ref: 0d66c828824abe9951af3fcfba6edc42279572bf
dir: /ref/r_light.c/
/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" int r_dlightframecount; /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ============= R_MarkLights ============= */ void R_MarkLights (dlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; int i; if (node->contents != -1) return; splitplane = node->plane; dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; //===== //PGM i=light->intensity; if(i<0) i=-i; //PGM //===== if (dist > i) // PGM (dist > light->intensity) { R_MarkLights (light, bit, node->children[0]); return; } if (dist < -i) // PGM (dist < -light->intensity) { R_MarkLights (light, bit, node->children[1]); return; } // mark the polygons surf = r_worldmodel->surfaces + node->firstsurface; for (i=0 ; i<node->numsurfaces ; i++, surf++) { if (surf->dlightframe != r_dlightframecount) { surf->dlightbits = 0; surf->dlightframe = r_dlightframecount; } surf->dlightbits |= bit; } R_MarkLights (light, bit, node->children[0]); R_MarkLights (light, bit, node->children[1]); } /* ============= R_PushDlights ============= */ void R_PushDlights (model_t *model) { int i; dlight_t *l; r_dlightframecount = r_framecount; for (i=0, l = r_newrefdef.dlights ; i<r_newrefdef.num_dlights ; i++, l++) { R_MarkLights ( l, 1<<i, model->nodes + model->firstnode); } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ vec3_t pointcolor; mplane_t *lightplane; // used as shadow plane vec3_t lightspot; int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end) { float front, back, frac; int side; mplane_t *plane; vec3_t mid; msurface_t *surf; int s, t, ds, dt; int i; mtexinfo_t *tex; byte *lightmap; float *scales; int maps; float samp; int r; if (node->contents != -1) return -1; // didn't hit anything // calculate mid point // FIXME: optimize for axial plane = node->plane; front = DotProduct (start, plane->normal) - plane->dist; back = DotProduct (end, plane->normal) - plane->dist; side = front < 0; if ( (back < 0) == side) return RecursiveLightPoint (node->children[side], start, end); 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; if (plane->type < 3) // axial planes mid[plane->type] = plane->dist; // go down front side r = RecursiveLightPoint (node->children[side], start, mid); if (r >= 0) return r; // hit something if ( (back < 0) == side ) return -1; // didn't hit anuthing // check for impact on this node VectorCopy (mid, lightspot); lightplane = plane; surf = r_worldmodel->surfaces + node->firstsurface; for (i=0 ; i<node->numsurfaces ; i++, surf++) { if (surf->flags&(SURF_DRAWTURB|SURF_DRAWSKY)) continue; // no lightmaps tex = surf->texinfo; s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]; t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3]; if (s < surf->texturemins[0] || t < surf->texturemins[1]) continue; ds = s - surf->texturemins[0]; dt = t - surf->texturemins[1]; if ( ds > surf->extents[0] || dt > surf->extents[1] ) continue; if (!surf->samples) return 0; ds >>= 4; dt >>= 4; lightmap = surf->samples; VectorCopy (vec3_origin, pointcolor); if (lightmap) { lightmap += dt * ((surf->extents[0]>>4)+1) + ds; for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { samp = *lightmap * /* 0.5 * */ (1.0/255); // adjust for gl scale scales = r_newrefdef.lightstyles[surf->styles[maps]].rgb; VectorMA (pointcolor, samp, scales, pointcolor); lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1); } } return 1; } // go down back side return RecursiveLightPoint (node->children[!side], mid, end); } /* =============== R_LightPoint =============== */ void R_LightPoint (vec3_t p, vec3_t color) { vec3_t end; float r; int lnum; dlight_t *dl; vec3_t dist; float add; if (!r_worldmodel->lightdata) { color[0] = color[1] = color[2] = 1.0; return; } end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; r = RecursiveLightPoint (r_worldmodel->nodes, p, end); if (r == -1) { VectorCopy (vec3_origin, color); } else { VectorCopy (pointcolor, color); } // // add dynamic lights // for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++) { dl = &r_newrefdef.dlights[lnum]; VectorSubtract (currententity->origin, dl->origin, dist); add = dl->intensity - VectorLength(dist); add *= (1.0/256); if (add > 0) { VectorMA (color, add, dl->color, color); } } } //=================================================================== unsigned blocklights[1024]; // allow some very large lightmaps /* =============== R_AddDynamicLights =============== */ void R_AddDynamicLights (void) { msurface_t *surf; int lnum; int sd, td; float dist, rad, minlight; vec3_t impact, local; int s, t; int i; int smax, tmax; mtexinfo_t *tex; dlight_t *dl; int negativeLight; //PGM surf = r_drawsurf.surf; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; tex = surf->texinfo; for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++) { if ( !(surf->dlightbits & (1<<lnum) ) ) continue; // not lit by this light dl = &r_newrefdef.dlights[lnum]; rad = dl->intensity; //===== //PGM negativeLight = 0; if(rad < 0) { negativeLight = 1; rad = -rad; } //PGM //===== dist = DotProduct (dl->origin, surf->plane->normal) - surf->plane->dist; rad -= fabs(dist); minlight = 32; // dl->minlight; if (rad < minlight) continue; minlight = rad - minlight; for (i=0 ; i<3 ; i++) { impact[i] = dl->origin[i] - surf->plane->normal[i]*dist; } local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3]; local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3]; local[0] -= surf->texturemins[0]; local[1] -= surf->texturemins[1]; for (t = 0 ; t<tmax ; t++) { td = local[1] - t*16; if (td < 0) td = -td; for (s=0 ; s<smax ; s++) { sd = local[0] - s*16; if (sd < 0) sd = -sd; if (sd > td) dist = sd + (td>>1); else dist = td + (sd>>1); //==== //PGM if(!negativeLight) { if (dist < minlight) blocklights[t*smax + s] += (rad - dist)*256; } else { if (dist < minlight) blocklights[t*smax + s] -= (rad - dist)*256; if(blocklights[t*smax + s] < minlight) blocklights[t*smax + s] = minlight; } //PGM //==== } } } } /* =============== R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ void R_BuildLightMap (void) { int smax, tmax; int t; int i, size; byte *lightmap; unsigned scale; int maps; msurface_t *surf; surf = r_drawsurf.surf; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; size = smax*tmax; if (r_fullbright->value || !r_worldmodel->lightdata) { for (i=0 ; i<size ; i++) blocklights[i] = 0; return; } // clear to no light for (i=0 ; i<size ; i++) blocklights[i] = 0; // add all the lightmaps lightmap = surf->samples; if (lightmap) for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = r_drawsurf.lightadj[maps]; // 8.8 fraction for (i=0 ; i<size ; i++) blocklights[i] += lightmap[i] * scale; lightmap += size; // skip to next lightmap } // add all the dynamic lights if (surf->dlightframe == r_framecount) R_AddDynamicLights (); // bound, invert, and shift for (i=0 ; i<size ; i++) { t = (int)blocklights[i]; if (t < 0) t = 0; t = (255*256 - t) >> (8 - VID_CBITS); if (t < (1 << 6)) t = (1 << 6); blocklights[i] = t; } }