]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
Gigantic commit - dlight system rewritten
[xonotic/darkplaces.git] / r_light.c
index defa8f0d58ddc1463364dfed8351a0dee3f56af1..502a8ae88d0930232cd192d0600663d65f62bb91 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -70,18 +70,27 @@ DYNAMIC LIGHTS
 R_MarkLights
 =============
 */
-void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
+void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
 {
-       float           dist, l, maxdist;
+       float           dist;
        msurface_t      *surf;
-       int                     i, j, s, t;
-       vec3_t          impact;
-       
+       int                     i;
+//     float           l, maxdist;
+//     int                     j, s, t;
+//     vec3_t          impact;
+       float cr = light->color[0];
+       float cg = light->color[1];
+       float cb = light->color[2];
+       float radius = light->radius*light->radius*16.0f;
+       float radius2 = radius * 16.0f;
+       radius -= 65536.0f; // for comparisons
+
 loc0:
        if (node->contents < 0)
                return;
 
-       dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist;
+//     dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist;
+       dist = PlaneDiff(lightorigin, node->plane);
        
        if (dist > light->radius)
        {
@@ -102,12 +111,65 @@ loc0:
                return;
        }
 
-       maxdist = light->radius*light->radius;
+       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;
+
+//     maxdist = light->radius*light->radius;
 
 // mark the polygons
        surf = cl.worldmodel->surfaces + node->firstsurface;
        for (i=0 ; i<node->numsurfaces ; i++, surf++)
        {
+               glpoly_t *p;
+               float f;
+               int j;
+               float *v;
+               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;
+                       for (p = surf->polys;p;p = p->next)
+                       {
+                               for (j = 0, v = p->verts[0];j < p->numverts;j++, v += VERTEXSIZE)
+                               {
+                                       f = VectorDistance2(v, lightorigin);
+                                       if (f < radius)
+                                       {
+                                               surf->dlightframe = r_dlightframecount;
+                                               f = radius2 / (f + 65536.0f);
+                                               v[ 9] = cr * f;
+                                               v[10] = cg * f;
+                                               v[11] = cb * f;
+                                       }
+                                       else
+                                               v[9] = v[10] = v[11] = 0;
+                               }
+                       }
+               }
+               else
+               {
+//                     surf->dlightbits[bitindex] |= bit;
+                       for (p = surf->polys;p;p = p->next)
+                       {
+                               for (j = 0, v = p->verts[0];j < p->numverts;j++, v += VERTEXSIZE)
+                               {
+                                       f = VectorDistance2(v, lightorigin);
+                                       if (f < radius)
+                                       {
+                                               f = radius2 / (f + 65536.0f);
+                                               v[ 9] += cr * f;
+                                               v[10] += cg * f;
+                                               v[11] += cb * f;
+                                       }
+                               }
+                       }
+               }
+/*
                if (surf->flags & SURF_DRAWTURB) // water
                {
                        if (surf->dlightframe != r_dlightframecount) // not dynamic until now
@@ -118,7 +180,8 @@ loc0:
                        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))))*/
+//             else if (r_dynamicbothsides.value || (((surf->flags & SURF_PLANEBACK) && (dist < -BACKFACE_EPSILON)) || (!(surf->flags & SURF_PLANEBACK) && (dist > BACKFACE_EPSILON))))
+               else if (((surf->flags & SURF_PLANEBACK) != 0) != (dist >= 0))
                {
                        // passed the plane side check
                        for (j=0 ; j<3 ; j++)
@@ -142,13 +205,14 @@ loc0:
                                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]);
+                       R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]);
                        node = node->children[1];
                        goto loc0;
                }
@@ -165,6 +229,125 @@ loc0:
        }
 }
 
+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, j, k, l, m, c;
+               msurface_t *surf, **mark;
+               mleaf_t *leaf;
+               static int lightframe = 0;
+               byte    *in = pvsleaf->compressed_vis;
+               int             row = (model->numleafs+7)>>3;
+               float   cr = light->color[0];
+               float   cg = light->color[1];
+               float   cb = light->color[2];
+               float   radius = light->radius*light->radius*16.0f;
+               float   radius2 = radius * 16.0f;
+               glpoly_t *p;
+               float f;
+               float *v;
+
+               lightframe++;
+               k = 0;
+               while (k < row)
+               {
+                       c = *in++;
+                       if (c)
+                       {
+                               l = model->numleafs - (k << 3);
+                               if (l > 8)
+                                       l = 8;
+                               for (i=0 ; i<l ; i++)
+                               {
+                                       if (c & (1<<i))
+                                       {
+                                               leaf = &model->leafs[(k << 3)+i+1];
+                                               if (leaf->visframe != r_visframecount)
+                                                       continue;
+                                               if (leaf->contents == CONTENTS_SOLID)
+                                                       continue;
+                                               leaf->lightframe = lightframe;
+                                               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) == ((PlaneDiff(lightorigin, surf->plane)) >= 0))
+//                                                             {
+                                                                       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;
+                                                                               for (p = surf->polys;p;p = p->next)
+                                                                               {
+                                                                                       for (j = 0, v = p->verts[0];j < p->numverts;j++, v += VERTEXSIZE)
+                                                                                       {
+                                                                                               f = VectorDistance2(v, lightorigin);
+                                                                                               if (f < radius)
+                                                                                               {
+                                                                                                       surf->dlightframe = r_dlightframecount;
+                                                                                                       f = radius2 / (f + 65536.0f);
+                                                                                                       v[ 9] = cr * f;
+                                                                                                       v[10] = cg * f;
+                                                                                                       v[11] = cb * f;
+                                                                                               }
+                                                                                               else
+                                                                                                       v[9] = v[10] = v[11] = 0;
+                                                                                       }
+                                                                               }
+                                                                       }
+                                                                       else
+                                                                       {
+//                                                                             surf->dlightbits[bitindex] |= bit;
+                                                                               for (p = surf->polys;p;p = p->next)
+                                                                               {
+                                                                                       for (j = 0, v = p->verts[0];j < p->numverts;j++, v += VERTEXSIZE)
+                                                                                       {
+                                                                                               f = VectorDistance2(v, lightorigin);
+                                                                                               if (f < radius)
+                                                                                               {
+                                                                                                       f = radius2 / (f + 65536.0f);
+                                                                                                       v[ 9] += cr * f;
+                                                                                                       v[10] += cg * f;
+                                                                                                       v[11] += cb * f;
+                                                                                               }
+                                                                                       }
+                                                                               }
+                                                                       }
+//                                                             }
+                                                       }
+                                                       while (--m);
+                                               }
+                                       }
+                               }
+                               k++;
+                               continue;
+                       }
+               
+                       k += *in++;
+               }
+       }
+}
+
 
 /*
 =============
@@ -178,7 +361,7 @@ void R_PushDlights (void)
 
        r_dlightframecount = r_framecount + 1;  // because the count hasn't advanced yet for this frame
 
-       if (/*gl_flashblend.value ||*/ !r_dynamic.value)
+       if (!r_dynamic.value)
                return;
 
        l = cl_dlights;
@@ -187,7 +370,8 @@ void R_PushDlights (void)
        {
                if (l->die < cl.time || !l->radius)
                        continue;
-               R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes );
+//             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);
        }
 }
 
@@ -312,28 +496,33 @@ void R_LightPoint (vec3_t color, vec3_t p)
 // LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
 {
-       int             i;
+       int             i, j, k;
        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]))
+       if (!r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
                return;
 
-       for (i=0 ; i<MAX_DLIGHTS ; i++)
+       for (j = 0;j < (MAX_DLIGHTS >> 5);j++)
        {
-               if (!((1 << (i&31)) & dlightbits[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))
+               if (dlightbits[j])
                {
-                       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];
+                       for (i=0 ; i<32 ; i++)
+                       {
+                               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) + 65536.0f;
+                               r = cl_dlights[k].radius*cl_dlights[k].radius*16.0f;
+                               if (f < r)
+                               {
+                                       brightness = r * 16.0f / 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];
+                               }
+                       }
                }
        }
 }
@@ -345,7 +534,7 @@ void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
        vec3_t  dist;
        float   brightness, r, f;
 
-       if (/*gl_flashblend.value ||*/ !r_dynamic.value)
+       if (!r_dynamic.value)
                return;
 
        for (i=0 ; i<MAX_DLIGHTS ; i++)
@@ -353,9 +542,11 @@ void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
                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))
+               f = DotProduct(dist, dist) + 65536.0f;
+               r = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
+               if (f < r)
                {
-                       brightness = r * 16.0 / f;
+                       brightness = r * 16.0f / f;
                        if (cl_dlights[i].dark)
                                brightness = -brightness;
                        color[0] += brightness * cl_dlights[i].color[0];
@@ -377,6 +568,7 @@ extern byte *aliasvertcolor;
 extern vec_t shadecolor[];
 extern float modelalpha;
 extern qboolean lighthalf;
+extern int modeldlightbits[8];
 void R_LightModel(int numverts, vec3_t center)
 {
        int i, j, nearlights = 0;
@@ -424,28 +616,31 @@ void R_LightModel(int numverts, vec3_t center)
        {
                for (i = 0;i < MAX_DLIGHTS;i++)
                {
-                       if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
+                       if (!modeldlightbits[i >> 5])
+                       {
+                               i |= 31;
+                               continue;
+                       }
+                       if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
                                continue;
+//                     if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
+//                             continue;
                        VectorSubtract (center, cl_dlights[i].origin, dist);
-                       if ((t2 = DotProduct(dist,dist) + 16.0f) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
+                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
+                       t2 = DotProduct(dist,dist) + 65536.0f;
+                       if (t2 < t1)
                        {
                                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;
+                               t1 = 0.5f / t2;
                                shadecolor[0] += nearlight[nearlights].color[0] * t1;
                                shadecolor[1] += nearlight[nearlights].color[1] * t1;
                                shadecolor[2] += nearlight[nearlights].color[2] * t1;
@@ -460,27 +655,30 @@ void R_LightModel(int numverts, vec3_t center)
        {
                for (i = 0;i < MAX_DLIGHTS;i++)
                {
-                       if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
+                       if (!modeldlightbits[i >> 5])
+                       {
+                               i |= 31;
                                continue;
+                       }
+                       if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
+                               continue;
+//                     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))
+                       t2 = DotProduct(dist,dist) + 65536.0f;
+                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
+                       if (t2 < t1)
                        {
                                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;
+                               t1 = 0.75f / t2;
                                shadecolor[0] += dist[0] * t1;
                                shadecolor[1] += dist[1] * t1;
                                shadecolor[2] += dist[2] * t1;