]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
rewrote most of the RSurfShader_ functions to use R_Mesh_Draw_GetBuffer instead of...
[xonotic/darkplaces.git] / r_light.c
index 7dd907640481631a0126d5506e5bb9e356b4c99b..5f9ef7f8f4c871c67e6c9cd47a87832e8bd9055f 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -25,7 +25,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 rdlight_t r_dlight[MAX_DLIGHTS];
 int r_numdlights = 0;
 
-cvar_t r_lightmodels = {CVAR_SAVE, "r_lightmodels", "1"};
+cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
 cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
 
 static rtexture_t *lightcorona;
@@ -43,7 +43,7 @@ void r_light_start(void)
                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))) * 64.0f / (1.0f / (1.0f + 0.2));
+                       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] = 255;
                        pixels[y][x][1] = 255;
@@ -66,7 +66,7 @@ void r_light_newmap(void)
 
 void R_Light_Init(void)
 {
-       Cvar_RegisterVariable(&r_lightmodels);
+       Cvar_RegisterVariable(&r_modellights);
        Cvar_RegisterVariable(&r_vismarklights);
        R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
 }
@@ -101,9 +101,9 @@ void R_AnimateLight (void)
 
 void R_BuildLightList(void)
 {
-       int                     i;
-       dlight_t        *cd;
-       rdlight_t       *rd;
+       int i;
+       dlight_t *cd;
+       rdlight_t *rd;
 
        r_numdlights = 0;
        c_dlights = 0;
@@ -118,14 +118,14 @@ void R_BuildLightList(void)
                        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));
+               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->cullradius > 2048.0f)
-                       rd->cullradius = 2048.0f;
-               rd->cullradius2 = rd->cullradius * rd->cullradius;
-               rd->lightsubtract = 1.0f / rd->cullradius2;
-               rd->ent = cd->ent;
+               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;
                r_numdlights++;
                c_dlights++; // count every dlight in use
        }
@@ -171,7 +171,7 @@ void R_DrawCoronas(void)
                        VectorSubtract(rd->origin, vpn, diff);
                        if (CL_TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
                        {
-                               scale = 1.0f / 262144.0f;
+                               scale = 1.0f / 131072.0f;
                                m.cr = rd->light[0] * scale;
                                m.cg = rd->light[1] * scale;
                                m.cb = rd->light[2] * scale;
@@ -215,10 +215,10 @@ R_MarkLights
 */
 static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
 {
-       float           ndist, maxdist;
-       msurface_t      *surf;
-       mleaf_t         *leaf;
-       int                     i;
+       float ndist, maxdist;
+       msurface_t *surf;
+       mleaf_t *leaf;
+       int i;
 
        if (!r_dynamic.integer)
                return;
@@ -274,9 +274,17 @@ loc0:
                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;
+               if (node->plane->type < 3)
+               {
+                       VectorCopy(rd->origin, impact);
+                       impact[node->plane->type] -= dist;
+               }
+               else
+               {
+                       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];
 
@@ -328,12 +336,12 @@ static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
        mleaf_t *pvsleaf;
        vec3_t lightorigin;
        model_t *model;
-       int             i, k, m, c, leafnum;
+       int i, k, m, c, leafnum;
        msurface_t *surf, **mark;
        mleaf_t *leaf;
-       qbyte   *in;
-       int             row;
-       float   low[3], high[3], dist, maxdist;
+       qbyte *in;
+       int row;
+       float low[3], high[3], dist, maxdist;
 
        if (!r_dynamic.integer)
                return;
@@ -425,9 +433,17 @@ static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
 
                                                                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 (surf->plane->type < 3)
+                                                               {
+                                                                       VectorCopy(rd->origin, impact);
+                                                                       impact[surf->plane->type] -= dist;
+                                                               }
+                                                               else
+                                                               {
+                                                                       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;
@@ -478,9 +494,9 @@ LIGHT SAMPLING
 
 static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
 {
-       int             side, distz = endz - startz;
-       float   front, back;
-       float   mid;
+       int side, distz = endz - startz;
+       float front, back;
+       float mid;
 
 loc0:
        if (node->contents < 0)
@@ -618,8 +634,8 @@ middle sample (the one which was requested)
 
 void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
 {
-       int      i, *dlightbits;
-       vec3_t dist;
+       int i, *dlightbits;
+       vec3_t v;
        float f;
        rdlight_t *rd;
        mlight_t *sl;
@@ -646,19 +662,14 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
                        sl = cl.worldmodel->lights + i;
                        if (d_lightstylevalue[sl->style] > 0)
                        {
-                               VectorSubtract (p, sl->origin, dist);
-                               f = DotProduct(dist, dist) + sl->distbias;
-                               f = (1.0f / f) - sl->subtract;
-                               if (f > 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, 0, false) == 1)
                                {
-                                       if (CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
-                                       {
-                                               f *= d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
-                                               VectorMA(color, f, sl->light, color);
-                                       }
+                                       f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                                       VectorMA(color, f, sl->light, color);
                                }
                        }
-
                }
        }
        else
@@ -672,13 +683,12 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
                        if (!(dlightbits[i >> 5] & (1 << (i & 31))))
                                continue;
                        rd = r_dlight + i;
-                       VectorSubtract (p, rd->origin, dist);
-                       f = DotProduct(dist, dist) + LIGHTOFFSET;
+                       VectorSubtract (p, rd->origin, v);
+                       f = DotProduct(v, v);
                        if (f < rd->cullradius2)
                        {
-                               f = (1.0f / f) - rd->lightsubtract;
-                               if (f > 0)
-                                       VectorMA(color, f, rd->light, color);
+                               f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
+                               VectorMA(color, f, rd->light, color);
                        }
                }
        }
@@ -695,7 +705,7 @@ void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
                return;
        }
 
-       if (r_fullbright.integer || !cl.worldmodel->lightdata)
+       if (r_fullbright.integer || !cl.worldmodel->lightdata || currentrenderentity->effects & EF_FULLBRIGHT)
        {
                color[0] = color[1] = color[2] = 2;
                dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
@@ -723,83 +733,149 @@ void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
 
 void R_LightModel(int numverts, float colorr, float colorg, float colorb, int worldcoords)
 {
-       int i, j, nearlights = 0;
-       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f, dist2;
+       int i, j, nearlights = 0, maxnearlights = r_modellights.integer;
+       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
        struct
        {
                vec3_t origin;
-               vec_t cullradius2;
+               //vec_t cullradius2;
                vec3_t light;
-               vec_t lightsubtract;
+               // 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[MAX_DLIGHTS], *nl;
        int modeldlightbits[8];
        mlight_t *sl;
+       rdlight_t *rd;
        a = currentrenderentity->alpha;
-       if (currentrenderentity->effects & EF_FULLBRIGHT)
-       {
-               basecolor[0] = colorr;
-               basecolor[1] = colorg;
-               basecolor[2] = colorb;
-       }
-       else
+       // 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 = currentrenderentity->scale * currentrenderentity->scale;
+       if ((maxnearlights != 0) && !r_fullbright.integer && !(currentrenderentity->effects & EF_FULLBRIGHT))
        {
-               if (r_lightmodels.integer)
-               {
-                       R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
+               R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
 
-                       nl = &nearlight[0];
-                       for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
-                       {
+               nl = &nearlight[0];
+               VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
+               if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f))
+               {
+                       currentrenderentity->numentlights = 0;
+                       currentrenderentity->entlightstime = realtime + 0.2;
+                       VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
+                       for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && currentrenderentity->numentlights < MAXENTLIGHTS;i++, sl++)
                                if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+                                       currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
+               }
+               for (i = 0;i < currentrenderentity->numentlights;i++)
+               {
+                       sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
+                       stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                       VectorSubtract (currentrenderentity->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++)
                                {
-                                       nl->falloff = sl->falloff;
-                                       // transform the light into the model's coordinate system
-                                       if (worldcoords)
-                                               VectorCopy(sl->origin, nl->origin);
-                                       else
-                                               softwareuntransform(sl->origin, nl->origin);
-                                       f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
-                                       VectorScale(sl->light, f, nl->light);
-                                       nl->cullradius2 = 99999999;
-                                       nl->lightsubtract = sl->subtract;
-                                       nl->offset = sl->distbias;
-                                       nl++;
-                                       nearlights++;
+                                       if (nearlight[j].intensity < intensity)
+                                       {
+                                               if (nearlight[j].intensity > 0)
+                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                               break;
+                                       }
                                }
                        }
-                       for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
+                       if (j >= maxnearlights)
                        {
-                               if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
-                                       continue;
-                               if (currentrenderentity == r_dlight[i].ent)
-                               {
-                                       f = (1.0f / LIGHTOFFSET) - nl->lightsubtract;
-                                       if (f > 0)
-                                               VectorMA(basecolor, f, r_dlight[i].light, basecolor);
-                               }
+                               // this light is less significant than all others,
+                               // add it to ambient
+                               if (intensity > 0)
+                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                       }
+                       else
+                       {
+                               nl = nearlight + j;
+                               nl->intensity = intensity;
+                               // transform the light into the model's coordinate system
+                               if (worldcoords)
+                                       VectorCopy(sl->origin, nl->origin);
                                else
+                                       softwareuntransform(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;
+                       }
+               }
+               for (i = 0;i < r_numdlights;i++)
+               {
+                       if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
+                               continue;
+                       rd = r_dlight + i;
+                       VectorSubtract (currentrenderentity->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++)
                                {
-                                       // transform the light into the model's coordinate system
-                                       if (worldcoords)
-                                               VectorCopy(r_dlight[i].origin, nl->origin);
-                                       else
-                                               softwareuntransform(r_dlight[i].origin, nl->origin);
-                                       nl->cullradius2 = r_dlight[i].cullradius2;
-                                       nl->light[0] = r_dlight[i].light[0] * colorr;
-                                       nl->light[1] = r_dlight[i].light[1] * colorg;
-                                       nl->light[2] = r_dlight[i].light[2] * colorb;
-                                       nl->lightsubtract = r_dlight[i].lightsubtract;
-                                       nl->offset = LIGHTOFFSET;
-                                       nl++;
-                                       nearlights++;
+                                       if (nearlight[j].intensity < intensity)
+                                       {
+                                               if (nearlight[j].intensity > 0)
+                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                               break;
+                                       }
                                }
                        }
+                       if (j >= maxnearlights)
+                       {
+                               // this light is less significant than all others,
+                               // add it to ambient
+                               if (intensity > 0)
+                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                       }
+                       else
+                       {
+                               nl = nearlight + j;
+                               nl->intensity = intensity;
+                               // transform the light into the model's coordinate system
+                               if (worldcoords)
+                                       VectorCopy(rd->origin, nl->origin);
+                               else
+                                       softwareuntransform(rd->origin, nl->origin);
+                               // 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;
+                       }
                }
-               else
-                       R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
+       }
+       else
+       {
+               R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
        }
        basecolor[0] *= colorr;
        basecolor[1] *= colorg;
@@ -814,27 +890,34 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                        VectorCopy(basecolor, color);
                        for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
                        {
-                               // distance attenuation
                                VectorSubtract(nl->origin, av, v);
-                               dist2 = DotProduct(v,v);
-                               if (dist2 < nl->cullradius2)
+                               // directional shading
+                               dot = DotProduct(avn,v);
+                               if (dot > 0)
                                {
-                                       f = (1.0f / (dist2 + nl->offset)) - nl->lightsubtract;
+                                       // the vertex normal faces the light
+
+                                       // do the distance attenuation
+                                       dist2 = DotProduct(v,v);
+                                       f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
                                        if (f > 0)
                                        {
-                                               // directional shading
-#if SLOWMATH
+                                               #if SLOWMATH
                                                t = 1.0f / sqrt(dist2);
-#else
-                                               number = DotProduct(v, v);
-                                               *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
-                                               t = t * (1.5f - (number * 0.5f * t * t));
-#endif
-                                               // DotProduct(avn,v) * t is dotproduct with a normalized v,
+                                               #else
+                                               *((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1);
+                                               t = t * (1.5f - (dist2 * 0.5f * t * t));
+                                               #endif
+
+                                               // dot * t is dotproduct with a normalized v.
+                                               // (the result would be -1 to +1, but we already
+                                               // eliminated the <= 0 case, so it is 0 to 1)
+
                                                // the hardness variables are for backlighting/shinyness
-                                               f *= DotProduct(avn,v) * t;// * hardness + hardnessoffset;
-                                               if (f > 0)
-                                                       VectorMA(color, f, nl->light, color);
+                                               // these have been hardwired at * 0.5 + 0.5 to match
+                                               // the quake map lighting utility's equations
+                                               f *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset;
+                                               VectorMA(color, f, nl->light, color);
                                        }
                                }
                        }