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_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
81 float cr = light->color[0];
82 float cg = light->color[1];
83 float cb = light->color[2];
84 float radius = light->radius*light->radius*16.0f;
85 float radius2 = radius * 16.0f;
86 radius -= 65536.0f; // for comparisons
89 if (node->contents < 0)
92 // dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist;
93 dist = PlaneDiff(lightorigin, node->plane);
95 if (dist > light->radius)
97 if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
99 node = node->children[0];
104 if (dist < -light->radius)
106 if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
108 node = node->children[1];
114 if (node->dlightframe != r_dlightframecount) // not dynamic until now
116 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;
117 node->dlightframe = r_dlightframecount;
119 node->dlightbits[bitindex] |= bit;
121 // maxdist = light->radius*light->radius;
124 surf = cl.worldmodel->surfaces + node->firstsurface;
125 for (i=0 ; i<node->numsurfaces ; i++, surf++)
131 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
133 // 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;
134 // surf->dlightframe = r_dlightframecount;
135 // surf->dlightbits[bitindex] = bit;
136 for (p = surf->polys;p;p = p->next)
138 for (j = 0, v = p->verts[0];j < p->numverts;j++, v += VERTEXSIZE)
140 f = VectorDistance2(v, lightorigin);
143 surf->dlightframe = r_dlightframecount;
144 f = radius2 / (f + 65536.0f);
150 v[9] = v[10] = v[11] = 0;
156 // surf->dlightbits[bitindex] |= bit;
157 for (p = surf->polys;p;p = p->next)
159 for (j = 0, v = p->verts[0];j < p->numverts;j++, v += VERTEXSIZE)
161 f = VectorDistance2(v, lightorigin);
164 f = radius2 / (f + 65536.0f);
173 if (surf->flags & SURF_DRAWTURB) // water
175 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
177 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;
178 surf->dlightframe = r_dlightframecount;
180 surf->dlightbits[bitindex] |= bit;
182 // LordHavoc: MAJOR dynamic light speedup here, eliminates marking of surfaces that are too far away from light, thus preventing unnecessary uploads
183 // else if (r_dynamicbothsides.value || (((surf->flags & SURF_PLANEBACK) && (dist < -BACKFACE_EPSILON)) || (!(surf->flags & SURF_PLANEBACK) && (dist > BACKFACE_EPSILON))))
184 else if (((surf->flags & SURF_PLANEBACK) != 0) != (dist >= 0))
186 // passed the plane side check
187 for (j=0 ; j<3 ; j++)
188 impact[j] = lightorigin[j] - surf->plane->normal[j]*dist;
190 // clamp center of light to corner and check brightness
191 l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
192 s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
194 l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
195 t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
197 // compare to minimum light
198 if ((s*s+t*t+dist*dist) < maxdist)
200 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
202 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;
203 surf->dlightframe = r_dlightframecount;
205 surf->dlightbits[bitindex] |= bit;
211 if (node->children[0]->contents >= 0)
213 if (node->children[1]->contents >= 0)
215 R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]);
216 node = node->children[1];
221 node = node->children[0];
225 else if (node->children[1]->contents >= 0)
227 node = node->children[1];
232 void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
234 mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
236 if (!pvsleaf->compressed_vis)
237 { // no vis info, so make all visible
238 R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
243 int i, j, k, l, m, c;
244 msurface_t *surf, **mark;
246 static int lightframe = 0;
247 byte *in = pvsleaf->compressed_vis;
248 int row = (model->numleafs+7)>>3;
249 float cr = light->color[0];
250 float cg = light->color[1];
251 float cb = light->color[2];
252 float radius = light->radius*light->radius*16.0f;
253 float radius2 = radius * 16.0f;
265 l = model->numleafs - (k << 3);
268 for (i=0 ; i<l ; i++)
272 leaf = &model->leafs[(k << 3)+i+1];
273 if (leaf->visframe != r_visframecount)
275 if (leaf->contents == CONTENTS_SOLID)
277 leaf->lightframe = lightframe;
278 if (leaf->dlightframe != r_dlightframecount) // not dynamic until now
280 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;
281 leaf->dlightframe = r_dlightframecount;
283 leaf->dlightbits[bitindex] |= bit;
284 if ((m = leaf->nummarksurfaces))
286 mark = leaf->firstmarksurface;
290 if (surf->visframe != r_framecount || surf->lightframe == lightframe)
292 surf->lightframe = lightframe;
293 // if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDiff(lightorigin, surf->plane)) >= 0))
295 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
297 // 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;
298 // surf->dlightframe = r_dlightframecount;
299 // surf->dlightbits[bitindex] = bit;
300 for (p = surf->polys;p;p = p->next)
302 for (j = 0, v = p->verts[0];j < p->numverts;j++, v += VERTEXSIZE)
304 f = VectorDistance2(v, lightorigin);
307 surf->dlightframe = r_dlightframecount;
308 f = radius2 / (f + 65536.0f);
314 v[9] = v[10] = v[11] = 0;
320 // surf->dlightbits[bitindex] |= bit;
321 for (p = surf->polys;p;p = p->next)
323 for (j = 0, v = p->verts[0];j < p->numverts;j++, v += VERTEXSIZE)
325 f = VectorDistance2(v, lightorigin);
328 f = radius2 / (f + 65536.0f);
357 void R_PushDlights (void)
362 r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame
364 if (!r_dynamic.value)
369 for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
371 if (l->die < cl.time || !l->radius)
373 // R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes );
374 R_VisMarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel);
380 =============================================================================
384 =============================================================================
387 mplane_t *lightplane;
390 extern cvar_t r_ambient;
392 int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
394 float front, back, frac;
398 if (node->contents < 0)
399 return false; // didn't hit anything
401 // calculate mid point
402 front = PlaneDiff (start, node->plane);
403 back = PlaneDiff (end, node->plane);
405 // LordHavoc: optimized recursion
406 if ((back < 0) == (front < 0))
407 // return RecursiveLightPoint (color, node->children[front < 0], start, end);
409 node = node->children[front < 0];
413 frac = front / (front-back);
414 mid[0] = start[0] + (end[0] - start[0])*frac;
415 mid[1] = start[1] + (end[1] - start[1])*frac;
416 mid[2] = start[2] + (end[2] - start[2])*frac;
418 // go down front side
419 if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
420 return true; // hit something
425 // check for impact on this node
426 VectorCopy (mid, lightspot);
427 lightplane = node->plane;
429 surf = cl.worldmodel->surfaces + node->firstsurface;
430 for (i = 0;i < node->numsurfaces;i++, surf++)
432 if (surf->flags & SURF_DRAWTILED)
433 continue; // no lightmaps
435 ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
436 dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
438 if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
441 ds -= surf->texturemins[0];
442 dt -= surf->texturemins[1];
444 if (ds > surf->extents[0] || dt > surf->extents[1])
450 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;
452 line3 = ((surf->extents[0]>>4)+1)*3;
454 lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
456 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
458 scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
459 r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale;
460 r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale;
461 r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
462 r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
463 lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
466 color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
467 color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
468 color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
470 return true; // success
474 return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
478 void R_LightPoint (vec3_t color, vec3_t p)
482 if (r_fullbright.value || !cl.worldmodel->lightdata)
484 color[0] = color[1] = color[2] = 255;
490 end[2] = p[2] - 2048;
492 color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
493 RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
496 // LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
497 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
501 float brightness, r, f;
503 if (!r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
506 for (j = 0;j < (MAX_DLIGHTS >> 5);j++)
510 for (i=0 ; i<32 ; i++)
512 if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
515 VectorSubtract (org, cl_dlights[k].origin, dist);
516 f = DotProduct(dist, dist) + 65536.0f;
517 r = cl_dlights[k].radius*cl_dlights[k].radius*16.0f;
520 brightness = r * 16.0f / f;
521 color[0] += brightness * cl_dlights[k].color[0];
522 color[1] += brightness * cl_dlights[k].color[1];
523 color[2] += brightness * cl_dlights[k].color[2];
530 // same as above but no bitmask to check
531 void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
535 float brightness, r, f;
537 if (!r_dynamic.value)
540 for (i=0 ; i<MAX_DLIGHTS ; i++)
542 if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
544 VectorSubtract (org, cl_dlights[i].origin, dist);
545 f = DotProduct(dist, dist) + 65536.0f;
546 r = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
549 brightness = r * 16.0f / f;
550 if (cl_dlights[i].dark)
551 brightness = -brightness;
552 color[0] += brightness * cl_dlights[i].color[0];
553 color[1] += brightness * cl_dlights[i].color[1];
554 color[2] += brightness * cl_dlights[i].color[2];
559 void R_CompleteLightPoint (vec3_t color, vec3_t p)
561 R_LightPoint(color, p);
562 R_DynamicLightPointNoMask(color, p);
565 extern float *aliasvert;
566 extern float *aliasvertnorm;
567 extern byte *aliasvertcolor;
568 extern vec_t shadecolor[];
569 extern float modelalpha;
570 extern qboolean lighthalf;
571 extern int modeldlightbits[8];
572 void R_LightModel(int numverts, vec3_t center)
574 int i, j, nearlights = 0;
576 float t, t1, t2, t3, *avn;
582 } nearlight[MAX_DLIGHTS];
585 shadecolor[0] *= 2.0f;
586 shadecolor[1] *= 2.0f;
587 shadecolor[2] *= 2.0f;
589 avc = aliasvertcolor;
591 a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
592 if (currententity->effects & EF_FULLBRIGHT)
596 r = (byte) ((float) (128.0f * currententity->colormod[0]));
597 g = (byte) ((float) (128.0f * currententity->colormod[1]));
598 b = (byte) ((float) (128.0f * currententity->colormod[2]));
602 r = (byte) ((float) (255.0f * currententity->colormod[0]));
603 g = (byte) ((float) (255.0f * currententity->colormod[1]));
604 b = (byte) ((float) (255.0f * currententity->colormod[2]));
606 for (i = 0;i < numverts;i++)
615 if (r_lightmodels.value)
617 for (i = 0;i < MAX_DLIGHTS;i++)
619 if (!modeldlightbits[i >> 5])
624 if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
626 // if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
628 VectorSubtract (center, cl_dlights[i].origin, dist);
629 t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
630 t2 = DotProduct(dist,dist) + 65536.0f;
633 VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
634 nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
635 nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
636 nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
639 nearlight[nearlights].color[0] *= 0.5f;
640 nearlight[nearlights].color[1] *= 0.5f;
641 nearlight[nearlights].color[2] *= 0.5f;
644 shadecolor[0] += nearlight[nearlights].color[0] * t1;
645 shadecolor[1] += nearlight[nearlights].color[1] * t1;
646 shadecolor[2] += nearlight[nearlights].color[2] * t1;
647 nearlight[nearlights].color[0] *= currententity->colormod[0];
648 nearlight[nearlights].color[1] *= currententity->colormod[1];
649 nearlight[nearlights].color[2] *= currententity->colormod[2];
656 for (i = 0;i < MAX_DLIGHTS;i++)
658 if (!modeldlightbits[i >> 5])
663 if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
665 // if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
667 VectorSubtract (center, cl_dlights[i].origin, dist);
668 t2 = DotProduct(dist,dist) + 65536.0f;
669 t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
672 dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
673 dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
674 dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
682 shadecolor[0] += dist[0] * t1;
683 shadecolor[1] += dist[1] * t1;
684 shadecolor[2] += dist[2] * t1;
688 shadecolor[0] *= currententity->colormod[0];
689 shadecolor[1] *= currententity->colormod[1];
690 shadecolor[2] *= currententity->colormod[2];
691 t1 = bound(0, shadecolor[0], 255);r = (byte) t1;
692 t1 = bound(0, shadecolor[1], 255);g = (byte) t1;
693 t1 = bound(0, shadecolor[2], 255);b = (byte) t1;
702 for (i = 0;i < numverts;i++)
704 VectorSubtract(nearlight[0].origin, av, v);
705 t = DotProduct(avn,v);
708 t /= DotProduct(v,v);
709 temp = (int) ((float) (shadecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
710 temp = (int) ((float) (shadecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
711 temp = (int) ((float) (shadecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
727 for (i = 0;i < numverts;i++)
732 for (j = 0;j < nearlights;j++)
734 VectorSubtract(nearlight[j].origin, av, v);
735 t = DotProduct(avn,v);
738 t /= DotProduct(v,v);
739 t1 += nearlight[j].color[0] * t;
740 t2 += nearlight[j].color[1] * t;
741 t3 += nearlight[j].color[2] * t;
744 i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;
745 i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;
746 i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;
756 for (i = 0;i < numverts;i++)