2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
24 cvar_t r_lightmodels = {"r_lightmodels", "1"};
28 Cvar_RegisterVariable(&r_lightmodels);
31 int r_dlightframecount;
38 void R_AnimateLight (void)
44 // 'm' is normal light, 'a' is no light, 'z' is double bright
45 i = (int)(cl.time*10);
46 for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
48 if (!cl_lightstyle[j].length)
50 d_lightstylevalue[j] = 256;
53 k = i % cl_lightstyle[j].length;
54 k = cl_lightstyle[j].map[k] - 'a';
56 d_lightstylevalue[j] = k;
61 =============================================================================
65 =============================================================================
73 void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
75 float dist, l, maxdist;
81 if (node->contents < 0)
84 dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist;
86 if (dist > light->radius)
88 if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
90 node = node->children[0];
95 if (dist < -light->radius)
97 if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
99 node = node->children[1];
105 maxdist = light->radius*light->radius;
108 surf = cl.worldmodel->surfaces + node->firstsurface;
109 for (i=0 ; i<node->numsurfaces ; i++, surf++)
111 if (surf->flags & SURF_DRAWTURB) // water
113 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
115 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;
116 surf->dlightframe = r_dlightframecount;
118 surf->dlightbits[bitindex] |= bit;
120 // LordHavoc: MAJOR dynamic light speedup here, eliminates marking of surfaces that are too far away from light, thus preventing unnecessary uploads
121 else /*if (r_dynamicbothsides.value || (((surf->flags & SURF_PLANEBACK) && (dist < -BACKFACE_EPSILON)) || (!(surf->flags & SURF_PLANEBACK) && (dist > BACKFACE_EPSILON))))*/
123 // passed the plane side check
124 for (j=0 ; j<3 ; j++)
125 impact[j] = lightorigin[j] - surf->plane->normal[j]*dist;
127 // clamp center of light to corner and check brightness
128 l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
129 s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
131 l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
132 t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
134 // compare to minimum light
135 if ((s*s+t*t+dist*dist) < maxdist)
137 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
139 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;
140 surf->dlightframe = r_dlightframecount;
142 surf->dlightbits[bitindex] |= bit;
147 if (node->children[0]->contents >= 0)
149 if (node->children[1]->contents >= 0)
151 R_MarkLights (lightorigin, light, bit, bitindex, node->children[0]);
152 node = node->children[1];
157 node = node->children[0];
161 else if (node->children[1]->contents >= 0)
163 node = node->children[1];
174 void R_PushDlights (void)
179 r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame
181 // if (gl_flashblend.value || !r_dynamic.value)
186 for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
188 if (l->die < cl.time || !l->radius)
190 R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes );
196 =============================================================================
200 =============================================================================
203 mplane_t *lightplane;
206 int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
208 float front, back, frac;
212 if (node->contents < 0)
213 return false; // didn't hit anything
215 // calculate mid point
216 front = PlaneDiff (start, node->plane);
217 back = PlaneDiff (end, node->plane);
219 // LordHavoc: optimized recursion
220 if ((back < 0) == (front < 0))
221 // return RecursiveLightPoint (color, node->children[front < 0], start, end);
223 node = node->children[front < 0];
227 frac = front / (front-back);
228 mid[0] = start[0] + (end[0] - start[0])*frac;
229 mid[1] = start[1] + (end[1] - start[1])*frac;
230 mid[2] = start[2] + (end[2] - start[2])*frac;
232 // go down front side
233 if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
234 return true; // hit something
239 // check for impact on this node
240 VectorCopy (mid, lightspot);
241 lightplane = node->plane;
243 surf = cl.worldmodel->surfaces + node->firstsurface;
244 for (i = 0;i < node->numsurfaces;i++, surf++)
246 if (surf->flags & SURF_DRAWTILED)
247 continue; // no lightmaps
249 ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
250 dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
252 if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
255 ds -= surf->texturemins[0];
256 dt -= surf->texturemins[1];
258 if (ds > surf->extents[0] || dt > surf->extents[1])
264 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;
266 line3 = ((surf->extents[0]>>4)+1)*3;
268 lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
270 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
272 scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
273 r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale;
274 r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale;
275 r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
276 r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
277 lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
280 color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
281 color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
282 color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
284 return true; // success
288 return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
292 void R_LightPoint (vec3_t color, vec3_t p)
296 if (r_fullbright.value || !cl.worldmodel->lightdata)
298 color[0] = color[1] = color[2] = 255;
304 end[2] = p[2] - 2048;
306 color[0] = color[1] = color[2] = 0;
307 RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
310 // LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
311 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
315 float brightness, r, f;
317 if (/*gl_flashblend.value || !r_dynamic.value || */(!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
320 for (i=0 ; i<MAX_DLIGHTS ; i++)
322 if (!((1 << (i&31)) & dlightbits[i>>5]))
324 if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
326 VectorSubtract (org, cl_dlights[i].origin, dist);
327 if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius))
329 brightness = r * 16.0 / f;
330 if (cl_dlights[i].dark)
331 brightness = -brightness;
332 color[0] += brightness * cl_dlights[i].color[0];
333 color[1] += brightness * cl_dlights[i].color[1];
334 color[2] += brightness * cl_dlights[i].color[2];
339 // same as above but no bitmask to check
340 void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
344 float brightness, r, f;
346 // if (gl_flashblend.value || !r_dynamic.value)
349 for (i=0 ; i<MAX_DLIGHTS ; i++)
351 if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
353 VectorSubtract (org, cl_dlights[i].origin, dist);
354 if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius))
356 brightness = r * 16.0 / f;
357 if (cl_dlights[i].dark)
358 brightness = -brightness;
359 color[0] += brightness * cl_dlights[i].color[0];
360 color[1] += brightness * cl_dlights[i].color[1];
361 color[2] += brightness * cl_dlights[i].color[2];
366 extern float *aliasvert;
367 extern float *aliasvertnorm;
368 extern byte *aliasvertcolor;
369 extern vec_t shadecolor[];
370 extern float modelalpha;
371 extern qboolean lighthalf;
372 void R_LightModel(int numverts, vec3_t center)
374 int i, j, nearlights = 0;
376 float t, t1, t2, t3, *avn;
382 } nearlight[MAX_DLIGHTS];
385 shadecolor[0] *= 2.0f;
386 shadecolor[1] *= 2.0f;
387 shadecolor[2] *= 2.0f;
389 avc = aliasvertcolor;
391 a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
392 if (currententity->effects & EF_FULLBRIGHT)
396 r = (byte) ((float) (128.0f * currententity->colormod[0]));
397 g = (byte) ((float) (128.0f * currententity->colormod[1]));
398 b = (byte) ((float) (128.0f * currententity->colormod[2]));
402 r = (byte) ((float) (255.0f * currententity->colormod[0]));
403 g = (byte) ((float) (255.0f * currententity->colormod[1]));
404 b = (byte) ((float) (255.0f * currententity->colormod[2]));
406 for (i = 0;i < numverts;i++)
415 if (r_lightmodels.value)
417 for (i = 0;i < MAX_DLIGHTS;i++)
419 if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
421 VectorSubtract (center, cl_dlights[i].origin, dist);
422 if ((t2 = DotProduct(dist,dist) + 16.0f) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
424 VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
425 nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
426 nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
427 nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
428 if (cl_dlights[i].dark)
430 nearlight[nearlights].color[0] = -nearlight[nearlights].color[0];
431 nearlight[nearlights].color[1] = -nearlight[nearlights].color[1];
432 nearlight[nearlights].color[2] = -nearlight[nearlights].color[2];
436 nearlight[nearlights].color[0] *= 0.5f;
437 nearlight[nearlights].color[1] *= 0.5f;
438 nearlight[nearlights].color[2] *= 0.5f;
441 shadecolor[0] += nearlight[nearlights].color[0] * t1;
442 shadecolor[1] += nearlight[nearlights].color[1] * t1;
443 shadecolor[2] += nearlight[nearlights].color[2] * t1;
444 nearlight[nearlights].color[0] *= currententity->colormod[0];
445 nearlight[nearlights].color[1] *= currententity->colormod[1];
446 nearlight[nearlights].color[2] *= currententity->colormod[2];
453 for (i = 0;i < MAX_DLIGHTS;i++)
455 if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
457 VectorSubtract (center, cl_dlights[i].origin, dist);
458 if ((t2 = DotProduct(dist,dist)) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
460 dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
461 dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
462 dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
463 if (cl_dlights[i].dark)
476 shadecolor[0] += dist[0] * t1;
477 shadecolor[1] += dist[1] * t1;
478 shadecolor[2] += dist[2] * t1;
482 shadecolor[0] *= currententity->colormod[0];
483 shadecolor[1] *= currententity->colormod[1];
484 shadecolor[2] *= currententity->colormod[2];
485 t1 = bound(0, shadecolor[0], 255);r = (byte) t1;
486 t1 = bound(0, shadecolor[1], 255);g = (byte) t1;
487 t1 = bound(0, shadecolor[2], 255);b = (byte) t1;
496 for (i = 0;i < numverts;i++)
498 VectorSubtract(nearlight[0].origin, av, v);
499 t = DotProduct(avn,v);
502 t /= DotProduct(v,v);
503 temp = (int) ((float) (shadecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
504 temp = (int) ((float) (shadecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
505 temp = (int) ((float) (shadecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
521 for (i = 0;i < numverts;i++)
526 for (j = 0;j < nearlights;j++)
528 VectorSubtract(nearlight[j].origin, av, v);
529 t = DotProduct(avn,v);
532 t /= DotProduct(v,v);
533 t1 += nearlight[j].color[0] * t;
534 t2 += nearlight[j].color[1] * t;
535 t3 += nearlight[j].color[2] * t;
538 i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;
539 i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;
540 i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;
550 for (i = 0;i < numverts;i++)