]> icculus.org git repositories - divverent/darkplaces.git/blob - r_light.c
relocated the CL_SendMove call to put it at the end of network parsing (and only...
[divverent/darkplaces.git] / r_light.c
1 /*
2 Copyright (C) 1996-1997 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 "quakedef.h"
23 #include "cl_collision.h"
24 #include "r_shadow.h"
25
26 dlight_t r_dlight[MAX_DLIGHTS];
27 int r_numdlights = 0;
28
29 cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
30 cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
31 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"};
32 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0"};
33
34 static rtexture_t *lightcorona;
35 static rtexturepool_t *lighttexturepool;
36
37 void r_light_start(void)
38 {
39         float dx, dy;
40         int x, y, a;
41         qbyte pixels[32][32][4];
42         lighttexturepool = R_AllocTexturePool();
43         for (y = 0;y < 32;y++)
44         {
45                 dy = (y - 15.5f) * (1.0f / 16.0f);
46                 for (x = 0;x < 32;x++)
47                 {
48                         dx = (x - 15.5f) * (1.0f / 16.0f);
49                         a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2));
50                         a = bound(0, a, 255);
51                         pixels[y][x][0] = a;
52                         pixels[y][x][1] = a;
53                         pixels[y][x][2] = a;
54                         pixels[y][x][3] = 255;
55                 }
56         }
57         lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
58 }
59
60 void r_light_shutdown(void)
61 {
62         lighttexturepool = NULL;
63         lightcorona = NULL;
64 }
65
66 void r_light_newmap(void)
67 {
68         int i;
69         for (i = 0;i < 256;i++)
70                 d_lightstylevalue[i] = 264;             // normal light value
71 }
72
73 void R_Light_Init(void)
74 {
75         Cvar_RegisterVariable(&r_modellights);
76         Cvar_RegisterVariable(&r_vismarklights);
77         Cvar_RegisterVariable(&r_coronas);
78         Cvar_RegisterVariable(&gl_flashblend);
79         R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
80 }
81
82 /*
83 ==================
84 R_UpdateLights
85 ==================
86 */
87 void R_UpdateLights(void)
88 {
89         float frac;
90         int i, j, k, l;
91
92 // light animations
93 // 'm' is normal light, 'a' is no light, 'z' is double bright
94         i = (int)(cl.time * 10);
95         frac = (cl.time * 10) - i;
96         for (j = 0;j < MAX_LIGHTSTYLES;j++)
97         {
98                 if (!cl_lightstyle || !cl_lightstyle[j].length)
99                 {
100                         d_lightstylevalue[j] = 256;
101                         continue;
102                 }
103                 k = i % cl_lightstyle[j].length;
104                 l = (i-1) % cl_lightstyle[j].length;
105                 k = cl_lightstyle[j].map[k] - 'a';
106                 l = cl_lightstyle[j].map[l] - 'a';
107                 d_lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
108         }
109
110         r_numdlights = 0;
111         c_dlights = 0;
112
113         if (!r_dynamic.integer || !cl_dlights)
114                 return;
115
116         // TODO: optimize to not scan whole cl_dlights array if possible
117         for (i = 0;i < MAX_DLIGHTS;i++)
118         {
119                 if (cl_dlights[i].radius > 0)
120                 {
121                         R_RTLight_UpdateFromDLight(&cl_dlights[i].rtlight, &cl_dlights[i], false);
122                         // FIXME: use pointer instead of copy
123                         r_dlight[r_numdlights++] = cl_dlights[i];
124                         c_dlights++; // count every dlight in use
125                 }
126         }
127 }
128
129 void R_DrawCoronas(void)
130 {
131         int i, lnum, flag;
132         float cscale, scale, viewdist, dist;
133         dlight_t *light;
134         if (r_coronas.value < 0.01)
135                 return;
136         R_Mesh_Matrix(&r_identitymatrix);
137         viewdist = DotProduct(r_vieworigin, r_viewforward);
138         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
139         for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++)
140         {
141                 if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceBox(light->rtlight.shadoworigin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
142                 {
143                         cscale = light->rtlight.corona * r_coronas.value * 0.25f;
144                         scale = light->rtlight.radius * light->rtlight.coronasizescale;
145                         R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
146                 }
147         }
148         for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
149         {
150                 if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
151                 {
152                         cscale = light->corona * r_coronas.value * 0.25f;
153                         scale = light->rtlight.radius * light->rtlight.coronasizescale;
154                         if (gl_flashblend.integer)
155                         {
156                                 cscale *= 4.0f;
157                                 scale *= 2.0f;
158                         }
159                         R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->color[0] * cscale, light->color[1] * cscale, light->color[2] * cscale, 1);
160                 }
161         }
162 }
163
164 /*
165 =============================================================================
166
167 LIGHT SAMPLING
168
169 =============================================================================
170 */
171
172 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
173 {
174         VectorClear(diffusecolor);
175         VectorClear(diffusenormal);
176
177         if (!r_fullbright.integer && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
178         {
179                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
180                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
181         }
182         else
183                 VectorSet(ambientcolor, 1, 1, 1);
184
185         // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
186         if (r_refdef.worldmodel->brushq1.numlights)
187         {
188                 int i;
189                 vec3_t v;
190                 float f;
191                 mlight_t *sl;
192                 for (i = 0;i < r_refdef.worldmodel->brushq1.numlights;i++)
193                 {
194                         sl = r_refdef.worldmodel->brushq1.lights + i;
195                         if (d_lightstylevalue[sl->style] > 0)
196                         {
197                                 VectorSubtract (p, sl->origin, v);
198                                 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
199                                 if (f > 0 && CL_TraceBox(p, vec3_origin, vec3_origin, sl->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
200                                 {
201                                         f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
202                                         VectorMA(ambientcolor, f, sl->light, ambientcolor);
203                                 }
204                         }
205                 }
206         }
207
208         if (dynamic)
209         {
210                 int i;
211                 float f, v[3];
212                 dlight_t *light;
213                 // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
214                 for (i = 0;i < r_numdlights;i++)
215                 {
216                         light = r_dlight + i;
217                         VectorSubtract(p, light->origin, v);
218                         f = DotProduct(v, v);
219                         if (f < light->rtlight.lightmap_cullradius2 && CL_TraceBox(p, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
220                         {
221                                 f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract;
222                                 VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
223                         }
224                 }
225         }
226 }
227
228 typedef struct
229 {
230         vec3_t origin;
231         //vec_t cullradius2;
232         vec3_t light;
233         // how much this light would contribute to ambient if replaced
234         vec3_t ambientlight;
235         vec_t subtract;
236         vec_t falloff;
237         vec_t offset;
238         // used for choosing only the brightest lights
239         vec_t intensity;
240 }
241 nearlight_t;
242
243 static int nearlights;
244 static nearlight_t nearlight[MAX_DLIGHTS];
245
246 int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
247 {
248         int i, j, maxnearlights;
249         float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
250         nearlight_t *nl;
251         mlight_t *sl;
252         dlight_t *light;
253
254         nearlights = 0;
255         maxnearlights = r_modellights.integer;
256         ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
257         VectorClear(diffusecolor);
258         VectorClear(diffusenormal);
259         if (!(ent->flags & RENDER_LIGHT))
260         {
261                 // highly rare
262                 VectorSet(ambient4f, 1, 1, 1);
263                 maxnearlights = 0;
264         }
265         else if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT))
266                 maxnearlights = 0;
267         else
268         {
269                 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
270                 {
271                         r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
272                         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
273                         VectorNormalize(diffusenormal);
274                 }
275                 else
276                         VectorSet(ambient4f, 1, 1, 1);
277         }
278
279         // scale of the model's coordinate space, to alter light attenuation to match
280         // make the mscale squared so it can scale the squared distance results
281         mscale = ent->scale * ent->scale;
282         // FIXME: no support for .lights on non-Q1BSP?
283         nl = &nearlight[0];
284         for (i = 0;i < ent->numentlights;i++)
285         {
286                 sl = r_refdef.worldmodel->brushq1.lights + ent->entlights[i];
287                 stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
288                 VectorSubtract (ent->origin, sl->origin, v);
289                 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
290                 VectorScale(sl->light, f, ambientcolor);
291                 intensity = DotProduct(ambientcolor, ambientcolor);
292                 if (f < 0)
293                         intensity *= -1.0f;
294                 if (nearlights < maxnearlights)
295                         j = nearlights++;
296                 else
297                 {
298                         for (j = 0;j < maxnearlights;j++)
299                         {
300                                 if (nearlight[j].intensity < intensity)
301                                 {
302                                         if (nearlight[j].intensity > 0)
303                                                 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
304                                         break;
305                                 }
306                         }
307                 }
308                 if (j >= maxnearlights)
309                 {
310                         // this light is less significant than all others,
311                         // add it to ambient
312                         if (intensity > 0)
313                                 VectorAdd(ambient4f, ambientcolor, ambient4f);
314                 }
315                 else
316                 {
317                         nl = nearlight + j;
318                         nl->intensity = intensity;
319                         // transform the light into the model's coordinate system
320                         if (worldcoords)
321                                 VectorCopy(sl->origin, nl->origin);
322                         else
323                                 Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
324                         // integrate mscale into falloff, for maximum speed
325                         nl->falloff = sl->falloff * mscale;
326                         VectorCopy(ambientcolor, nl->ambientlight);
327                         nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
328                         nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
329                         nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
330                         nl->subtract = sl->subtract;
331                         nl->offset = sl->distbias;
332                 }
333         }
334         if (ent->flags & RENDER_TRANSPARENT)
335         {
336                 // FIXME: this dlighting doesn't look like rtlights
337                 for (i = 0;i < r_numdlights;i++)
338                 {
339                         light = r_dlight + i;
340                         VectorCopy(light->origin, v);
341                         if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
342                         if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
343                         if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
344                         VectorSubtract (v, light->origin, v);
345                         if (DotProduct(v, v) < light->rtlight.lightmap_cullradius2)
346                         {
347                                 if (CL_TraceBox(ent->origin, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction != 1)
348                                         continue;
349                                 VectorSubtract (ent->origin, light->origin, v);
350                                 f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - light->rtlight.lightmap_subtract);
351                                 VectorScale(light->rtlight.lightmap_light, f, ambientcolor);
352                                 intensity = DotProduct(ambientcolor, ambientcolor);
353                                 if (f < 0)
354                                         intensity *= -1.0f;
355                                 if (nearlights < maxnearlights)
356                                         j = nearlights++;
357                                 else
358                                 {
359                                         for (j = 0;j < maxnearlights;j++)
360                                         {
361                                                 if (nearlight[j].intensity < intensity)
362                                                 {
363                                                         if (nearlight[j].intensity > 0)
364                                                                 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
365                                                         break;
366                                                 }
367                                         }
368                                 }
369                                 if (j >= maxnearlights)
370                                 {
371                                         // this light is less significant than all others,
372                                         // add it to ambient
373                                         if (intensity > 0)
374                                                 VectorAdd(ambient4f, ambientcolor, ambient4f);
375                                 }
376                                 else
377                                 {
378                                         nl = nearlight + j;
379                                         nl->intensity = intensity;
380                                         // transform the light into the model's coordinate system
381                                         if (worldcoords)
382                                                 VectorCopy(light->origin, nl->origin);
383                                         else
384                                         {
385                                                 Matrix4x4_Transform(&ent->inversematrix, light->origin, nl->origin);
386                                                 /*
387                                                 Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
388                                                 , rd - r_dlight, ent->model->name
389                                                 , light->origin[0], light->origin[1], light->origin[2]
390                                                 , nl->origin[0], nl->origin[1], nl->origin[2]
391                                                 , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
392                                                 , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
393                                                 , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
394                                                 , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
395                                                 */
396                                         }
397                                         // integrate mscale into falloff, for maximum speed
398                                         nl->falloff = mscale;
399                                         VectorCopy(ambientcolor, nl->ambientlight);
400                                         nl->light[0] = light->rtlight.lightmap_light[0] * colorr * 4.0f;
401                                         nl->light[1] = light->rtlight.lightmap_light[1] * colorg * 4.0f;
402                                         nl->light[2] = light->rtlight.lightmap_light[2] * colorb * 4.0f;
403                                         nl->subtract = light->rtlight.lightmap_subtract;
404                                         nl->offset = LIGHTOFFSET;
405                                 }
406                         }
407                 }
408         }
409         ambient4f[0] *= colorr;
410         ambient4f[1] *= colorg;
411         ambient4f[2] *= colorb;
412         ambient4f[3] = colora;
413         diffusecolor[0] *= colorr;
414         diffusecolor[1] *= colorg;
415         diffusecolor[2] *= colorb;
416         return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0;
417 }
418
419 void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
420 {
421         int i, j, usediffuse;
422         float color[4], v[3], dot, dist2, f, dnormal[3];
423         nearlight_t *nl;
424         usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
425         // negate the diffuse normal to avoid the need to negate the
426         // dotproduct on each vertex
427         VectorNegate(diffusenormal, dnormal);
428         if (usediffuse)
429                 VectorNormalize(dnormal);
430         // directional shading code here
431         for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
432         {
433                 VectorCopy4(ambientcolor4f, color);
434
435                 // silly directional diffuse shading
436                 if (usediffuse)
437                 {
438                         dot = DotProduct(normal3f, dnormal);
439                         if (dot > 0)
440                                 VectorMA(color, dot, diffusecolor, color);
441                 }
442
443                 // pretty good lighting
444                 for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
445                 {
446                         VectorSubtract(nl->origin, vertex3f, v);
447                         // first eliminate negative lighting (back side)
448                         dot = DotProduct(normal3f, v);
449                         if (dot > 0)
450                         {
451                                 // we'll need this again later to normalize the dotproduct
452                                 dist2 = DotProduct(v,v);
453                                 // do the distance attenuation math
454                                 f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
455                                 if (f > 0)
456                                 {
457                                         // we must divide dot by sqrt(dist2) to compensate for
458                                         // the fact we did not normalize v before doing the
459                                         // dotproduct, the result is in the range 0 to 1 (we
460                                         // eliminated negative numbers already)
461                                         f *= dot / sqrt(dist2);
462                                         // blend in the lighting
463                                         VectorMA(color, f, nl->light, color);
464                                 }
465                         }
466                 }
467                 VectorCopy4(color, color4f);
468         }
469 }
470
471 void R_UpdateEntLights(entity_render_t *ent)
472 {
473         int i;
474         const mlight_t *sl;
475         vec3_t v;
476         if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT))
477                 return;
478         VectorSubtract(ent->origin, ent->entlightsorigin, v);
479         if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
480         {
481                 ent->entlightstime = realtime + 0.1;
482                 VectorCopy(ent->origin, ent->entlightsorigin);
483                 ent->numentlights = 0;
484                 if (r_refdef.worldmodel)
485                         for (i = 0, sl = r_refdef.worldmodel->brushq1.lights;i < r_refdef.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
486                                 if (CL_TraceBox(ent->origin, vec3_origin, vec3_origin, sl->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
487                                         ent->entlights[ent->numentlights++] = i;
488         }
489         ent->entlightsframe = r_framecount;
490 }
491