin, lightDir );
// always have some light
if( e->flags & EF_MINLIGHT )
{
for( i = 0; i < 3; i++ )
{
if( ambientLight[i] > 0.01f )
break;
}
if( i == 3 ) VectorSet( ambientLight, 0.01f, 0.01f, 0.01f );
}
// compute lighting at each vertex
// rotate direction
Matrix3x3_Transform( e->axis, lightDir, dir );
VectorNormalizeFast( dir );
for( i = 0; i < r_backacc.numColors; i++ )
{
dot = DotProduct( normalsArray[i], dir );
if( dot <= 0.0f ) VectorCopy( ambientLight, r_lightColors[i] );
else VectorMA( ambientLight, dot, directedLight, r_lightColors[i] );
}
// add dynamic lights
if( r_dynamiclight->integer )
{
if( e->rtype == RT_MODEL )
radius = e->model->radius;
else radius = e->radius;
for( l = 0, dl = r_dlights; l < r_numDlights; l++, dl++ )
{
VectorSubtract( dl->origin, e->lightingOrigin, dir );
dist = VectorLength( dir );
if( !dist || dist > dl->intensity + radius )
continue;
Matrix3x3_Transform( e->axis, dir, lightDir );
intensity = dl->intensity * 8;
// compute lighting at each vertex
for( i = 0; i < r_backacc.numColors; i++ )
{
VectorSubtract( lightDir, vertsArray[i], dir );
add = DotProduct( normalsArray[i], dir );
if( add <= 0.0f ) continue;
dot = DotProduct( dir, dir );
add *= ( intensity / dot ) * rsqrt( dot );
VectorMA( r_lightColors[i], add, dl->color, r_lightColors[i] );
}
}
}
cArray = r_lightColors[0];
for( i = 0; i < r_backacc.numColors; i++, bArray += 4, cArray += 3 )
{
bArray[0] = R_FloatToByte( cArray[0] );
bArray[1] = R_FloatToByte( cArray[1] );
bArray[2] = R_FloatToByte( cArray[2] );
}
}
/*
=======================================================================
LIGHT SAMPLING
=======================================================================
*/
static vec3_t r_blockLights[LIGHTMAP_TEXTURE_WIDTH*LIGHTMAP_TEXTURE_HEIGHT];
/*
=================
R_SetCacheState
=================
*/
static void R_SetCacheState( msurface_t *surf )
{
int map;
for( map = 0; map < surf->numstyles; map++ )
surf->cached[map] = r_lightStyles[surf->styles[map]].white;
}
/*
=================
R_BuildLightmap
combine and scale multiple lightmaps into the
floating format in r_blockLights
=================
*/
static void R_BuildLightmap( msurface_t *surf, byte *dest, int stride )
{
int i, map, size, s, t;
byte *lm;
vec3_t scale;
float *bl, max;
lm = surf->samples;
size = surf->lmWidth * surf->lmHeight;
if( !lm )
{
// set to full bright if no light data
for( i = 0, bl = r_blockLights[0]; i < size; i++, bl += 3 )
{
bl[0] = 255;
bl[1] = 255;
bl[2] = 255;
}
}
else
{
// add all the lightmaps
VectorScale( r_lightStyles[surf->styles[0]].rgb, r_lighting_modulate->value, scale );
for( i = 0, bl = r_blockLights[0]; i < size; i++, bl += 3, lm += 3 )
{
bl[0] = lm[0] * scale[0];
bl[1] = lm[1] * scale[1];
bl[2] = lm[2] * scale[2];
}
if( surf->numstyles > 1 )
{
for( map = 1; map < surf->numstyles; map++ )
{
VectorScale( r_lightStyles[surf->styles[map]].rgb, r_lighting_modulate->value, scale );
for( i = 0, bl = r_blockLights[0]; i < size; i++, bl += 3, lm += 3 )
{
bl[0] += lm[0] * scale[0];
bl[1] += lm[1] * scale[1];
bl[2] += lm[2] * scale[2];
}
}
}
}
// put into texture format
stride -= (surf->lmWidth << 2);
bl = r_blockLights[0];
for( t = 0; t < surf->lmHeight; t++ )
{
for( s = 0; s < surf->lmWidth; s++ )
{
// catch negative lights
if( bl[0] < 0.0f ) bl[0] = 0.0f;
if( bl[1] < 0.0f ) bl[1] = 0.0f;
if( bl[2] < 0.0f ) bl[2] = 0.0f;
// Determine the brightest of the three color components
max = VectorMax( bl );
// rescale all the color components if the intensity of the
// greatest channel exceeds 255
if( max > 255.0f )
{
max = 255.0f / max;
dest[0] = bl[0] * max;
dest[1] = bl[1] * max;
dest[2] = bl[2] * max;
dest[3] = 255;
}
else
{
dest[0] = bl[0];
dest[1] = bl[1];
dest[2] = bl[2];
dest[3] = 255;
}
bl += 3;
dest += 4;
}
dest += stride;
}
}
/*
=======================================================================
LIGHTSTYLE HANDLING
=======================================================================
*/
/*
=======================
R_AddSuperLightStyle
=======================
*/
int R_AddSuperLightStyle( const int lightmapNum, const byte *lightmapStyles )
{
int i, j;
ref_style_t *sls;
for( i = 0, sls = tr.superLightStyles; i < tr.numSuperLightStyles; i++, sls++ )
{
if( sls->lightmapNum != lightmapNum )
continue;
for( j = 0; j < LM_STYLES; j++ )
{
if( sls->lightmapStyles[j] != lightmapStyles[j] )
break;
}
if( j == LM_STYLES )
return i;
}
if( tr.numSuperLightStyles == MAX_SUPER_STYLES )
Host_Error( "R_AddSuperLightStyle: MAX_SUPERSTYLES limit exceeded\n" );
// create new style
sls->features = 0;
sls->lightmapNum = lightmapNum;
for( j = 0; j < LM_STYLES; j++ )
{
sls->lightmapStyles[j] = lightmapStyles[j];
if( j )
{
if( lightmapStyles[j] != 255 )
sls->features |= ( MF_LMCOORDS << j );
}
}
return tr.numSuperLightStyles++;
}
/*
=======================================================================
LIGHTMAP ALLOCATION
=======================================================================
*/
typedef struct
{
int currentNum;
int allocated[LIGHTMAP_TEXTURE_WIDTH];
byte buffer[LIGHTMAP_TEXTURE_WIDTH*LIGHTMAP_TEXTURE_HEIGHT*4];
} lmState_t;
static lmState_t r_lmState;
/*
=================
R_UploadLightmap
=================
*/
static void R_UploadLightmap( void )
{
string lmName;
rgbdata_t r_image;
texture_t *image;
if( r_lmState.currentNum == MAX_LIGHTMAPS - 1 )
Host_Error( "R_UploadLightmap: MAX_LIGHTMAPS limit exceeded\n" );
com.snprintf( lmName, sizeof( lmName ), "*lightmap%i", r_lmState.currentNum );
Mem_Set( &r_image, 0, sizeof( r_image ));
r_image.width = LIGHTMAP_TEXTURE_WIDTH;
r_image.height = LIGHTMAP_TEXTURE_HEIGHT;
r_image.type = PF_RGBA_GN;
r_image.size = r_image.width * r_image.height * 4;
r_image.depth = r_image.numMips = 1;
r_image.flags = IMAGE_HAS_COLOR; // FIXME: detecting grayscale lightmaps for quake1
r_image.buffer = r_lmState.buffer;
image = R_LoadTexture( lmName, &r_image, 0, TF_LIGHTMAP|TF_NOPICMIP|TF_UNCOMPRESSED|TF_CLAMP|TF_NOMIPMAP );
tr.lightmapTextures[r_lmState.currentNum++] = image;
// reset
Mem_Set( r_lmState.allocated, 0, sizeof( r_lmState.allocated ));
Mem_Set( r_lmState.buffer, 255, sizeof( r_lmState.buffer ));
}
/*
=================
R_AllocLightmapBlock
=================
*/
static byte *R_AllocLightmapBlock( int width, int height, int *s, int *t )
{
int i, j;
int best1, best2;
best1 = LIGHTMAP_TEXTURE_HEIGHT;
for( i = 0; i < LIGHTMAP_TEXTURE_WIDTH - width; i++ )
{
best2 = 0;
for( j = 0; j < width; j++ )
{
if( r_lmState.allocated[i+j] >= best1 )
break;
if( r_lmState.allocated[i+j] > best2 )
best2 = r_lmState.allocated[i+j];
}
if( j == width )
{
// this is a valid spot
*s = i;
*t = best1 = best2;
}
}
if( best1 + height > LIGHTMAP_TEXTURE_HEIGHT )
return NULL;
for( i = 0; i < width; i++ )
r_lmState.allocated[*s + i] = best1 + height;
return r_lmState.buffer + (( *t * LIGHTMAP_TEXTURE_WIDTH + *s ) * 4 );
}
/*
=================
R_BeginBuildingLightmaps
=================
*/
void R_BeginBuildingLightmaps( void )
{
int i;
// setup the base lightstyles so the lightmaps won't have to be
// regenerated the first time they're seen
for( i = 0; i < MAX_LIGHTSTYLES; i++ )
{
r_lightStyles[i].white = 3;
r_lightStyles[i].rgb[0] = 1;
r_lightStyles[i].rgb[1] = 1;
r_lightStyles[i].rgb[2] = 1;
}
// release old lightmaps
for( i = 0; i < r_lmState.currentNum; i++ )
{
if( !tr.lightmapTextures[i] ) continue;
R_FreeImage( tr.lightmapTextures[i] );
}
r_lmState.currentNum = -1;
tr.numSuperLightStyles = 0;
Mem_Set( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures ));
Mem_Set( r_lmState.allocated, 0, sizeof( r_lmState.allocated ));
Mem_Set( r_lmState.buffer, 255, sizeof( r_lmState.buffer ));
}
/*
=================
R_EndBuildingLightmaps
=================
*/
void R_EndBuildingLightmaps( void )
{
if( r_lmState.currentNum == -1 )
return;
R_UploadLightmap();
}
/*
=================
R_BuildSurfaceLightmap
=================
*/
void R_BuildSurfaceLightmap( msurface_t *surf )
{
byte *base;
if( !R_SurfPotentiallyLit( surf ))
{
surf->lmNum = -1;
return; // no lightmaps
}
base = R_AllocLightmapBlock( surf->lmWidth, surf->lmHeight, &surf->lmS, &surf->lmT );
if( !base )
{
if( r_lmState.currentNum != -1 ) R_UploadLightmap();
base = R_AllocLightmapBlock( surf->lmWidth, surf->lmHeight, &surf->lmS, &surf->lmT );
if( !base ) Host_Error( "AllocBlock: full\n" );
}
if( r_lmState.currentNum == -1 )
r_lmState.currentNum = 0;
surf->lmNum = r_lmState.currentNum;
R_SetCacheState( surf );
R_BuildLightmap( surf, base, LIGHTMAP_TEXTURE_WIDTH * 4 );
}
/*
=================
R_UpdateSurfaceLightmap
=================
*/
void R_UpdateSurfaceLightmap( msurface_t *surf )
{
int map;
ASSERT( surf );
// is this surface allowed to have a lightmap?
if( !R_SurfPotentiallyLit( surf ))
return;
// dynamic this frame or dynamic previously
if( r_dynamiclight->integer )
{
for( map = 0; map < surf->numstyles; map++ )
{
if( r_lightStyles[surf->styles[map]].white != surf->cached[map] )
goto update_lightmap;
}
}
// no need to update
return;
update_lightmap:
R_SetCacheState( surf );
R_BuildLightmap( surf, r_lmState.buffer, surf->lmWidth * 4 );
GL_Bind( 0, tr.lightmapTextures[surf->lmNum] );
pglTexSubImage2D( GL_TEXTURE_2D, 0, surf->lmS, surf->lmT, surf->lmWidth, surf->lmHeight,
GL_RGBA, GL_UNSIGNED_BYTE, r_lmState.buffer );
}