X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_light.c;h=e3f53cb073f152644482b7a3275507b4a545b85c;hp=04504d212b91b1bc36b31615b56ecf6adb95005f;hb=783c61300adf71a38a5c9edb323d6f5ff90ac51d;hpb=73adb98f44f142d436db71bdef5a9d3609b7127e diff --git a/r_light.c b/r_light.c index 04504d21..e3f53cb0 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. @@ -20,796 +20,586 @@ 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" -cvar_t r_lightmodels = {"r_lightmodels", "1"}; +dlight_t r_dlight[MAX_DLIGHTS]; +int r_numdlights = 0; -void r_light_start() +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 r_light_shutdown(void) { + lighttexturepool = NULL; + lightcorona = NULL; } -void R_Light_Init() +void r_light_newmap(void) { - Cvar_RegisterVariable(&r_lightmodels); - R_RegisterModule("R_Light", r_light_start, r_light_shutdown); + int i; + for (i = 0;i < 256;i++) + d_lightstylevalue[i] = 264; // normal light value } -int r_dlightframecount; +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 +R_UpdateLights ================== */ -void R_AnimateLight (void) +void R_UpdateLights(void) { - int i,j,k; - -// + 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); - for (j=0 ; jcontents < 0) + if (!r_dynamic.integer || !cl_dlights) return; - dist = PlaneDiff(lightorigin, node->plane); - - 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) + // TODO: optimize to not scan whole cl_dlights array if possible + for (i = 0;i < MAX_DLIGHTS;i++) { - if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame + if (cl_dlights[i].radius > 0) { - node = node->children[1]; - goto loc0; + 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 } - return; - } - - if (node->dlightframe != r_dlightframecount) // not dynamic until now - { - node->dlightbits[0] = node->dlightbits[1] = node->dlightbits[2] = node->dlightbits[3] = node->dlightbits[4] = node->dlightbits[5] = node->dlightbits[6] = node->dlightbits[7] = 0; - node->dlightframe = r_dlightframecount; } - node->dlightbits[bitindex] |= bit; +} -// mark the polygons - surf = cl.worldmodel->surfaces + node->firstsurface; - for (i=0 ; inumsurfaces ; i++, surf++) +void R_DrawCoronas(void) +{ + int i, lnum, flag; + float cscale, scale, viewdist, dist; + dlight_t *light; + 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; + for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++) { - if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist)) + 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 (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; + 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); } } - - if (node->children[0]->contents >= 0) + for (i = 0, light = r_dlight;i < r_numdlights;i++, light++) { - if (node->children[1]->contents >= 0) - { - R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]); - node = node->children[1]; - goto loc0; - } - else + 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) { - node = node->children[0]; - goto loc0; - } - } - else if (node->children[1]->contents >= 0) - { - node = node->children[1]; - goto loc0; - } -} - -void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model) -{ - R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); -} - -int lightframe = 0; -void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model) -{ - mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model); - - if (!pvsleaf->compressed_vis) - { // no vis info, so make all visible - R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); - return; - } - else - { - int i, k, l, m, c; - msurface_t *surf, **mark; - mleaf_t *leaf; - byte *in = pvsleaf->compressed_vis; - int row = (model->numleafs+7)>>3; - float low[3], high[3], radius; - - radius = light->radius * 4.0f; - low[0] = lightorigin[0] - radius;low[1] = lightorigin[1] - radius;low[2] = lightorigin[2] - radius; - high[0] = lightorigin[0] + radius;high[1] = lightorigin[1] + radius;high[2] = lightorigin[2] + radius; - - lightframe++; - k = 0; - while (k < row) - { - c = *in++; - if (c) + cscale = light->corona * r_coronas.value * 0.25f; + scale = light->rtlight.radius * light->rtlight.coronasizescale; + if (gl_flashblend.integer) { - l = model->numleafs - (k << 3); - if (l > 8) - l = 8; - for (i=0 ; ileafs[(k << 3)+i+1]; - leaf->lightframe = lightframe; - if (leaf->visframe != r_visframecount) - continue; - if (leaf->contents == CONTENTS_SOLID) - continue; - // if out of the light radius, skip - /* - if (leaf->minmaxs[0] > high[0] || leaf->minmaxs[3] < low[0] - || leaf->minmaxs[1] > high[1] || leaf->minmaxs[4] < low[1] - || leaf->minmaxs[2] > high[2] || leaf->minmaxs[5] < low[2]) - continue; - */ - if (leaf->dlightframe != r_dlightframecount) // 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_dlightframecount; - } - leaf->dlightbits[bitindex] |= bit; - if ((m = leaf->nummarksurfaces)) - { - mark = leaf->firstmarksurface; - do - { - surf = *mark++; - if (surf->visframe != r_framecount || surf->lightframe == lightframe) - continue; - surf->lightframe = lightframe; - if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist)) - { - 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; - } - } - while (--m); - } - } - } - k++; - continue; + cscale *= 4.0f; + scale *= 2.0f; } - - k += *in++; + 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_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 (!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 ); - R_VisMarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel); - } -} - - /* ============================================================================= -LIGHT SAMPLING +DYNAMIC LIGHTS ============================================================================= */ -mplane_t *lightplane; -vec3_t lightspot; - -extern cvar_t r_ambient; +static int lightpvsbytes; +static qbyte lightpvs[(MAX_MAP_LEAFS+7)>>3]; /* -int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) +============= +R_MarkLights +============= +*/ +static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits) { - 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); + int i; + mleaf_t *leaf; + float dist; + + // for comparisons to minimum acceptable light + while(node->contents >= 0) { - node = node->children[front < 0]; - goto loc0; + dist = PlaneDiff(lightorigin, node->plane); + if (dist > light->rtlight.lightmap_cullradius) + node = node->children[0]; + else + { + if (dist >= -light->rtlight.lightmap_cullradius) + R_RecursiveMarkLights(ent, lightorigin, light, bit, bitindex, node->children[0], pvs, pvsbits); + node = node->children[1]; + } } - - 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 + + // check if leaf is visible according to pvs + leaf = (mleaf_t *)node; + i = leaf->clusterindex; + if (leaf->nummarksurfaces && (i >= pvsbits || CHECKPVSBIT(pvs, i))) { - int i, ds, dt; + int *surfacepvsframes, d, impacts, impactt; + float sdist, maxdist, dist2, impact[3]; 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++) + // mark the polygons + maxdist = light->rtlight.lightmap_cullradius2; + surfacepvsframes = ent->model->brushq1.surfacepvsframes; + for (i = 0;i < leaf->nummarksurfaces;i++) { - 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 (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 (ds < surf->texturemins[0] || dt < surf->texturemins[1]) + if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES)) continue; - - ds -= surf->texturemins[0]; - dt -= surf->texturemins[1]; - - if (ds > surf->extents[0] || dt > surf->extents[1]) + + dist2 = dist * dist; + if (dist2 >= maxdist) 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; + VectorCopy(lightorigin, impact); + if (surf->plane->type >= 3) + VectorMA(impact, -sdist, surf->plane->normal, impact); + else + impact[surf->plane->type] -= sdist; - lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - 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 - } + d = bound(0, impacts, surf->extents[0] + 16) - impacts; + dist2 += d * d; + if (dist2 > maxdist) + continue; - 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))); + 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; } - return true; // success + surf->dlightbits[bitindex] |= bit; } - - // go down back side - return RecursiveLightPoint (color, node->children[front >= 0], mid, end); } } -void R_LightPoint (vec3_t color, vec3_t p) +void R_MarkLights(entity_render_t *ent) { - vec3_t end; - - if (r_fullbright.value || !cl.worldmodel->lightdata) + int i, bit, bitindex; + dlight_t *light; + vec3_t lightorigin; + if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.num_leafs) { - color[0] = color[1] = color[2] = 255; - return; + for (i = 0, light = r_dlight;i < r_numdlights;i++, light++) + { + bit = 1 << (i & 31); + bitindex = i >> 5; + Matrix4x4_Transform(&ent->inversematrix, light->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, light, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brush.num_pvsclusters)); + } } - - end[0] = p[0]; - end[1] = p[1]; - end[2] = p[2] - 2048; - - color[0] = color[1] = color[2] = r_ambient.value * 2.0f; - RecursiveLightPoint (color, cl.worldmodel->nodes, p, end); } -void SV_LightPoint (vec3_t color, vec3_t p) -{ - vec3_t end; - - if (!sv.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, sv.worldmodel->nodes, p, end); -} +LIGHT SAMPLING + +============================================================================= */ -int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz) +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf) { - int side, distz = endz - startz; - float front, back; - float mid; - -loc0: - if (node->contents < 0) - return false; // didn't hit anything + VectorClear(diffusecolor); + VectorClear(diffusenormal); - switch (node->plane->type) + if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint) { - 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; + ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f); + cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); } - - // go down front side - if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid)) - return true; // hit something 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) { - // check for impact on this node - if (node->numsurfaces) + int i; + vec3_t v; + float f; + mlight_t *sl; + for (i = 0;i < cl.worldmodel->brushq1.numlights;i++) { - int i, ds, dt; - msurface_t *surf; - lightspot[0] = x; - lightspot[1] = y; - lightspot[2] = mid; - lightplane = node->plane; - - surf = cl.worldmodel->surfaces + node->firstsurface; - for (i = 0;i < node->numsurfaces;i++, surf++) + sl = cl.worldmodel->brushq1.lights + i; + if (d_lightstylevalue[sl->style] > 0) { - if (surf->flags & SURF_DRAWTILED) - continue; // no lightmaps - - 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 (surf->samples) + 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) { - 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) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 256.0f); - color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 256.0f); - color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 256.0f); + f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f); + VectorMA(ambientcolor, f, sl->light, ambientcolor); } - return true; // success } } - - // 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) -{ - if (r_fullbright.value || !cl.worldmodel->lightdata) - { - color[0] = color[1] = color[2] = 255; - return; - } - - color[0] = color[1] = color[2] = r_ambient.value * 2.0f; - RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536); -} - -// LordHavoc: added light checking to the server -void SV_LightPoint (vec3_t color, vec3_t p) -{ - if (!sv.worldmodel->lightdata) - { - color[0] = color[1] = color[2] = 255; - return; } - - color[0] = color[1] = color[2] = 0; - RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536); -} - -// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits) -{ - int i, j, k; - vec3_t dist; - float brightness, r, f; - if (!r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7])) - return; - - for (j = 0;j < (MAX_DLIGHTS >> 5);j++) + if (dynamic) { - if (dlightbits[j]) + 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++) { - for (i=0 ; i<32 ; 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) { - if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - k = (j<<5)+i; - VectorSubtract (org, cl_dlights[k].origin, dist); - f = DotProduct(dist, dist) + LIGHTOFFSET; - r = cl_dlights[k].radius*cl_dlights[k].radius*LIGHTSCALE; - if (f < r) - { - brightness = r * (256.0f / LIGHTSCALE2) / f; - color[0] += brightness * cl_dlights[k].color[0]; - color[1] += brightness * cl_dlights[k].color[1]; - color[2] += brightness * cl_dlights[k].color[2]; - } + f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract; + VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor); } } } } -// same as above but no bitmask to check -void R_DynamicLightPointNoMask(vec3_t color, vec3_t org) +typedef struct { - int i; - vec3_t dist; - float brightness, r, f; - - if (!r_dynamic.value) - return; - - for (i=0 ; iflags & RENDER_LIGHT)) { - vec3_t color; - vec3_t origin; - } nearlight[MAX_DLIGHTS]; - avc = aliasvertcolor; - avn = aliasvertnorm; - a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255); - if (currententity->effects & EF_FULLBRIGHT) + // highly rare + VectorSet(ambient4f, 1, 1, 1); + maxnearlights = 0; + } + else if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT)) + maxnearlights = 0; + else { - if (lighthalf) + if (cl.worldmodel && cl.worldmodel->brush.LightPoint) { - ((byte *)&color)[0] = (byte) ((float) (128.0f * currententity->colormod[0])); - ((byte *)&color)[1] = (byte) ((float) (128.0f * currententity->colormod[1])); - ((byte *)&color)[2] = (byte) ((float) (128.0f * currententity->colormod[2])); + cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal); + Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal); + VectorNormalize(diffusenormal); } else - { - ((byte *)&color)[0] = (byte) ((float) (255.0f * currententity->colormod[0])); - ((byte *)&color)[1] = (byte) ((float) (255.0f * currententity->colormod[1])); - ((byte *)&color)[2] = (byte) ((float) (255.0f * currententity->colormod[2])); - } - ((byte *)&color)[3] = a; - for (i = 0;i < numverts;i++) - { - *((int *)avc) = color; - avc += 4; - } - return; - } - if (lighthalf) - { - mod[0] = currententity->colormod[0] * 0.5f; - mod[1] = currententity->colormod[1] * 0.5f; - mod[2] = currententity->colormod[2] * 0.5f; + VectorSet(ambient4f, 1, 1, 1); } - else - { - mod[0] = currententity->colormod[0]; - mod[1] = currententity->colormod[1]; - mod[2] = currententity->colormod[2]; - } - basecolor[0] *= mod[0]; - basecolor[1] *= mod[1]; - basecolor[2] *= mod[2]; - if (r_lightmodels.value) + + // 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++) { - for (i = 0;i < MAX_DLIGHTS;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 { - if (!modeldlightbits[i >> 5]) - { - i |= 31; - continue; - } - if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) - continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE; - t2 = DotProduct(dist,dist) + LIGHTOFFSET; - if (t2 < t1) + for (j = 0;j < maxnearlights;j++) { - 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 * mod[0]; - nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1]; - nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2]; - t1 = (128.0f / LIGHTSCALE2) / t2; - basecolor[0] += nearlight[nearlights].color[0] * t1; - basecolor[1] += nearlight[nearlights].color[1] * t1; - basecolor[2] += nearlight[nearlights].color[2] * t1; - nearlights++; + if (nearlight[j].intensity < intensity) + { + if (nearlight[j].intensity > 0) + VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); + break; + } } } - } - else - { - for (i = 0;i < MAX_DLIGHTS;i++) + if (j >= maxnearlights) { - if (!modeldlightbits[i >> 5]) - { - i |= 31; - continue; - } - if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) - continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE; - t2 = DotProduct(dist,dist) + LIGHTOFFSET; - if (t2 < t1) - { - dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0]; - dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1]; - dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2]; - t1 = (224.0f / LIGHTSCALE2) / t2; - basecolor[0] += dist[0] * t1; - basecolor[1] += dist[1] * t1; - basecolor[2] += dist[2] * t1; - } + // 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; } } - t1 = bound(0, basecolor[0], 255);r = (byte) t1; - t1 = bound(0, basecolor[1], 255);g = (byte) t1; - t1 = bound(0, basecolor[2], 255);b = (byte) t1; - ((byte *)&color)[0] = r; - ((byte *)&color)[1] = g; - ((byte *)&color)[2] = b; - ((byte *)&color)[3] = a; - if (nearlights) + if (!r_rtdlight || (ent->flags & RENDER_TRANSPARENT)) { - int temp; - vec3_t v; - float *av; - av = aliasvert; - if (nearlights == 1) + // FIXME: this dlighting doesn't look like rtlights + for (i = 0;i < r_numdlights;i++) { - for (i = 0;i < numverts;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) { - VectorSubtract(nearlight[0].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) - { - t /= DotProduct(v,v); - temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[0] = temp; - temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[1] = temp; - temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[2] = temp; - avc[3] = a; - } + 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 - *((int *)avc) = color; - avc += 4; - av+=3; - avn+=3; - } - } - else - { - int i1, i2, i3, k; - for (i = 0;i < numverts;i++) - { - t1 = basecolor[0]; - t2 = basecolor[1]; - t3 = basecolor[2]; - k = false; - for (j = 0;j < nearlights;j++) { - VectorSubtract(nearlight[j].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) + for (j = 0;j < maxnearlights;j++) { - t /= DotProduct(v,v); - t1 += nearlight[j].color[0] * t; - t2 += nearlight[j].color[1] * t; - t3 += nearlight[j].color[2] * t; - k = true; + if (nearlight[j].intensity < intensity) + { + if (nearlight[j].intensity > 0) + VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); + break; + } } } - if (k) // dodge the costly float -> int conversions + if (j >= maxnearlights) { - i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;avc[0] = i1; - i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;avc[1] = i2; - i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;avc[2] = i3; - avc[3] = a; + // this light is less significant than all others, + // add it to ambient + if (intensity > 0) + VectorAdd(ambient4f, ambientcolor, ambient4f); } else - *((int *)avc) = color; - avc += 4; + { + 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; + } } } } - else + 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) { - for (i = 0;i < numverts;i++) + 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++) { - *((int *)avc) = color; - avc += 4; + 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 (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; +} +