/* 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" cvar_t r_lightmodels = {"r_lightmodels", "1"}; void rlight_init() { Cvar_RegisterVariable(&r_lightmodels); } int r_dlightframecount; /* ================== 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 ; jcontents < 0) return; dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist; if (dist > light->radius) { if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame { node = node->children[0]; goto loc0; } return; } if (dist < -light->radius) { if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame { node = node->children[1]; goto loc0; } return; } 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 { 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; } // 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))))*/ { // 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) { 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; } } } if (node->children[0]->contents >= 0) { if (node->children[1]->contents >= 0) { R_MarkLights (lightorigin, light, bit, bitindex, node->children[0]); node = node->children[1]; goto loc0; } else { node = node->children[0]; goto loc0; } } else if (node->children[1]->contents >= 0) { node = node->children[1]; goto loc0; } } /* ============= R_PushDlights ============= */ void R_PushDlights (void) { int i; dlight_t *l; r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame // if (gl_flashblend.value || !r_dynamic.value) // return; l = cl_dlights; for (i=0 ; idie < cl.time || !l->radius) continue; R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes ); } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ mplane_t *lightplane; vec3_t lightspot; int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) { float front, back, frac; vec3_t 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); { node = node->children[front < 0]; goto loc0; } 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)) 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++) { if (surf->flags & SURF_DRAWTILED) 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]); 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 (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; 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 = (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 } 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))); } return true; // success } // go down back side return RecursiveLightPoint (color, node->children[front >= 0], mid, end); } } void R_LightPoint (vec3_t color, vec3_t p) { vec3_t end; if (r_fullbright.value || !cl.worldmodel->lightdata) { color[0] = color[1] = color[2] = 255; 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])) return; for (i=0 ; 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)) { 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]; } } } // same as above but no bitmask to check void R_DynamicLightPointNoMask(vec3_t color, vec3_t org) { int i; vec3_t dist; float brightness, r, f; // if (gl_flashblend.value || !r_dynamic.value) // return; for (i=0 ; ieffects & 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; } if (r_lightmodels.value) { 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)) { 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) { nearlight[nearlights].color[0] = -nearlight[nearlights].color[0]; nearlight[nearlights].color[1] = -nearlight[nearlights].color[1]; nearlight[nearlights].color[2] = -nearlight[nearlights].color[2]; } 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)) { 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) { dist[0] = -dist[0]; dist[1] = -dist[1]; dist[2] = -dist[2]; } if (lighthalf) { dist[0] *= 0.5f; dist[1] *= 0.5f; dist[2] *= 0.5f; } t1 = 1.5f / t2; shadecolor[0] += dist[0] * t1; shadecolor[1] += dist[1] * t1; shadecolor[2] += dist[2] * t1; } } } 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; 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 { int i1, i2, i3; for (i = 0;i < numverts;i++) { t1 = shadecolor[0]; t2 = shadecolor[1]; t3 = shadecolor[2]; for (j = 0;j < nearlights;j++) { VectorSubtract(nearlight[j].origin, av, v); t = DotProduct(avn,v); if (t > 0) { t /= DotProduct(v,v); t1 += nearlight[j].color[0] * t; t2 += nearlight[j].color[1] * t; t3 += nearlight[j].color[2] * t; } } 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; } } } else { for (i = 0;i < numverts;i++) { *avc++ = r; *avc++ = g; *avc++ = b; *avc++ = a; } } }