|
|
1.1 root 1: // r_light.c
2:
3: #include "gl_local.h"
4:
5: int r_dlightframecount;
6:
7: #define DLIGHT_CUTOFF 64
8:
9: /*
10: =============================================================================
11:
12: DYNAMIC LIGHTS BLEND RENDERING
13:
14: =============================================================================
15: */
16:
17: void R_RenderDlight (dlight_t *light)
18: {
19: int i, j;
20: float a;
21: vec3_t v;
22: float rad;
23:
24: rad = light->intensity * 0.35;
25:
26: VectorSubtract (light->origin, r_origin, v);
27: #if 0
28: // FIXME?
29: if (VectorLength (v) < rad)
30: { // view is inside the dlight
31: V_AddBlend (light->color[0], light->color[1], light->color[2], light->intensity * 0.0003, v_blend);
32: return;
33: }
34: #endif
35:
36: qglBegin (GL_TRIANGLE_FAN);
37: qglColor3f (light->color[0]*0.2, light->color[1]*0.2, light->color[2]*0.2);
38: for (i=0 ; i<3 ; i++)
39: v[i] = light->origin[i] - vpn[i]*rad;
40: qglVertex3fv (v);
41: qglColor3f (0,0,0);
42: for (i=16 ; i>=0 ; i--)
43: {
44: a = i/16.0 * M_PI*2;
45: for (j=0 ; j<3 ; j++)
46: v[j] = light->origin[j] + vright[j]*cos(a)*rad
47: + vup[j]*sin(a)*rad;
48: qglVertex3fv (v);
49: }
50: qglEnd ();
51: }
52:
53: /*
54: =============
55: R_RenderDlights
56: =============
57: */
58: void R_RenderDlights (void)
59: {
60: int i;
61: dlight_t *l;
62:
63: if (!gl_flashblend->value)
64: return;
65:
66: r_dlightframecount = r_framecount + 1; // because the count hasn't
67: // advanced yet for this frame
68: qglDepthMask (0);
69: qglDisable (GL_TEXTURE_2D);
70: qglShadeModel (GL_SMOOTH);
71: qglEnable (GL_BLEND);
72: qglBlendFunc (GL_ONE, GL_ONE);
73:
74: l = r_newrefdef.dlights;
75: for (i=0 ; i<r_newrefdef.num_dlights ; i++, l++)
76: R_RenderDlight (l);
77:
78: qglColor3f (1,1,1);
79: qglDisable (GL_BLEND);
80: qglEnable (GL_TEXTURE_2D);
81: qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
82: qglDepthMask (1);
83: }
84:
85:
86: /*
87: =============================================================================
88:
89: DYNAMIC LIGHTS
90:
91: =============================================================================
92: */
93:
94: /*
95: =============
96: R_MarkLights
97: =============
98: */
99: void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
100: {
101: cplane_t *splitplane;
102: float dist;
103: msurface_t *surf;
104: int i;
105:
106: if (node->contents != -1)
107: return;
108:
109: splitplane = node->plane;
110: dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
111:
112: if (dist > light->intensity-DLIGHT_CUTOFF)
113: {
114: R_MarkLights (light, bit, node->children[0]);
115: return;
116: }
117: if (dist < -light->intensity+DLIGHT_CUTOFF)
118: {
119: R_MarkLights (light, bit, node->children[1]);
120: return;
121: }
122:
123: // mark the polygons
124: surf = r_worldmodel->surfaces + node->firstsurface;
125: for (i=0 ; i<node->numsurfaces ; i++, surf++)
126: {
127: if (surf->dlightframe != r_dlightframecount)
128: {
129: surf->dlightbits = 0;
130: surf->dlightframe = r_dlightframecount;
131: }
132: surf->dlightbits |= bit;
133: }
134:
135: R_MarkLights (light, bit, node->children[0]);
136: R_MarkLights (light, bit, node->children[1]);
137: }
138:
139:
140: /*
141: =============
142: R_PushDlights
143: =============
144: */
145: void R_PushDlights (void)
146: {
147: int i;
148: dlight_t *l;
149:
150: if (gl_flashblend->value)
151: return;
152:
153: r_dlightframecount = r_framecount + 1; // because the count hasn't
154: // advanced yet for this frame
155: l = r_newrefdef.dlights;
156: for (i=0 ; i<r_newrefdef.num_dlights ; i++, l++)
157: R_MarkLights ( l, 1<<i, r_worldmodel->nodes );
158: }
159:
160:
161: /*
162: =============================================================================
163:
164: LIGHT SAMPLING
165:
166: =============================================================================
167: */
168:
169: vec3_t pointcolor;
170: cplane_t *lightplane; // used as shadow plane
171: vec3_t lightspot;
172:
173: int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
174: {
175: float front, back, frac;
176: int side;
177: cplane_t *plane;
178: vec3_t mid;
179: msurface_t *surf;
180: int s, t, ds, dt;
181: int i;
182: mtexinfo_t *tex;
183: byte *lightmap;
184: int maps;
185: int r;
186:
187: if (node->contents != -1)
188: return -1; // didn't hit anything
189:
190: // calculate mid point
191:
192: // FIXME: optimize for axial
193: plane = node->plane;
194: front = DotProduct (start, plane->normal) - plane->dist;
195: back = DotProduct (end, plane->normal) - plane->dist;
196: side = front < 0;
197:
198: if ( (back < 0) == side)
199: return RecursiveLightPoint (node->children[side], start, end);
200:
201: frac = front / (front-back);
202: mid[0] = start[0] + (end[0] - start[0])*frac;
203: mid[1] = start[1] + (end[1] - start[1])*frac;
204: mid[2] = start[2] + (end[2] - start[2])*frac;
205:
206: // go down front side
207: r = RecursiveLightPoint (node->children[side], start, mid);
208: if (r >= 0)
209: return r; // hit something
210:
211: if ( (back < 0) == side )
212: return -1; // didn't hit anuthing
213:
214: // check for impact on this node
215: VectorCopy (mid, lightspot);
216: lightplane = plane;
217:
218: surf = r_worldmodel->surfaces + node->firstsurface;
219: for (i=0 ; i<node->numsurfaces ; i++, surf++)
220: {
221: if (surf->flags&(SURF_DRAWTURB|SURF_DRAWSKY))
222: continue; // no lightmaps
223:
224: tex = surf->texinfo;
225:
226: s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
227: t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
228:
229: if (s < surf->texturemins[0] ||
230: t < surf->texturemins[1])
231: continue;
232:
233: ds = s - surf->texturemins[0];
234: dt = t - surf->texturemins[1];
235:
236: if ( ds > surf->extents[0] || dt > surf->extents[1] )
237: continue;
238:
239: if (!surf->samples)
240: return 0;
241:
242: ds >>= 4;
243: dt >>= 4;
244:
245: lightmap = surf->samples;
246: VectorCopy (vec3_origin, pointcolor);
247: if (lightmap)
248: {
249: vec3_t scale;
250:
251: lightmap += 3*(dt * ((surf->extents[0]>>4)+1) + ds);
252:
253: for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
254: maps++)
255: {
256: for (i=0 ; i<3 ; i++)
257: scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
258:
259: pointcolor[0] += lightmap[0] * scale[0] * (1.0/255);
260: pointcolor[1] += lightmap[1] * scale[1] * (1.0/255);
261: pointcolor[2] += lightmap[2] * scale[2] * (1.0/255);
262: lightmap += 3*((surf->extents[0]>>4)+1) *
263: ((surf->extents[1]>>4)+1);
264: }
265: }
266:
267: return 1;
268: }
269:
270: // go down back side
271: return RecursiveLightPoint (node->children[!side], mid, end);
272: }
273:
274: /*
275: ===============
276: R_LightPoint
277: ===============
278: */
279: void R_LightPoint (vec3_t p, vec3_t color)
280: {
281: vec3_t end;
282: float r;
283: int lnum;
284: dlight_t *dl;
285: float light;
286: vec3_t dist;
287: float add;
288:
289: if (!r_worldmodel->lightdata)
290: {
291: color[0] = color[1] = color[2] = 1.0;
292: return;
293: }
294:
295: end[0] = p[0];
296: end[1] = p[1];
297: end[2] = p[2] - 2048;
298:
299: r = RecursiveLightPoint (r_worldmodel->nodes, p, end);
300:
301: if (r == -1)
302: {
303: VectorCopy (vec3_origin, color);
304: }
305: else
306: {
307: VectorCopy (pointcolor, color);
308: }
309:
310: //
311: // add dynamic lights
312: //
313: light = 0;
314: dl = r_newrefdef.dlights;
315: for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++, dl++)
316: {
317: VectorSubtract (currententity->origin,
318: dl->origin,
319: dist);
320: add = dl->intensity - VectorLength(dist);
321: add *= (1.0/256);
322: if (add > 0)
323: {
324: VectorMA (color, add, dl->color, color);
325: }
326: }
327:
328: VectorScale (color, gl_modulate->value, color);
329: }
330:
331:
332: //===================================================================
333:
334: static float s_blocklights[34*34*3];
335: /*
336: ===============
337: R_AddDynamicLights
338: ===============
339: */
340: void R_AddDynamicLights (msurface_t *surf)
341: {
342: int lnum;
343: int sd, td;
344: float fdist, frad, fminlight;
345: vec3_t impact, local;
346: int s, t;
347: int i;
348: int smax, tmax;
349: mtexinfo_t *tex;
350: dlight_t *dl;
351: float *pfBL;
352: float fsacc, ftacc;
353:
354: smax = (surf->extents[0]>>4)+1;
355: tmax = (surf->extents[1]>>4)+1;
356: tex = surf->texinfo;
357:
358: for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
359: {
360: if ( !(surf->dlightbits & (1<<lnum) ) )
361: continue; // not lit by this light
362:
363: dl = &r_newrefdef.dlights[lnum];
364: frad = dl->intensity;
365: fdist = DotProduct (dl->origin, surf->plane->normal) -
366: surf->plane->dist;
367: frad -= fabs(fdist);
368: // rad is now the highest intensity on the plane
369:
370: fminlight = DLIGHT_CUTOFF; // FIXME: make configurable?
371: if (frad < fminlight)
372: continue;
373: fminlight = frad - fminlight;
374:
375: for (i=0 ; i<3 ; i++)
376: {
377: impact[i] = dl->origin[i] -
378: surf->plane->normal[i]*fdist;
379: }
380:
381: local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3] - surf->texturemins[0];
382: local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3] - surf->texturemins[1];
383:
384: pfBL = s_blocklights;
385: for (t = 0, ftacc = 0 ; t<tmax ; t++, ftacc += 16)
386: {
387: td = local[1] - ftacc;
388: if ( td < 0 )
389: td = -td;
390:
391: for ( s=0, fsacc = 0 ; s<smax ; s++, fsacc += 16, pfBL += 3)
392: {
393: sd = Q_ftol( local[0] - fsacc );
394:
395: if ( sd < 0 )
396: sd = -sd;
397:
398: if (sd > td)
399: fdist = sd + (td>>1);
400: else
401: fdist = td + (sd>>1);
402:
403: if ( fdist < fminlight )
404: {
405: pfBL[0] += ( frad - fdist ) * dl->color[0];
406: pfBL[1] += ( frad - fdist ) * dl->color[1];
407: pfBL[2] += ( frad - fdist ) * dl->color[2];
408: }
409: }
410: }
411: }
412: }
413:
414:
415: /*
416: ** R_SetCacheState
417: */
418: void R_SetCacheState( msurface_t *surf )
419: {
420: int maps;
421:
422: for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
423: maps++)
424: {
425: surf->cached_light[maps] = r_newrefdef.lightstyles[surf->styles[maps]].white;
426: }
427: }
428:
429: /*
430: ===============
431: R_BuildLightMap
432:
433: Combine and scale multiple lightmaps into the floating format in blocklights
434: ===============
435: */
436: void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
437: {
438: int smax, tmax;
439: int r, g, b, a, max;
440: int i, j, size;
441: byte *lightmap;
442: float scale[4];
443: int nummaps;
444: float *bl;
445: lightstyle_t *style;
446: int monolightmap;
447:
448: if ( surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP) )
449: ri.Sys_Error (ERR_DROP, "R_BuildLightMap called for non-lit surface");
450:
451: smax = (surf->extents[0]>>4)+1;
452: tmax = (surf->extents[1]>>4)+1;
453: size = smax*tmax;
454: if (size > (sizeof(s_blocklights)>>4) )
455: ri.Sys_Error (ERR_DROP, "Bad s_blocklights size");
456:
457: // set to full bright if no light data
458: if (!surf->samples)
459: {
460: int maps;
461:
462: for (i=0 ; i<size*3 ; i++)
463: s_blocklights[i] = 255;
464: for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
465: maps++)
466: {
467: style = &r_newrefdef.lightstyles[surf->styles[maps]];
468: }
469: goto store;
470: }
471:
472: // count the # of maps
473: for ( nummaps = 0 ; nummaps < MAXLIGHTMAPS && surf->styles[nummaps] != 255 ;
474: nummaps++)
475: ;
476:
477: lightmap = surf->samples;
478:
479: // add all the lightmaps
480: if ( nummaps == 1 )
481: {
482: int maps;
483:
484: for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
485: maps++)
486: {
487: bl = s_blocklights;
488:
489: for (i=0 ; i<3 ; i++)
490: scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
491:
492: if ( scale[0] == 1.0F &&
493: scale[1] == 1.0F &&
494: scale[2] == 1.0F )
495: {
496: for (i=0 ; i<size ; i++, bl+=3)
497: {
498: bl[0] = lightmap[i*3+0];
499: bl[1] = lightmap[i*3+1];
500: bl[2] = lightmap[i*3+2];
501: }
502: }
503: else
504: {
505: for (i=0 ; i<size ; i++, bl+=3)
506: {
507: bl[0] = lightmap[i*3+0] * scale[0];
508: bl[1] = lightmap[i*3+1] * scale[1];
509: bl[2] = lightmap[i*3+2] * scale[2];
510: }
511: }
512: lightmap += size*3; // skip to next lightmap
513: }
514: }
515: else
516: {
517: int maps;
518:
519: memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 );
520:
521: for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
522: maps++)
523: {
524: bl = s_blocklights;
525:
526: for (i=0 ; i<3 ; i++)
527: scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
528:
529: if ( scale[0] == 1.0F &&
530: scale[1] == 1.0F &&
531: scale[2] == 1.0F )
532: {
533: for (i=0 ; i<size ; i++, bl+=3 )
534: {
535: bl[0] += lightmap[i*3+0];
536: bl[1] += lightmap[i*3+1];
537: bl[2] += lightmap[i*3+2];
538: }
539: }
540: else
541: {
542: for (i=0 ; i<size ; i++, bl+=3)
543: {
544: bl[0] += lightmap[i*3+0] * scale[0];
545: bl[1] += lightmap[i*3+1] * scale[1];
546: bl[2] += lightmap[i*3+2] * scale[2];
547: }
548: }
549: lightmap += size*3; // skip to next lightmap
550: }
551: }
552:
553: // add all the dynamic lights
554: if (surf->dlightframe == r_framecount)
555: R_AddDynamicLights (surf);
556:
557: // put into texture format
558: store:
559: stride -= (smax<<2);
560: bl = s_blocklights;
561:
562: monolightmap = gl_monolightmap->string[0];
563:
564: if ( monolightmap == '0' )
565: {
566: for (i=0 ; i<tmax ; i++, dest += stride)
567: {
568: for (j=0 ; j<smax ; j++)
569: {
570:
571: r = Q_ftol( bl[0] );
572: g = Q_ftol( bl[1] );
573: b = Q_ftol( bl[2] );
574:
575: // catch negative lights
576: if (r < 0)
577: r = 0;
578: if (g < 0)
579: g = 0;
580: if (b < 0)
581: b = 0;
582:
583: /*
584: ** determine the brightest of the three color components
585: */
586: if (r > g)
587: max = r;
588: else
589: max = g;
590: if (b > max)
591: max = b;
592:
593: /*
594: ** alpha is ONLY used for the mono lightmap case. For this reason
595: ** we set it to the brightest of the color components so that
596: ** things don't get too dim.
597: */
598: a = max;
599:
600: /*
601: ** rescale all the color components if the intensity of the greatest
602: ** channel exceeds 1.0
603: */
604: if (max > 255)
605: {
606: float t = 255.0F / max;
607:
608: r = r*t;
609: g = g*t;
610: b = b*t;
611: a = a*t;
612: }
613:
614: dest[0] = r;
615: dest[1] = g;
616: dest[2] = b;
617: dest[3] = a;
618:
619: bl += 3;
620: dest += 4;
621: }
622: }
623: }
624: else
625: {
626: for (i=0 ; i<tmax ; i++, dest += stride)
627: {
628: for (j=0 ; j<smax ; j++)
629: {
630:
631: r = Q_ftol( bl[0] );
632: g = Q_ftol( bl[1] );
633: b = Q_ftol( bl[2] );
634:
635: // catch negative lights
636: if (r < 0)
637: r = 0;
638: if (g < 0)
639: g = 0;
640: if (b < 0)
641: b = 0;
642:
643: /*
644: ** determine the brightest of the three color components
645: */
646: if (r > g)
647: max = r;
648: else
649: max = g;
650: if (b > max)
651: max = b;
652:
653: /*
654: ** alpha is ONLY used for the mono lightmap case. For this reason
655: ** we set it to the brightest of the color components so that
656: ** things don't get too dim.
657: */
658: a = max;
659:
660: /*
661: ** rescale all the color components if the intensity of the greatest
662: ** channel exceeds 1.0
663: */
664: if (max > 255)
665: {
666: float t = 255.0F / max;
667:
668: r = r*t;
669: g = g*t;
670: b = b*t;
671: a = a*t;
672: }
673:
674: /*
675: ** So if we are doing alpha lightmaps we need to set the R, G, and B
676: ** components to 0 and we need to set alpha to 1-alpha.
677: */
678: switch ( monolightmap )
679: {
680: case 'L':
681: case 'I':
682: r = a;
683: g = b = 0;
684: break;
685: case 'C':
686: // try faking colored lighting
687: a = 255 - ((r+g+b)/3);
688: r *= a/255.0;
689: g *= a/255.0;
690: b *= a/255.0;
691: break;
692: case 'A':
693: default:
694: r = g = b = 0;
695: a = 255 - a;
696: break;
697: }
698:
699: dest[0] = r;
700: dest[1] = g;
701: dest[2] = b;
702: dest[3] = a;
703:
704: bl += 3;
705: dest += 4;
706: }
707: }
708: }
709: }
710:
This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.