X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_light.c;h=dbadd56b8cf01913860629e353bcddf2de207b35;hb=12d41dc109d083ea965d53d2c35aec6ecd246691;hp=ab541e66fe199607dcc5cfc0f49d8b796e91fcd5;hpb=9db6e4e8cf7a6ad4eb87f805d6bf28b08d6725ea;p=xonotic%2Fdarkplaces.git diff --git a/r_light.c b/r_light.c index ab541e66..dbadd56b 100644 --- a/r_light.c +++ b/r_light.c @@ -8,7 +8,7 @@ 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. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -21,14 +21,66 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -cvar_t r_lightmodels = {"r_lightmodels", "1"}; +rdlight_t r_dlight[MAX_DLIGHTS]; +int r_numdlights = 0; -void rlight_init() +cvar_t r_lightmodels = {CVAR_SAVE, "r_lightmodels", "1"}; +cvar_t r_vismarklights = {0, "r_vismarklights", "1"}; +cvar_t r_lightmodelhardness = {CVAR_SAVE, "r_lightmodelhardness", "0.9"}; + +static rtexture_t *lightcorona; +static rtexturepool_t *lighttexturepool; + +void r_light_start(void) { - Cvar_RegisterVariable(&r_lightmodels); + float dx, dy; + int x, y, a; + byte pixels[32][32][4]; + lighttexturepool = R_AllocTexturePool(); + for (y = 0;y < 32;y++) + { + dy = (y - 15.5f) * (1.0f / 16.0f); + for (x = 0;x < 32;x++) + { + dx = (x - 15.5f) * (1.0f / 16.0f); + a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 8.0f / (1.0f / (1.0f + 0.2)); + a = bound(0, a, 255); + pixels[y][x][0] = 255; + pixels[y][x][1] = 255; + pixels[y][x][2] = 255; + pixels[y][x][3] = a; + /* + // for testing the size of the corona textures + if (a == 0) + { + pixels[y][x][0] = 255; + pixels[y][x][1] = 0; + pixels[y][x][2] = 0; + pixels[y][x][3] = 255; + } + */ + } + } + lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_ALPHA); } -int r_dlightframecount; +void r_light_shutdown(void) +{ + lighttexturepool = NULL; + lightcorona = NULL; +} + +void r_light_newmap(void) +{ +} + +void R_Light_Init(void) +{ + Cvar_RegisterVariable(&r_lightmodels); + Cvar_RegisterVariable(&r_lightmodelhardness); + Cvar_RegisterVariable(&r_vismarklights); + R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap); +} /* ================== @@ -37,13 +89,13 @@ R_AnimateLight */ void R_AnimateLight (void) { - int i,j,k; - + int i, j, k; + // // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright - i = (int)(cl.time*10); - for (j=0 ; jradius <= 0) + continue; + rd = &r_dlight[r_numdlights++]; + VectorCopy(cd->origin, rd->origin); + VectorScale(cd->color, cd->radius * 128.0f, rd->light); + rd->cullradius = (1.0f / 128.0f) * sqrt(DotProduct(rd->light, rd->light)); + // clamp radius to avoid overflowing division table in lightmap code + if (rd->cullradius > 2048.0f) + rd->cullradius = 2048.0f; + rd->cullradius2 = rd->cullradius * rd->cullradius; + rd->lightsubtract = 1.0f / rd->cullradius2; + rd->ent = cd->ent; + r_numdlights++; + c_dlights++; // count every dlight in use + } +} + +static int coronapolyindex[6] = {0, 1, 2, 0, 2, 3}; + +void R_DrawCoronas(void) +{ + int i; + rmeshinfo_t m; + float tvxyz[4][4], tvst[4][2], scale, viewdist, diff[3], dist; + rdlight_t *rd; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.depthdisable = true; // magic + m.numtriangles = 2; + m.numverts = 4; + m.index = coronapolyindex; + m.vertex = &tvxyz[0][0]; + m.vertexstep = sizeof(float[4]); + m.tex[0] = R_GetTexture(lightcorona); + m.texcoords[0] = &tvst[0][0]; + m.texcoordstep[0] = sizeof(float[2]); + tvst[0][0] = 0; + tvst[0][1] = 0; + tvst[1][0] = 0; + tvst[1][1] = 1; + tvst[2][0] = 1; + tvst[2][1] = 1; + tvst[3][0] = 1; + tvst[3][1] = 0; + viewdist = DotProduct(r_origin, vpn); + for (i = 0;i < r_numdlights;i++) + { + rd = r_dlight + i; + dist = (DotProduct(rd->origin, vpn) - viewdist); + if (dist >= 24.0f) + { + // trace to a point just barely closer to the eye + VectorSubtract(rd->origin, vpn, diff); + if (TraceLine(r_origin, diff, NULL, NULL, 0) == 1) + { + scale = 1.0f / 65536.0f;//64.0f / (dist * dist + 1024.0f); + m.cr = rd->light[0] * scale; + m.cg = rd->light[1] * scale; + m.cb = rd->light[2] * scale; + m.ca = 1; + if (fogenabled) + { + VectorSubtract(rd->origin, r_origin, diff); + m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } + // make it larger in the distance to keep a consistent size + //scale = 0.4f * dist; + scale = 256.0f; + tvxyz[0][0] = rd->origin[0] - vright[0] * scale - vup[0] * scale; + tvxyz[0][1] = rd->origin[1] - vright[1] * scale - vup[1] * scale; + tvxyz[0][2] = rd->origin[2] - vright[2] * scale - vup[2] * scale; + tvxyz[1][0] = rd->origin[0] - vright[0] * scale + vup[0] * scale; + tvxyz[1][1] = rd->origin[1] - vright[1] * scale + vup[1] * scale; + tvxyz[1][2] = rd->origin[2] - vright[2] * scale + vup[2] * scale; + tvxyz[2][0] = rd->origin[0] + vright[0] * scale + vup[0] * scale; + tvxyz[2][1] = rd->origin[1] + vright[1] * scale + vup[1] * scale; + tvxyz[2][2] = rd->origin[2] + vright[2] * scale + vup[2] * scale; + tvxyz[3][0] = rd->origin[0] + vright[0] * scale - vup[0] * scale; + tvxyz[3][1] = rd->origin[1] + vright[1] * scale - vup[1] * scale; + tvxyz[3][2] = rd->origin[2] + vright[2] * scale - vup[2] * scale; + R_Mesh_DrawDecal(&m); + } + } + } } /* @@ -70,85 +226,151 @@ DYNAMIC LIGHTS R_MarkLights ============= */ -void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node) +static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node) { - float dist, l, maxdist; + float ndist, maxdist; msurface_t *surf; - int i, j, s, t; - vec3_t impact; - -loc0: - if (node->contents < 0) + mleaf_t *leaf; + int i; + + if (!r_dynamic.integer) return; - dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist; - - if (dist > light->radius) + // for comparisons to minimum acceptable light + maxdist = rd->cullradius2; + +loc0: + if (node->contents < 0) { - if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame + if (node->contents != CONTENTS_SOLID) { - node = node->children[0]; - goto loc0; + leaf = (mleaf_t *)node; + if (leaf->dlightframe != r_framecount) // not dynamic until now + { + leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0; + leaf->dlightframe = r_framecount; + } + leaf->dlightbits[bitindex] |= bit; } return; } - if (dist < -light->radius) + + ndist = PlaneDiff(lightorigin, node->plane); + + if (ndist > rd->cullradius) { - if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame - { - node = node->children[1]; - goto loc0; - } - return; + node = node->children[0]; + goto loc0; + } + if (ndist < -rd->cullradius) + { + node = node->children[1]; + goto loc0; } - - maxdist = light->radius*light->radius; // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { - if (surf->flags & SURF_DRAWTURB) // water + int d, impacts, impactt; + float dist, dist2, impact[3]; + if (surf->visframe != r_framecount) + continue; + dist = ndist; + if (surf->flags & SURF_PLANEBACK) + dist = -dist; + + if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES)) + continue; + + dist2 = dist * dist; + if (dist2 >= maxdist) + continue; + + impact[0] = rd->origin[0] - surf->plane->normal[0] * dist; + impact[1] = rd->origin[1] - surf->plane->normal[1] * dist; + impact[2] = rd->origin[2] - surf->plane->normal[2] * dist; + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + + d = bound(0, impacts, surf->extents[0] + 16) - impacts; + dist2 += d * d; + if (dist2 > maxdist) + continue; + + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + d = bound(0, impactt, surf->extents[1] + 16) - impactt; + dist2 += d * d; + if (dist2 > maxdist) + continue; + + + /* + d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + + if (d < 0) { - if (surf->dlightframe != r_dlightframecount) // not dynamic until now + dist2 += d * d; + if (dist2 >= maxdist) + continue; + } + else + { + d -= surf->extents[0] + 16; + if (d > 0) { - surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0; - surf->dlightframe = r_dlightframecount; + dist2 += d * d; + if (dist2 >= maxdist) + continue; } - surf->dlightbits[bitindex] |= bit; } - // LordHavoc: MAJOR dynamic light speedup here, eliminates marking of surfaces that are too far away from light, thus preventing unnecessary uploads - else /*if (r_dynamicbothsides.value || (((surf->flags & SURF_PLANEBACK) && (dist < -BACKFACE_EPSILON)) || (!(surf->flags & SURF_PLANEBACK) && (dist > BACKFACE_EPSILON))))*/ + + d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + if (d < 0) { - // passed the plane side check - for (j=0 ; j<3 ; j++) - impact[j] = lightorigin[j] - surf->plane->normal[j]*dist; - - // clamp center of light to corner and check brightness - l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0]; - s = l - s; - l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1]; - t = l - t; - // compare to minimum light - if ((s*s+t*t+dist*dist) < maxdist) + dist2 += d * d; + if (dist2 >= maxdist) + continue; + } + else + { + d -= surf->extents[1] + 16; + if (d > 0) { - if (surf->dlightframe != r_dlightframecount) // not dynamic until now - { - surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0; - surf->dlightframe = r_dlightframecount; - } - surf->dlightbits[bitindex] |= bit; + dist2 += d * d; + if (dist2 >= maxdist) + continue; + } + } + */ + + if (surf->dlightframe != r_framecount) // not dynamic until now + { + surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0; + surf->dlightframe = r_framecount; + } + surf->dlightbits[bitindex] |= bit; + + /* + if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist)) + { + if (surf->dlightframe != r_framecount) // not dynamic until now + { + surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0; + surf->dlightframe = r_framecount; } + surf->dlightbits[bitindex] |= bit; } + */ } if (node->children[0]->contents >= 0) { if (node->children[1]->contents >= 0) { - R_MarkLights (lightorigin, light, bit, bitindex, node->children[0]); + R_OldMarkLights (lightorigin, rd, bit, bitindex, node->children[0]); node = node->children[1]; goto loc0; } @@ -165,32 +387,202 @@ loc0: } } - /* -============= -R_PushDlights -============= +static void R_NoVisMarkLights (rdlight_t *rd, int bit, int bitindex) +{ + vec3_t lightorigin; + softwareuntransform(rd->origin, lightorigin); + + R_OldMarkLights(lightorigin, rd, bit, bitindex, currentrenderentity->model->nodes + currentrenderentity->model->hulls[0].firstclipnode); +} */ -void R_PushDlights (void) + +static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex) { - int i; - dlight_t *l; + static int lightframe = 0; + mleaf_t *pvsleaf; + vec3_t lightorigin; + model_t *model; + int i, k, m, c, leafnum; + msurface_t *surf, **mark; + mleaf_t *leaf; + byte *in; + int row; + float low[3], high[3], dist, maxdist; + + if (!r_dynamic.integer) + return; - r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame + model = currentrenderentity->model; + softwareuntransform(rd->origin, lightorigin); -// if (gl_flashblend.value || !r_dynamic.value) -// return; + if (!r_vismarklights.integer) + { + R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); + return; + } - l = cl_dlights; + pvsleaf = Mod_PointInLeaf (lightorigin, model); + if (pvsleaf == NULL) + { + Con_Printf("R_VisMarkLights: NULL leaf??\n"); + R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); + return; + } - for (i=0 ; icompressed_vis; + if (!in) { - if (l->die < cl.time || !l->radius) + // no vis info, so make all visible + R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); + return; + } + + lightframe++; + + low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius; + high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius; + + // for comparisons to minimum acceptable light + maxdist = rd->cullradius2; + + row = (model->numleafs+7)>>3; + + k = 0; + while (k < row) + { + c = *in++; + if (c) + { + for (i = 0;i < 8;i++) + { + if (c & (1< model->numleafs) + return; + leaf = &model->leafs[leafnum]; + if (leaf->visframe != r_framecount + || leaf->contents == CONTENTS_SOLID + || leaf->mins[0] > high[0] || leaf->maxs[0] < low[0] + || leaf->mins[1] > high[1] || leaf->maxs[1] < low[1] + || leaf->mins[2] > high[2] || leaf->maxs[2] < low[2]) + continue; + if (leaf->dlightframe != r_framecount) + { + // not dynamic until now + leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0; + leaf->dlightframe = r_framecount; + } + leaf->dlightbits[bitindex] |= bit; + if ((m = leaf->nummarksurfaces)) + { + mark = leaf->firstmarksurface; + do + { + surf = *mark++; + // if not visible in current frame, or already marked because it was in another leaf we passed, skip + if (surf->lightframe == lightframe) + continue; + surf->lightframe = lightframe; + if (surf->visframe != r_framecount) + continue; + dist = PlaneDiff(lightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + dist = -dist; + // LordHavoc: make sure it is infront of the surface and not too far away + if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius))) + { + int d; + int impacts, impactt; + float dist2, impact[3]; + + dist2 = dist * dist; + + impact[0] = rd->origin[0] - surf->plane->normal[0] * dist; + impact[1] = rd->origin[1] - surf->plane->normal[1] * dist; + impact[2] = rd->origin[2] - surf->plane->normal[2] * dist; + +#if 0 + d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + if (d < 0) + { + dist2 += d * d; + if (dist2 > maxdist) + continue; + } + else + { + d -= surf->extents[0]; + if (d < 0) + { + dist2 += d * d; + if (dist2 > maxdist) + continue; + } + } + + d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + if (d < 0) + { + dist2 += d * d; + if (dist2 > maxdist) + continue; + } + else + { + d -= surf->extents[1]; + if (d < 0) + { + dist2 += d * d; + if (dist2 > maxdist) + continue; + } + } + +#else + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + d = bound(0, impacts, surf->extents[0] + 16) - impacts; + dist2 += d * d; + if (dist2 > maxdist) + continue; + + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + d = bound(0, impactt, surf->extents[1] + 16) - impactt; + dist2 += d * d; + if (dist2 > maxdist) + continue; + +#endif + + if (surf->dlightframe != r_framecount) // not dynamic until now + { + surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0; + surf->dlightframe = r_framecount; + } + surf->dlightbits[bitindex] |= bit; + } + } + while (--m); + } + } + } + k++; continue; - R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes ); + } + + k += *in++; } } +void R_MarkLights(void) +{ + int i; + for (i = 0;i < r_numdlights;i++) + R_VisMarkLights (r_dlight + i, 1 << (i & 31), i >> 5); +} /* ============================================================================= @@ -200,359 +592,354 @@ LIGHT SAMPLING ============================================================================= */ -mplane_t *lightplane; -vec3_t lightspot; - -int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) +static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz) { - float front, back, frac; - vec3_t mid; + int side, distz = endz - startz; + float front, back; + float mid; loc0: if (node->contents < 0) return false; // didn't hit anything - -// calculate mid point - front = PlaneDiff (start, node->plane); - back = PlaneDiff (end, node->plane); - - // LordHavoc: optimized recursion - if ((back < 0) == (front < 0)) -// return RecursiveLightPoint (color, node->children[front < 0], start, end); + + switch (node->plane->type) { - node = node->children[front < 0]; + case PLANE_X: + node = node->children[x < node->plane->dist]; + goto loc0; + case PLANE_Y: + node = node->children[y < node->plane->dist]; goto loc0; + case PLANE_Z: + side = startz < node->plane->dist; + if ((endz < node->plane->dist) == side) + { + node = node->children[side]; + goto loc0; + } + // found an intersection +// mid = startz + (endz - startz) * (startz - node->plane->dist) / (startz - endz); +// mid = startz + distz * (startz - node->plane->dist) / (-distz); +// mid = startz + (-(startz - node->plane->dist)); +// mid = startz - (startz - node->plane->dist); +// mid = startz + node->plane->dist - startz; + mid = node->plane->dist; + break; + default: + back = front = x * node->plane->normal[0] + y * node->plane->normal[1]; + front += startz * node->plane->normal[2]; + back += endz * node->plane->normal[2]; + side = front < node->plane->dist; + if ((back < node->plane->dist) == side) + { + node = node->children[side]; + goto loc0; + } + // found an intersection +// mid = startz + (endz - startz) * ((front - node->plane->dist) / ((front - node->plane->dist) - (back - node->plane->dist))); +// mid = startz + (endz - startz) * ((front - node->plane->dist) / (front - back)); + mid = startz + distz * (front - node->plane->dist) / (front - back); + break; } - - frac = front / (front-back); - mid[0] = start[0] + (end[0] - start[0])*frac; - mid[1] = start[1] + (end[1] - start[1])*frac; - mid[2] = start[2] + (end[2] - start[2])*frac; - -// go down front side - if (RecursiveLightPoint (color, node->children[front < 0], start, mid)) + + // go down front side + if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid)) return true; // hit something else { - int i, ds, dt; - msurface_t *surf; - // check for impact on this node - VectorCopy (mid, lightspot); - lightplane = node->plane; - - surf = cl.worldmodel->surfaces + node->firstsurface; - for (i = 0;i < node->numsurfaces;i++, surf++) + // check for impact on this node + if (node->numsurfaces) { - if (surf->flags & SURF_DRAWTILED) - continue; // no lightmaps + int i, ds, dt; + msurface_t *surf; + + surf = cl.worldmodel->surfaces + node->firstsurface; + for (i = 0;i < node->numsurfaces;i++, surf++) + { + if (!(surf->flags & SURF_LIGHTMAP)) + continue; // no lightmaps - ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]); - dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]); + ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]); + dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]); - if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) - continue; - - ds -= surf->texturemins[0]; - dt -= surf->texturemins[1]; - - if (ds > surf->extents[0] || dt > surf->extents[1]) - continue; + if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) + continue; - if (surf->samples) - { - byte *lightmap; - int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0; - float scale; - line3 = ((surf->extents[0]>>4)+1)*3; + ds -= surf->texturemins[0]; + dt -= surf->texturemins[1]; - lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color + if (ds > surf->extents[0] || dt > surf->extents[1]) + continue; - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) + if (surf->samples) { - scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0; - r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale; - r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale; - r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale; - r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale; - lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting - } + byte *lightmap; + int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0; + line3 = ((surf->extents[0]>>4)+1)*3; + size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting + + lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color + + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) + { + scale = d_lightstylevalue[surf->styles[maps]]; + r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale; + r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale; + r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale; + r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale; + lightmap += size3; + } - color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00))); - color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00))); - color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00))); + /* + // LordHavoc: here's the readable version of the interpolation + // code, not quite as easy for the compiler to optimize... + + // dsfrac is the X position in the lightmap pixel, * 16 + // dtfrac is the Y position in the lightmap pixel, * 16 + // r00 is top left corner, r01 is top right corner + // r10 is bottom left corner, r11 is bottom right corner + // g and b are the same layout. + // r0 and r1 are the top and bottom intermediate results + + // first we interpolate the top two points, to get the top + // edge sample + r0 = (((r01-r00) * dsfrac) >> 4) + r00; + g0 = (((g01-g00) * dsfrac) >> 4) + g00; + b0 = (((b01-b00) * dsfrac) >> 4) + b00; + // then we interpolate the bottom two points, to get the + // bottom edge sample + r1 = (((r11-r10) * dsfrac) >> 4) + r10; + g1 = (((g11-g10) * dsfrac) >> 4) + g10; + b1 = (((b11-b10) * dsfrac) >> 4) + b10; + // then we interpolate the top and bottom samples to get the + // middle sample (the one which was requested) + r = (((r1-r0) * dtfrac) >> 4) + r0; + g = (((g1-g0) * dtfrac) >> 4) + g0; + b = (((b1-b0) * dtfrac) >> 4) + b0; + */ + + color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f); + color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f); + color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f); + } + return true; // success } - return true; // success } - // go down back side - return RecursiveLightPoint (color, node->children[front >= 0], mid, end); + // go down back side + node = node->children[side ^ 1]; + startz = mid; + distz = endz - startz; + goto loc0; +// return RecursiveLightPoint (color, node->children[side ^ 1], x, y, mid, endz); } } -void R_LightPoint (vec3_t color, vec3_t p) +void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf) { - vec3_t end; - - if (r_fullbright.value || !cl.worldmodel->lightdata) + int i, *dlightbits; + vec3_t dist; + float f; + rdlight_t *rd; + if (leaf == NULL) + leaf = Mod_PointInLeaf(p, cl.worldmodel); + + if (leaf->contents == CONTENTS_SOLID) { - color[0] = color[1] = color[2] = 255; + color[0] = color[1] = color[2] = 0; return; } - - end[0] = p[0]; - end[1] = p[1]; - end[2] = p[2] - 2048; - - color[0] = color[1] = color[2] = 0; - RecursiveLightPoint (color, cl.worldmodel->nodes, p, end); -} - -// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits) -{ - int i; - vec3_t dist; - float brightness, r, f; - if (/*gl_flashblend.value || !r_dynamic.value || */(!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7])) + if (r_fullbright.integer || !cl.worldmodel->lightdata) + { + color[0] = color[1] = color[2] = 2; return; + } + + color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f); + RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536); - for (i=0 ; idlightframe == r_framecount) { - if (!((1 << (i&31)) & dlightbits[i>>5])) - continue; - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (org, cl_dlights[i].origin, dist); - if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius)) + dlightbits = leaf->dlightbits; + for (i = 0;i < r_numdlights;i++) { - brightness = r * 16.0 / f; - if (cl_dlights[i].dark) - brightness = -brightness; - color[0] += brightness * cl_dlights[i].color[0]; - color[1] += brightness * cl_dlights[i].color[1]; - color[2] += brightness * cl_dlights[i].color[2]; + if (!(dlightbits[i >> 5] & (1 << (i & 31)))) + continue; + rd = r_dlight + i; + VectorSubtract (p, rd->origin, dist); + f = DotProduct(dist, dist) + LIGHTOFFSET; + if (f < rd->cullradius2) + { + f = (1.0f / f) - rd->lightsubtract; + if (f > 0) + VectorMA(color, f, rd->light, color); + } } } } -// same as above but no bitmask to check -void R_DynamicLightPointNoMask(vec3_t color, vec3_t org) +void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits) { - int i; - vec3_t dist; - float brightness, r, f; + mleaf_t *leaf; + leaf = Mod_PointInLeaf(p, cl.worldmodel); + if (leaf->contents == CONTENTS_SOLID) + { + color[0] = color[1] = color[2] = 0; + dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0; + return; + } -// if (gl_flashblend.value || !r_dynamic.value) -// return; + if (r_fullbright.integer || !cl.worldmodel->lightdata) + { + color[0] = color[1] = color[2] = 2; + dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0; + return; + } - for (i=0 ; inodes, p[0], p[1], p[2], p[2] - 65536); + + if (leaf->dlightframe == r_framecount) { - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (org, cl_dlights[i].origin, dist); - if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius)) - { - brightness = r * 16.0 / f; - if (cl_dlights[i].dark) - brightness = -brightness; - color[0] += brightness * cl_dlights[i].color[0]; - color[1] += brightness * cl_dlights[i].color[1]; - color[2] += brightness * cl_dlights[i].color[2]; - } + dlightbits[0] = leaf->dlightbits[0]; + dlightbits[1] = leaf->dlightbits[1]; + dlightbits[2] = leaf->dlightbits[2]; + dlightbits[3] = leaf->dlightbits[3]; + dlightbits[4] = leaf->dlightbits[4]; + dlightbits[5] = leaf->dlightbits[5]; + dlightbits[6] = leaf->dlightbits[6]; + dlightbits[7] = leaf->dlightbits[7]; } + else + dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0; } -extern float *aliasvert; -extern float *aliasvertnorm; -extern byte *aliasvertcolor; -extern vec_t shadecolor[]; -extern float modelalpha; -extern qboolean lighthalf; -void R_LightModel(int numverts, vec3_t center) +void R_LightModel(int numverts) { int i, j, nearlights = 0; - vec3_t dist; - float t, t1, t2, t3, *avn; - byte r,g,b,a, *avc; + float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f, hardness, hardnessoffset, dist2; struct { - vec3_t color; vec3_t origin; - } nearlight[MAX_DLIGHTS]; - if (!lighthalf) - { - shadecolor[0] *= 2.0f; - shadecolor[1] *= 2.0f; - shadecolor[2] *= 2.0f; - } - avc = aliasvertcolor; - avn = aliasvertnorm; - a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255); - if (currententity->effects & EF_FULLBRIGHT) - { - if (lighthalf) - { - r = (byte) ((float) (128.0f * currententity->colormod[0])); - g = (byte) ((float) (128.0f * currententity->colormod[1])); - b = (byte) ((float) (128.0f * currententity->colormod[2])); - } - else - { - r = (byte) ((float) (255.0f * currententity->colormod[0])); - g = (byte) ((float) (255.0f * currententity->colormod[1])); - b = (byte) ((float) (255.0f * currententity->colormod[2])); - } - for (i = 0;i < numverts;i++) - { - *avc++ = r; - *avc++ = g; - *avc++ = b; - *avc++ = a; - } - return; + vec_t cullradius2; + vec3_t light; + vec_t lightsubtract; } - if (r_lightmodels.value) + nearlight[MAX_DLIGHTS], *nl; + int modeldlightbits[8]; + //staticlight_t *sl; + a = currentrenderentity->alpha; + if (currentrenderentity->effects & EF_FULLBRIGHT) + basecolor[0] = basecolor[1] = basecolor[2] = 1; + else { - for (i = 0;i < MAX_DLIGHTS;i++) + if (r_lightmodels.integer) { - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - if ((t2 = DotProduct(dist,dist) + 16.0f) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius)) + R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits); + + nl = &nearlight[0]; + /* + // this code is unused for now + for (i = 0, sl = staticlight;i < staticlights && nearlights < MAX_DLIGHTS;i++, sl++) { - VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin); - nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - if (cl_dlights[i].dark) + if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1) { - nearlight[nearlights].color[0] = -nearlight[nearlights].color[0]; - nearlight[nearlights].color[1] = -nearlight[nearlights].color[1]; - nearlight[nearlights].color[2] = -nearlight[nearlights].color[2]; + nl->fadetype = sl->fadetype; + nl->distancescale = sl->distancescale; + nl->radius = sl->radius; + VectorCopy(sl->origin, nl->origin); + VectorCopy(sl->color, nl->light); + nl->cullradius2 = 99999999; + nl->lightsubtract = 0; + nl++; + nearlights++; } - if (lighthalf) - { - nearlight[nearlights].color[0] *= 0.5f; - nearlight[nearlights].color[1] *= 0.5f; - nearlight[nearlights].color[2] *= 0.5f; - } - t1 = 1.0f / t2; - shadecolor[0] += nearlight[nearlights].color[0] * t1; - shadecolor[1] += nearlight[nearlights].color[1] * t1; - shadecolor[2] += nearlight[nearlights].color[2] * t1; - nearlight[nearlights].color[0] *= currententity->colormod[0]; - nearlight[nearlights].color[1] *= currententity->colormod[1]; - nearlight[nearlights].color[2] *= currententity->colormod[2]; - nearlights++; } - } - } - else - { - for (i = 0;i < MAX_DLIGHTS;i++) - { - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - if ((t2 = DotProduct(dist,dist)) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius)) + */ + for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++) { - dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - if (cl_dlights[i].dark) + if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) + continue; + if (currentrenderentity == r_dlight[i].ent) { - dist[0] = -dist[0]; - dist[1] = -dist[1]; - dist[2] = -dist[2]; + f = (1.0f / LIGHTOFFSET) - nl->lightsubtract; + if (f > 0) + VectorMA(basecolor, f, r_dlight[i].light, basecolor); } - if (lighthalf) + else { - dist[0] *= 0.5f; - dist[1] *= 0.5f; - dist[2] *= 0.5f; + // convert 0-255 radius coloring to 0-1, while also amplifying the brightness by 16 + //if (TraceLine(currentrenderentity->origin, r_dlight[i].origin, NULL, NULL, 0) == 1) + { + // transform the light into the model's coordinate system + //if (gl_transform.integer) + // softwareuntransform(r_dlight[i].origin, nl->origin); + //else + VectorCopy(r_dlight[i].origin, nl->origin); + nl->cullradius2 = r_dlight[i].cullradius2; + VectorCopy(r_dlight[i].light, nl->light); + nl->lightsubtract = r_dlight[i].lightsubtract; + nl++; + nearlights++; + } } - t1 = 1.5f / t2; - shadecolor[0] += dist[0] * t1; - shadecolor[1] += dist[1] * t1; - shadecolor[2] += dist[2] * t1; } } + else + R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL); } - shadecolor[0] *= currententity->colormod[0]; - shadecolor[1] *= currententity->colormod[1]; - shadecolor[2] *= currententity->colormod[2]; - t1 = bound(0, shadecolor[0], 255);r = (byte) t1; - t1 = bound(0, shadecolor[1], 255);g = (byte) t1; - t1 = bound(0, shadecolor[2], 255);b = (byte) t1; + avc = aliasvertcolor; if (nearlights) { - int temp; - vec3_t v; - float *av; av = aliasvert; - if (nearlights == 1) - { - for (i = 0;i < numverts;i++) - { - VectorSubtract(nearlight[0].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) - { - t /= DotProduct(v,v); - temp = (int) ((float) (shadecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - temp = (int) ((float) (shadecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - temp = (int) ((float) (shadecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - } - else - { - *avc++ = r; - *avc++ = g; - *avc++ = b; - } - *avc++ = a; - av+=3; - avn+=3; - } - } - else + avn = aliasvertnorm; + hardness = r_lightmodelhardness.value; + hardnessoffset = (1.0f - hardness); + for (i = 0;i < numverts;i++) { - int i1, i2, i3; - for (i = 0;i < numverts;i++) + VectorCopy(basecolor, color); + for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) { - t1 = shadecolor[0]; - t2 = shadecolor[1]; - t3 = shadecolor[2]; - for (j = 0;j < nearlights;j++) + // distance attenuation + VectorSubtract(nl->origin, av, v); + dist2 = DotProduct(v,v); + if (dist2 < nl->cullradius2) { - VectorSubtract(nearlight[j].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) + f = (1.0f / (dist2 + LIGHTOFFSET)) - nl->lightsubtract; + if (f > 0) { - t /= DotProduct(v,v); - t1 += nearlight[j].color[0] * t; - t2 += nearlight[j].color[1] * t; - t3 += nearlight[j].color[2] * t; + // directional shading + #if SLOWMATH + t = 1.0f / sqrt(dist2); + #else + number = DotProduct(v, v); + *((long *)&t) = 0x5f3759df - ((* (long *) &number) >> 1); + t = t * (1.5f - (number * 0.5f * t * t)); + #endif + // DotProduct(avn,v) * t is dotproduct with a normalized v, + // the hardness variables are for backlighting/shinyness + f *= DotProduct(avn,v) * t * hardness + hardnessoffset; + if (f > 0) + VectorMA(color, f, nl->light, color); } } - i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255; - i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255; - i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255; - *avc++ = i1; - *avc++ = i2; - *avc++ = i3; - *avc++ = a; } + + VectorCopy(color, avc); + avc[3] = a; + avc += 4; + av += 3; + avn += 3; } } else { for (i = 0;i < numverts;i++) { - *avc++ = r; - *avc++ = g; - *avc++ = b; - *avc++ = a; + VectorCopy(basecolor, avc); + avc[3] = a; + avc += 4; } } }