481 lines
12 KiB
C
481 lines
12 KiB
C
/*
|
|
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 = (gpGlobals->time - gpGlobals->oldtime);
|
|
float scale;
|
|
lightstyle_t *ls;
|
|
|
|
if( !WORLDMODEL ) return;
|
|
|
|
scale = 1; //r_lighting_modulate->value;
|
|
|
|
// 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( !WORLDMODEL->lightdata )
|
|
{
|
|
tr.lightstylevalue[i] = 256 * 256;
|
|
continue;
|
|
}
|
|
|
|
if( !ENGINE_GET_PARM( PARAM_GAMEPAUSED ) && 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 * scale;
|
|
continue;
|
|
}
|
|
else if( ls->length == 1 )
|
|
{
|
|
// single length style so don't bother interpolating
|
|
tr.lightstylevalue[i] = ls->map[0] * 22 * scale;
|
|
continue;
|
|
}
|
|
else if( !ls->interp ) // || !CVAR_TO_BOOL( cl_lightstyle_lerping ))
|
|
{
|
|
tr.lightstylevalue[i] = ls->map[flight%ls->length] * 22 * scale;
|
|
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 * scale;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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 = gEngfuncs.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 < gpGlobals->time || !l->radius )
|
|
continue;
|
|
|
|
//if( GL_FrustumCullSphere( &RI.frustum, l->origin, l->radius, 15 ))
|
|
//continue;
|
|
|
|
if( RI.currententity )
|
|
R_MarkLights( l, 1<<i, RI.currentmodel->nodes );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_CountSurfaceDlights
|
|
=============
|
|
*/
|
|
int R_CountSurfaceDlights( msurface_t *surf )
|
|
{
|
|
int i, numDlights = 0;
|
|
|
|
for( i = 0; i < MAX_DLIGHTS; i++ )
|
|
{
|
|
if(!( surf->dlightbits & BIT( i )))
|
|
continue; // not lit by this light
|
|
|
|
numDlights++;
|
|
}
|
|
|
|
return numDlights;
|
|
}
|
|
|
|
/*
|
|
=======================================================================
|
|
|
|
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]];
|
|
|
|
if( tr.ignore_lightgamma )
|
|
{
|
|
cv->r += lm->r * scale * 2.5; // scale;
|
|
cv->g += lm->g * scale * 2.5; // scale;
|
|
cv->b += lm->b * scale * 2.5; // scale;
|
|
}
|
|
else
|
|
{
|
|
cv->r += gEngfuncs.LightToTexGamma( lm->r ) * scale;
|
|
cv->g += gEngfuncs.LightToTexGamma( lm->g ) * scale;
|
|
cv->b += gEngfuncs.LightToTexGamma( 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 >> 7 ), 255 );
|
|
light.g = Q_min(( cv.g >> 7 ), 255 );
|
|
light.b = Q_min(( cv.b >> 7 ), 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 );
|
|
}
|