X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_light.c;h=b61ec11fbc32ed74c8128f391b5d47850fe4fc7e;hp=42a50e308aefc29edac4c6613f009ee7a750070b;hb=c0b28902ae728d6089484e8f205aa118cd5b525b;hpb=ea1a30a140048d0ef4c9023d4804bfa57eba9fa8 diff --git a/r_light.c b/r_light.c index 42a50e30..b61ec11f 100644 --- a/r_light.c +++ b/r_light.c @@ -23,13 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "cl_collision.h" #include "r_shadow.h" -dlight_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", "0"}; +cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; static rtexture_t *lightcorona; static rtexturepool_t *lighttexturepool; @@ -38,7 +33,7 @@ void r_light_start(void) { float dx, dy; int x, y, a; - qbyte pixels[32][32][4]; + unsigned char pixels[32][32][4]; lighttexturepool = R_AllocTexturePool(); for (y = 0;y < 32;y++) { @@ -46,7 +41,7 @@ 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))) * 32.0f / (1.0f / (1.0f + 0.2)); + a = (int)(((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; @@ -66,97 +61,51 @@ void r_light_shutdown(void) void r_light_newmap(void) { int i; - for (i = 0;i < 256;i++) - d_lightstylevalue[i] = 264; // normal light value + for (i = 0;i < MAX_LIGHTSTYLES;i++) + r_refdef.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_UpdateLights -================== -*/ -void R_UpdateLights(void) -{ - float frac; - int i, j, k, l; - -// light animations -// 'm' is normal light, 'a' is no light, 'z' is double bright - i = (int)(cl.time * 10); - frac = (cl.time * 10) - i; - 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; - l = (i-1) % cl_lightstyle[j].length; - k = cl_lightstyle[j].map[k] - 'a'; - l = cl_lightstyle[j].map[l] - 'a'; - d_lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22; - } - - r_numdlights = 0; - c_dlights = 0; - - if (!r_dynamic.integer || !cl_dlights) - return; - - // TODO: optimize to not scan whole cl_dlights array if possible - for (i = 0;i < MAX_DLIGHTS;i++) - { - if (cl_dlights[i].radius > 0) - { - R_RTLight_UpdateFromDLight(&cl_dlights[i].rtlight, &cl_dlights[i], false); - // FIXME: use pointer instead of copy - r_dlight[r_numdlights++] = cl_dlights[i]; - c_dlights++; // count every dlight in use - } - } -} - void R_DrawCoronas(void) { int i, lnum, flag; float cscale, scale, viewdist, dist; dlight_t *light; + rtlight_t *rtlight; if (r_coronas.value < 0.01) return; - R_Mesh_Matrix(&r_identitymatrix); - viewdist = DotProduct(r_vieworigin, r_viewforward); - flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + R_Mesh_Matrix(&identitymatrix); + viewdist = DotProduct(r_view.origin, r_view.forward); + flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + // FIXME: these traces should scan all render entities instead of cl.world for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++) { - if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->rtlight.shadoworigin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1) + if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_view.forward) - viewdist)) >= 24.0f && CL_Move(light->rtlight.shadoworigin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) { cscale = light->rtlight.corona * r_coronas.value * 0.25f; scale = light->rtlight.radius * light->rtlight.coronasizescale; - R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1); + R_DrawSprite(GL_ONE, GL_ONE, lightcorona, NULL, true, light->rtlight.shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1); } } - for (i = 0, light = r_dlight;i < r_numdlights;i++, light++) + for (i = 0;i < r_refdef.numlights;i++) { - if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1) + rtlight = &r_refdef.lights[i]; + if ((rtlight->flags & flag) && rtlight->corona * r_coronas.value > 0 && (dist = (DotProduct(rtlight->shadoworigin, r_view.forward) - viewdist)) >= 24.0f && CL_Move(rtlight->shadoworigin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) { - cscale = light->corona * r_coronas.value * 0.25f; - scale = light->rtlight.radius * light->rtlight.coronasizescale; + cscale = rtlight->corona * r_coronas.value * 0.25f; + scale = rtlight->radius * rtlight->coronasizescale; if (gl_flashblend.integer) { cscale *= 4.0f; scale *= 2.0f; } - R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->color[0] * cscale, light->color[1] * cscale, light->color[2] * cscale, 1); + R_DrawSprite(GL_ONE, GL_ONE, lightcorona, NULL, true, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); } } } @@ -169,7 +118,7 @@ LIGHT SAMPLING ============================================================================= */ -void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf) +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic) { VectorClear(diffusecolor); VectorClear(diffusenormal); @@ -182,310 +131,18 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu else VectorSet(ambientcolor, 1, 1, 1); - // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code - if (r_refdef.worldmodel->brushq1.numlights) - { - int i; - vec3_t v; - float f; - mlight_t *sl; - for (i = 0;i < r_refdef.worldmodel->brushq1.numlights;i++) - { - sl = r_refdef.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]; - dlight_t *light; - // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow - for (i = 0;i < r_numdlights;i++) - { - light = r_dlight + i; - VectorSubtract(p, light->origin, v); - f = DotProduct(v, v); - if (f < light->rtlight.lightmap_cullradius2 && CL_TraceLine(p, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1) - { - f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract; - VectorMA(ambientcolor, f, light->rtlight.lightmap_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; - dlight_t *light; - - nearlights = 0; - maxnearlights = r_modellights.integer; - ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f); - VectorClear(diffusecolor); - VectorClear(diffusenormal); - if (!(ent->flags & RENDER_LIGHT)) - { - // highly rare - VectorSet(ambient4f, 1, 1, 1); - maxnearlights = 0; - } - else if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT)) - maxnearlights = 0; - else - { - if (r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) - { - r_refdef.worldmodel->brush.LightPoint(r_refdef.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 = r_refdef.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) + rtlight_t *light; + for (i = 0;i < r_refdef.numlights;i++) { - // 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_rtdlight || (ent->flags & RENDER_TRANSPARENT)) - { - // FIXME: this dlighting doesn't look like rtlights - for (i = 0;i < r_numdlights;i++) - { - light = r_dlight + i; - VectorCopy(light->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, light->origin, v); - if (DotProduct(v, v) < light->rtlight.lightmap_cullradius2) - { - if (CL_TraceLine(ent->origin, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1) - continue; - VectorSubtract (ent->origin, light->origin, v); - f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - light->rtlight.lightmap_subtract); - VectorScale(light->rtlight.lightmap_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(light->origin, nl->origin); - else - { - Matrix4x4_Transform(&ent->inversematrix, light->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 - , light->origin[0], light->origin[1], light->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] = light->rtlight.lightmap_light[0] * colorr * 4.0f; - nl->light[1] = light->rtlight.lightmap_light[1] * colorg * 4.0f; - nl->light[2] = light->rtlight.lightmap_light[2] * colorb * 4.0f; - nl->subtract = light->rtlight.lightmap_subtract; - nl->offset = LIGHTOFFSET; - } - } + light = &r_refdef.lights[i]; + Matrix4x4_Transform(&light->matrix_worldtolight, p, v); + f = 1 - VectorLength2(v); + if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) + VectorMA(ambientcolor, f, light->currentcolor, ambientcolor); } } - 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(nl->origin, vertex3f, 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_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT)) - 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 (r_refdef.worldmodel) - for (i = 0, sl = r_refdef.worldmodel->brushq1.lights;i < r_refdef.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; -} -