Quake-2

Quake 2 GPL Source Release
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r_light.c (8912B)


      1 /*
      2 Copyright (C) 1997-2001 Id Software, Inc.
      3 
      4 This program is free software; you can redistribute it and/or
      5 modify it under the terms of the GNU General Public License
      6 as published by the Free Software Foundation; either version 2
      7 of the License, or (at your option) any later version.
      8 
      9 This program is distributed in the hope that it will be useful,
     10 but WITHOUT ANY WARRANTY; without even the implied warranty of
     11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
     12 
     13 See the GNU General Public License for more details.
     14 
     15 You should have received a copy of the GNU General Public License
     16 along with this program; if not, write to the Free Software
     17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
     18 
     19 */
     20 // r_light.c
     21 
     22 #include "r_local.h"
     23 
     24 int	r_dlightframecount;
     25 
     26 
     27 /*
     28 =============================================================================
     29 
     30 DYNAMIC LIGHTS
     31 
     32 =============================================================================
     33 */
     34 
     35 /*
     36 =============
     37 R_MarkLights
     38 =============
     39 */
     40 void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
     41 {
     42 	mplane_t	*splitplane;
     43 	float		dist;
     44 	msurface_t	*surf;
     45 	int			i;
     46 	
     47 	if (node->contents != -1)
     48 		return;
     49 
     50 	splitplane = node->plane;
     51 	dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
     52 	
     53 //=====
     54 //PGM
     55 	i=light->intensity;
     56 	if(i<0)
     57 		i=-i;
     58 //PGM
     59 //=====
     60 
     61 	if (dist > i)	// PGM (dist > light->intensity)
     62 	{
     63 		R_MarkLights (light, bit, node->children[0]);
     64 		return;
     65 	}
     66 	if (dist < -i)	// PGM (dist < -light->intensity)
     67 	{
     68 		R_MarkLights (light, bit, node->children[1]);
     69 		return;
     70 	}
     71 		
     72 // mark the polygons
     73 	surf = r_worldmodel->surfaces + node->firstsurface;
     74 	for (i=0 ; i<node->numsurfaces ; i++, surf++)
     75 	{
     76 		if (surf->dlightframe != r_dlightframecount)
     77 		{
     78 			surf->dlightbits = 0;
     79 			surf->dlightframe = r_dlightframecount;
     80 		}
     81 		surf->dlightbits |= bit;
     82 	}
     83 
     84 	R_MarkLights (light, bit, node->children[0]);
     85 	R_MarkLights (light, bit, node->children[1]);
     86 }
     87 
     88 
     89 /*
     90 =============
     91 R_PushDlights
     92 =============
     93 */
     94 void R_PushDlights (model_t *model)
     95 {
     96 	int		i;
     97 	dlight_t	*l;
     98 
     99 	r_dlightframecount = r_framecount;
    100 	for (i=0, l = r_newrefdef.dlights ; i<r_newrefdef.num_dlights ; i++, l++)
    101 	{
    102 		R_MarkLights ( l, 1<<i, 
    103 			model->nodes + model->firstnode);
    104 	}
    105 }
    106 
    107 
    108 /*
    109 =============================================================================
    110 
    111 LIGHT SAMPLING
    112 
    113 =============================================================================
    114 */
    115 
    116 vec3_t	pointcolor;
    117 mplane_t		*lightplane;		// used as shadow plane
    118 vec3_t			lightspot;
    119 
    120 int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
    121 {
    122 	float		front, back, frac;
    123 	int			side;
    124 	mplane_t	*plane;
    125 	vec3_t		mid;
    126 	msurface_t	*surf;
    127 	int			s, t, ds, dt;
    128 	int			i;
    129 	mtexinfo_t	*tex;
    130 	byte		*lightmap;
    131 	float		*scales;
    132 	int			maps;
    133 	float		samp;
    134 	int			r;
    135 
    136 	if (node->contents != -1)
    137 		return -1;		// didn't hit anything
    138 	
    139 // calculate mid point
    140 
    141 // FIXME: optimize for axial
    142 	plane = node->plane;
    143 	front = DotProduct (start, plane->normal) - plane->dist;
    144 	back = DotProduct (end, plane->normal) - plane->dist;
    145 	side = front < 0;
    146 	
    147 	if ( (back < 0) == side)
    148 		return RecursiveLightPoint (node->children[side], start, end);
    149 	
    150 	frac = front / (front-back);
    151 	mid[0] = start[0] + (end[0] - start[0])*frac;
    152 	mid[1] = start[1] + (end[1] - start[1])*frac;
    153 	mid[2] = start[2] + (end[2] - start[2])*frac;
    154 	if (plane->type < 3)	// axial planes
    155 		mid[plane->type] = plane->dist;
    156 
    157 // go down front side	
    158 	r = RecursiveLightPoint (node->children[side], start, mid);
    159 	if (r >= 0)
    160 		return r;		// hit something
    161 		
    162 	if ( (back < 0) == side )
    163 		return -1;		// didn't hit anuthing
    164 		
    165 // check for impact on this node
    166 	VectorCopy (mid, lightspot);
    167 	lightplane = plane;
    168 
    169 	surf = r_worldmodel->surfaces + node->firstsurface;
    170 	for (i=0 ; i<node->numsurfaces ; i++, surf++)
    171 	{
    172 		if (surf->flags&(SURF_DRAWTURB|SURF_DRAWSKY)) 
    173 			continue;	// no lightmaps
    174 
    175 		tex = surf->texinfo;
    176 		
    177 		s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
    178 		t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];
    179 		if (s < surf->texturemins[0] ||
    180 		t < surf->texturemins[1])
    181 			continue;
    182 		
    183 		ds = s - surf->texturemins[0];
    184 		dt = t - surf->texturemins[1];
    185 		
    186 		if ( ds > surf->extents[0] || dt > surf->extents[1] )
    187 			continue;
    188 
    189 		if (!surf->samples)
    190 			return 0;
    191 
    192 		ds >>= 4;
    193 		dt >>= 4;
    194 
    195 		lightmap = surf->samples;
    196 		VectorCopy (vec3_origin, pointcolor);
    197 		if (lightmap)
    198 		{
    199 			lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
    200 
    201 			for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
    202 					maps++)
    203 			{
    204 				samp = *lightmap * /* 0.5 * */ (1.0/255);	// adjust for gl scale
    205 				scales = r_newrefdef.lightstyles[surf->styles[maps]].rgb;
    206 				VectorMA (pointcolor, samp, scales, pointcolor);
    207 				lightmap += ((surf->extents[0]>>4)+1) *
    208 						((surf->extents[1]>>4)+1);
    209 			}
    210 		}
    211 		
    212 		return 1;
    213 	}
    214 
    215 // go down back side
    216 	return RecursiveLightPoint (node->children[!side], mid, end);
    217 }
    218 
    219 /*
    220 ===============
    221 R_LightPoint
    222 ===============
    223 */
    224 void R_LightPoint (vec3_t p, vec3_t color)
    225 {
    226 	vec3_t		end;
    227 	float		r;
    228 	int			lnum;
    229 	dlight_t	*dl;
    230 	float		light;
    231 	vec3_t		dist;
    232 	float		add;
    233 	
    234 	if (!r_worldmodel->lightdata)
    235 	{
    236 		color[0] = color[1] = color[2] = 1.0;
    237 		return;
    238 	}
    239 	
    240 	end[0] = p[0];
    241 	end[1] = p[1];
    242 	end[2] = p[2] - 2048;
    243 	
    244 	r = RecursiveLightPoint (r_worldmodel->nodes, p, end);
    245 	
    246 	if (r == -1)
    247 	{
    248 		VectorCopy (vec3_origin, color);
    249 	}
    250 	else
    251 	{
    252 		VectorCopy (pointcolor, color);
    253 	}
    254 
    255 	//
    256 	// add dynamic lights
    257 	//
    258 	light = 0;
    259 	for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
    260 	{
    261 		dl = &r_newrefdef.dlights[lnum];
    262 		VectorSubtract (currententity->origin,
    263 						dl->origin,
    264 						dist);
    265 		add = dl->intensity - VectorLength(dist);
    266 		add *= (1.0/256);
    267 		if (add > 0)
    268 		{
    269 			VectorMA (color, add, dl->color, color);
    270 		}
    271 	}
    272 }
    273 
    274 //===================================================================
    275 
    276 
    277 unsigned		blocklights[1024];	// allow some very large lightmaps
    278 
    279 /*
    280 ===============
    281 R_AddDynamicLights
    282 ===============
    283 */
    284 void R_AddDynamicLights (void)
    285 {
    286 	msurface_t *surf;
    287 	int			lnum;
    288 	int			sd, td;
    289 	float		dist, rad, minlight;
    290 	vec3_t		impact, local;
    291 	int			s, t;
    292 	int			i;
    293 	int			smax, tmax;
    294 	mtexinfo_t	*tex;
    295 	dlight_t	*dl;
    296 	int			negativeLight;	//PGM
    297 
    298 	surf = r_drawsurf.surf;
    299 	smax = (surf->extents[0]>>4)+1;
    300 	tmax = (surf->extents[1]>>4)+1;
    301 	tex = surf->texinfo;
    302 
    303 	for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
    304 	{
    305 		if ( !(surf->dlightbits & (1<<lnum) ) )
    306 			continue;		// not lit by this light
    307 
    308 		dl = &r_newrefdef.dlights[lnum];
    309 		rad = dl->intensity;
    310 
    311 //=====
    312 //PGM
    313 		negativeLight = 0;
    314 		if(rad < 0)
    315 		{
    316 			negativeLight = 1;
    317 			rad = -rad;
    318 		}
    319 //PGM
    320 //=====
    321 
    322 		dist = DotProduct (dl->origin, surf->plane->normal) -
    323 				surf->plane->dist;
    324 		rad -= fabs(dist);
    325 		minlight = 32;		// dl->minlight;
    326 		if (rad < minlight)
    327 			continue;
    328 		minlight = rad - minlight;
    329 
    330 		for (i=0 ; i<3 ; i++)
    331 		{
    332 			impact[i] = dl->origin[i] -
    333 					surf->plane->normal[i]*dist;
    334 		}
    335 
    336 		local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
    337 		local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
    338 
    339 		local[0] -= surf->texturemins[0];
    340 		local[1] -= surf->texturemins[1];
    341 		
    342 		for (t = 0 ; t<tmax ; t++)
    343 		{
    344 			td = local[1] - t*16;
    345 			if (td < 0)
    346 				td = -td;
    347 			for (s=0 ; s<smax ; s++)
    348 			{
    349 				sd = local[0] - s*16;
    350 				if (sd < 0)
    351 					sd = -sd;
    352 				if (sd > td)
    353 					dist = sd + (td>>1);
    354 				else
    355 					dist = td + (sd>>1);
    356 //====
    357 //PGM
    358 				if(!negativeLight)
    359 				{
    360 					if (dist < minlight)
    361 						blocklights[t*smax + s] += (rad - dist)*256;
    362 				}
    363 				else
    364 				{
    365 					if (dist < minlight)
    366 						blocklights[t*smax + s] -= (rad - dist)*256;
    367 					if(blocklights[t*smax + s] < minlight)
    368 						blocklights[t*smax + s] = minlight;
    369 				}
    370 //PGM
    371 //====
    372 			}
    373 		}
    374 	}
    375 }
    376 
    377 /*
    378 ===============
    379 R_BuildLightMap
    380 
    381 Combine and scale multiple lightmaps into the 8.8 format in blocklights
    382 ===============
    383 */
    384 void R_BuildLightMap (void)
    385 {
    386 	int			smax, tmax;
    387 	int			t;
    388 	int			i, size;
    389 	byte		*lightmap;
    390 	unsigned	scale;
    391 	int			maps;
    392 	msurface_t	*surf;
    393 
    394 	surf = r_drawsurf.surf;
    395 
    396 	smax = (surf->extents[0]>>4)+1;
    397 	tmax = (surf->extents[1]>>4)+1;
    398 	size = smax*tmax;
    399 
    400 	if (r_fullbright->value || !r_worldmodel->lightdata)
    401 	{
    402 		for (i=0 ; i<size ; i++)
    403 			blocklights[i] = 0;
    404 		return;
    405 	}
    406 
    407 // clear to no light
    408 	for (i=0 ; i<size ; i++)
    409 		blocklights[i] = 0;
    410 
    411 
    412 // add all the lightmaps
    413 	lightmap = surf->samples;
    414 	if (lightmap)
    415 		for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
    416 			 maps++)
    417 		{
    418 			scale = r_drawsurf.lightadj[maps];	// 8.8 fraction		
    419 			for (i=0 ; i<size ; i++)
    420 				blocklights[i] += lightmap[i] * scale;
    421 			lightmap += size;	// skip to next lightmap
    422 		}
    423 
    424 // add all the dynamic lights
    425 	if (surf->dlightframe == r_framecount)
    426 		R_AddDynamicLights ();
    427 
    428 // bound, invert, and shift
    429 	for (i=0 ; i<size ; i++)
    430 	{
    431 		t = (int)blocklights[i];
    432 		if (t < 0)
    433 			t = 0;
    434 		t = (255*256 - t) >> (8 - VID_CBITS);
    435 
    436 		if (t < (1 << 6))
    437 			t = (1 << 6);
    438 
    439 		blocklights[i] = t;
    440 	}
    441 }
    442