/* Copyright (C) 1996-1997 Id Software, Inc. 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 "quakedef.h" #include "cl_collision.h" #include "r_shadow.h" rdlight_t r_dlight[MAX_DLIGHTS]; int r_numdlights = 0; cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"}; cvar_t r_vismarklights = {0, "r_vismarklights", "1"}; cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"}; cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "1"}; static rtexture_t *lightcorona; static rtexturepool_t *lighttexturepool; void r_light_start(void) { float dx, dy; int x, y, a; qbyte 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))) * 32.0f / (1.0f / (1.0f + 0.2)); a = bound(0, a, 255); pixels[y][x][0] = a; pixels[y][x][1] = a; pixels[y][x][2] = a; pixels[y][x][3] = 255; } } lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL); } void r_light_shutdown(void) { lighttexturepool = NULL; lightcorona = NULL; } void r_light_newmap(void) { int i; for (i = 0;i < 256;i++) d_lightstylevalue[i] = 264; // normal light value } void R_Light_Init(void) { Cvar_RegisterVariable(&r_modellights); Cvar_RegisterVariable(&r_vismarklights); Cvar_RegisterVariable(&r_coronas); Cvar_RegisterVariable(&gl_flashblend); R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap); } /* ================== R_AnimateLight ================== */ void R_AnimateLight (void) { 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;j < MAX_LIGHTSTYLES;j++) { if (!cl_lightstyle || !cl_lightstyle[j].length) { d_lightstylevalue[j] = 256; continue; } k = i % cl_lightstyle[j].length; k = cl_lightstyle[j].map[k] - 'a'; k = k*22; d_lightstylevalue[j] = k; } } void R_BuildLightList(void) { int i; dlight_t *cd; rdlight_t *rd; r_numdlights = 0; c_dlights = 0; if (!r_dynamic.integer || !cl_dlights) return; for (i = 0;i < MAX_DLIGHTS;i++) { cd = cl_dlights + i; if (cd->radius <= 0) continue; rd = &r_dlight[r_numdlights++]; VectorCopy(cd->origin, rd->origin); VectorScale(cd->color, cd->radius * 64.0f, rd->light); rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f; // clamp radius to avoid overflowing division table in lightmap code if (rd->cullradius2 > (2048.0f * 2048.0f)) rd->cullradius2 = (2048.0f * 2048.0f); rd->cullradius = sqrt(rd->cullradius2); rd->subtract = 1.0f / rd->cullradius2; rd->ent = cd->ent; c_dlights++; // count every dlight in use } } void R_DrawCoronas(void) { int i; float cscale, scale, viewdist, dist; rdlight_t *rd; if (!r_coronas.integer) return; R_Mesh_Matrix(&r_identitymatrix); 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 && CL_TraceLine(rd->origin, r_origin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1) { cscale = (1.0f / 131072.0f); scale = rd->cullradius * 0.25f; if (gl_flashblend.integer) { cscale *= 4.0f; scale *= 2.0f; } R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, vright, vup, scale, -scale, -scale, scale, rd->light[0] * cscale, rd->light[1] * cscale, rd->light[2] * cscale, 1); } } } /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ static int lightpvsbytes; static qbyte lightpvs[(MAX_MAP_LEAFS+7)>>3]; /* ============= R_MarkLights ============= */ static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits) { int i; mleaf_t *leaf; float dist; // for comparisons to minimum acceptable light while(node->contents >= 0) { dist = PlaneDiff(lightorigin, node->plane); if (dist > rd->cullradius) node = node->children[0]; else { if (dist >= -rd->cullradius) R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, node->children[0], pvs, pvsbits); node = node->children[1]; } } // check if leaf is visible according to pvs leaf = (mleaf_t *)node; i = (leaf - ent->model->brushq1.leafs) - 1; if (leaf->nummarksurfaces && (i >= pvsbits || pvs[i >> 3] & (1 << (i & 7)))) { int *surfacepvsframes, d, impacts, impactt; float sdist, maxdist, dist2, impact[3]; msurface_t *surf; // mark the polygons maxdist = rd->cullradius2; surfacepvsframes = ent->model->brushq1.surfacepvsframes; for (i = 0;i < leaf->nummarksurfaces;i++) { if (surfacepvsframes[leaf->firstmarksurface[i]] != ent->model->brushq1.pvsframecount) continue; surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[i]; dist = sdist = PlaneDiff(lightorigin, surf->plane); if (surf->flags & SURF_PLANEBACK) dist = -dist; if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES)) continue; dist2 = dist * dist; if (dist2 >= maxdist) continue; VectorCopy(lightorigin, impact); if (surf->plane->type >= 3) VectorMA(impact, -sdist, surf->plane->normal, impact); else impact[surf->plane->type] -= sdist; 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; 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->cached_dlight = true; } surf->dlightbits[bitindex] |= bit; } } } void R_MarkLights(entity_render_t *ent) { int i, bit, bitindex; rdlight_t *rd; vec3_t lightorigin; if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.numleafs) { for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++) { bit = 1 << (i & 31); bitindex = i >> 5; Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin); lightpvsbytes = 0; if (r_vismarklights.integer && ent->model->brush.FatPVS) lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs)); R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brushq1.visleafs)); } } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf) { VectorClear(diffusecolor); VectorClear(diffusenormal); if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint) { ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f); cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); } else VectorSet(ambientcolor, 1, 1, 1); // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code if (cl.worldmodel->brushq1.numlights) { int i; vec3_t v; float f; mlight_t *sl; for (i = 0;i < cl.worldmodel->brushq1.numlights;i++) { sl = cl.worldmodel->brushq1.lights + i; if (d_lightstylevalue[sl->style] > 0) { VectorSubtract (p, sl->origin, v); f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract); if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1) { f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f); VectorMA(ambientcolor, f, sl->light, ambientcolor); } } } } if (dynamic) { int i; float f, v[3]; rdlight_t *rd; // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow for (i = 0;i < r_numdlights;i++) { rd = r_dlight + i; VectorSubtract(p, rd->origin, v); f = DotProduct(v, v); if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1) { f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract; VectorMA(ambientcolor, f, rd->light, ambientcolor); } } } } typedef struct { vec3_t origin; //vec_t cullradius2; vec3_t light; // how much this light would contribute to ambient if replaced vec3_t ambientlight; vec_t subtract; vec_t falloff; vec_t offset; // used for choosing only the brightest lights vec_t intensity; } nearlight_t; static int nearlights; static nearlight_t nearlight[MAX_DLIGHTS]; int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords) { int i, j, maxnearlights; float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3]; nearlight_t *nl; mlight_t *sl; rdlight_t *rd; nearlights = 0; maxnearlights = r_modellights.integer; ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f); VectorClear(diffusecolor); VectorClear(diffusenormal); if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT)) { // highly rare VectorSet(ambient4f, 1, 1, 1); maxnearlights = 0; } else if (r_shadow_realtime_world.integer) maxnearlights = 0; else { if (cl.worldmodel && cl.worldmodel->brush.LightPoint) { cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal); Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal); VectorNormalize(diffusenormal); } else VectorSet(ambient4f, 1, 1, 1); } // scale of the model's coordinate space, to alter light attenuation to match // make the mscale squared so it can scale the squared distance results mscale = ent->scale * ent->scale; // FIXME: no support for .lights on non-Q1BSP? nl = &nearlight[0]; for (i = 0;i < ent->numentlights;i++) { sl = cl.worldmodel->brushq1.lights + ent->entlights[i]; stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f); VectorSubtract (ent->origin, sl->origin, v); f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale; VectorScale(sl->light, f, ambientcolor); intensity = DotProduct(ambientcolor, ambientcolor); if (f < 0) intensity *= -1.0f; if (nearlights < maxnearlights) j = nearlights++; else { for (j = 0;j < maxnearlights;j++) { if (nearlight[j].intensity < intensity) { if (nearlight[j].intensity > 0) VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); break; } } } if (j >= maxnearlights) { // this light is less significant than all others, // add it to ambient if (intensity > 0) VectorAdd(ambient4f, ambientcolor, ambient4f); } else { nl = nearlight + j; nl->intensity = intensity; // transform the light into the model's coordinate system if (worldcoords) VectorCopy(sl->origin, nl->origin); else Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin); // integrate mscale into falloff, for maximum speed nl->falloff = sl->falloff * mscale; VectorCopy(ambientcolor, nl->ambientlight); nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f; nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f; nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f; nl->subtract = sl->subtract; nl->offset = sl->distbias; } } if (!r_shadow_realtime_dlight.integer) { for (i = 0;i < r_numdlights;i++) { rd = r_dlight + i; VectorCopy(rd->origin, v); if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0]; if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1]; if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2]; VectorSubtract (v, rd->origin, v); if (DotProduct(v, v) < rd->cullradius2) { if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1) continue; VectorSubtract (ent->origin, rd->origin, v); f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract); VectorScale(rd->light, f, ambientcolor); intensity = DotProduct(ambientcolor, ambientcolor); if (f < 0) intensity *= -1.0f; if (nearlights < maxnearlights) j = nearlights++; else { for (j = 0;j < maxnearlights;j++) { if (nearlight[j].intensity < intensity) { if (nearlight[j].intensity > 0) VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); break; } } } if (j >= maxnearlights) { // this light is less significant than all others, // add it to ambient if (intensity > 0) VectorAdd(ambient4f, ambientcolor, ambient4f); } else { nl = nearlight + j; nl->intensity = intensity; // transform the light into the model's coordinate system if (worldcoords) VectorCopy(rd->origin, nl->origin); else { Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin); /* Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n" , rd - r_dlight, ent->model->name , rd->origin[0], rd->origin[1], rd->origin[2] , nl->origin[0], nl->origin[1], nl->origin[2] , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3] , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3] , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3] , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]); */ } // integrate mscale into falloff, for maximum speed nl->falloff = mscale; VectorCopy(ambientcolor, nl->ambientlight); nl->light[0] = rd->light[0] * colorr * 4.0f; nl->light[1] = rd->light[1] * colorg * 4.0f; nl->light[2] = rd->light[2] * colorb * 4.0f; nl->subtract = rd->subtract; nl->offset = LIGHTOFFSET; } } } } ambient4f[0] *= colorr; ambient4f[1] *= colorg; ambient4f[2] *= colorb; ambient4f[3] = colora; diffusecolor[0] *= colorr; diffusecolor[1] *= colorg; diffusecolor[2] *= colorb; return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0; } void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f) { int i, j, usediffuse; float color[4], v[3], dot, dist2, f, dnormal[3]; nearlight_t *nl; usediffuse = DotProduct(diffusecolor, diffusecolor) > 0; // negate the diffuse normal to avoid the need to negate the // dotproduct on each vertex VectorNegate(diffusenormal, dnormal); if (usediffuse) VectorNormalize(dnormal); // directional shading code here for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { VectorCopy4(ambientcolor4f, color); // silly directional diffuse shading if (usediffuse) { dot = DotProduct(normal3f, dnormal); if (dot > 0) VectorMA(color, dot, diffusecolor, color); } // pretty good lighting for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) { VectorSubtract(vertex3f, nl->origin, v); // first eliminate negative lighting (back side) dot = DotProduct(normal3f, v); if (dot > 0) { // we'll need this again later to normalize the dotproduct dist2 = DotProduct(v,v); // do the distance attenuation math f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract; if (f > 0) { // we must divide dot by sqrt(dist2) to compensate for // the fact we did not normalize v before doing the // dotproduct, the result is in the range 0 to 1 (we // eliminated negative numbers already) f *= dot / sqrt(dist2); // blend in the lighting VectorMA(color, f, nl->light, color); } } } VectorCopy4(color, color4f); } } void R_UpdateEntLights(entity_render_t *ent) { int i; const mlight_t *sl; vec3_t v; if (r_shadow_realtime_dlight.integer || gl_flashblend.integer) return; VectorSubtract(ent->origin, ent->entlightsorigin, v); if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f)) { ent->entlightstime = realtime + 0.1; VectorCopy(ent->origin, ent->entlightsorigin); ent->numentlights = 0; if (cl.worldmodel) for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++) if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1) ent->entlights[ent->numentlights++] = i; } ent->entlightsframe = r_framecount; }