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.
23 #include "cl_collision.h"
26 rdlight_t r_dlight[MAX_DLIGHTS];
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", "1"};
34 static rtexture_t *lightcorona;
35 static rtexturepool_t *lighttexturepool;
37 void r_light_start(void)
41 qbyte pixels[32][32][4];
42 lighttexturepool = R_AllocTexturePool();
43 for (y = 0;y < 32;y++)
45 dy = (y - 15.5f) * (1.0f / 16.0f);
46 for (x = 0;x < 32;x++)
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));
54 pixels[y][x][3] = 255;
57 lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
60 void r_light_shutdown(void)
62 lighttexturepool = NULL;
66 void r_light_newmap(void)
69 for (i = 0;i < 256;i++)
70 d_lightstylevalue[i] = 264; // normal light value
73 void R_Light_Init(void)
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);
87 void R_AnimateLight (void)
93 // 'm' is normal light, 'a' is no light, 'z' is double bright
94 i = (int)(cl.time * 10);
95 for (j = 0;j < MAX_LIGHTSTYLES;j++)
97 if (!cl_lightstyle || !cl_lightstyle[j].length)
99 d_lightstylevalue[j] = 256;
102 k = i % cl_lightstyle[j].length;
103 k = cl_lightstyle[j].map[k] - 'a';
105 d_lightstylevalue[j] = k;
110 void R_BuildLightList(void)
119 if (!r_dynamic.integer || !cl_dlights)
122 for (i = 0;i < MAX_DLIGHTS;i++)
127 rd = &r_dlight[r_numdlights++];
128 VectorCopy(cd->origin, rd->origin);
129 VectorScale(cd->color, d_lightstylevalue[cd->style] * (1.0f / 256.0f), rd->color);
130 rd->radius = bound(0, cd->radius, 2048.0f);
131 VectorScale(rd->color, rd->radius * 64.0f, rd->light);
133 rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
134 // clamp radius to avoid overflowing division table in lightmap code
135 rd->cullradius2 = bound(0, rd->cullradius2, 2048.0f*2048.0f);
136 rd->cullradius = sqrt(rd->cullradius2);
138 rd->cullradius = rd->radius;
139 rd->cullradius2 = rd->cullradius * rd->cullradius;
141 rd->subtract = 1.0f / rd->cullradius2;
143 rd->cubemapnum = cd->cubemapnum;
144 rd->shadow = cd->shadow;
145 rd->corona = cd->corona;
147 rd->matrix_lighttoworld = cd->matrix;
148 Matrix4x4_ConcatScale(&rd->matrix_lighttoworld, rd->cullradius);
149 Matrix4x4_Invert_Simple(&rd->matrix_worldtolight, &rd->matrix_lighttoworld);
150 Matrix4x4_Concat(&rd->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rd->matrix_worldtolight);
151 Matrix4x4_Concat(&rd->matrix_worldtoattenuationz, &matrix_attenuationz, &rd->matrix_worldtolight);
153 c_dlights++; // count every dlight in use
157 void R_DrawCoronas(void)
160 float cscale, scale, viewdist, dist;
163 if (!r_coronas.integer)
165 R_Mesh_Matrix(&r_identitymatrix);
166 viewdist = DotProduct(r_vieworigin, r_viewforward);
167 if (r_shadow_realtime_world.integer)
169 for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
171 if (wl->corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(wl->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(wl->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
173 cscale = wl->corona * r_coronas.value * 0.25f;
174 scale = wl->radius * 0.25f;
175 R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, wl->color[0] * cscale, wl->color[1] * cscale, wl->color[2] * cscale, 1);
179 for (i = 0;i < r_numdlights;i++)
182 if (rd->corona * r_coronas.value > 0 && (dist = (DotProduct(rd->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(rd->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
184 cscale = rd->corona * r_coronas.value * 0.25f;
185 scale = rd->radius * 0.25f;
186 if (gl_flashblend.integer)
191 R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, rd->color[0] * cscale, rd->color[1] * cscale, rd->color[2] * cscale, 1);
197 =============================================================================
201 =============================================================================
204 static int lightpvsbytes;
205 static qbyte lightpvs[(MAX_MAP_LEAFS+7)>>3];
212 static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits)
218 // for comparisons to minimum acceptable light
219 while(node->contents >= 0)
221 dist = PlaneDiff(lightorigin, node->plane);
222 if (dist > rd->cullradius)
223 node = node->children[0];
226 if (dist >= -rd->cullradius)
227 R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, node->children[0], pvs, pvsbits);
228 node = node->children[1];
232 // check if leaf is visible according to pvs
233 leaf = (mleaf_t *)node;
234 i = (leaf - ent->model->brushq1.leafs) - 1;
235 if (leaf->nummarksurfaces && (i >= pvsbits || pvs[i >> 3] & (1 << (i & 7))))
237 int *surfacepvsframes, d, impacts, impactt;
238 float sdist, maxdist, dist2, impact[3];
241 maxdist = rd->cullradius2;
242 surfacepvsframes = ent->model->brushq1.surfacepvsframes;
243 for (i = 0;i < leaf->nummarksurfaces;i++)
245 if (surfacepvsframes[leaf->firstmarksurface[i]] != ent->model->brushq1.pvsframecount)
247 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[i];
248 dist = sdist = PlaneDiff(lightorigin, surf->plane);
249 if (surf->flags & SURF_PLANEBACK)
252 if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
256 if (dist2 >= maxdist)
259 VectorCopy(lightorigin, impact);
260 if (surf->plane->type >= 3)
261 VectorMA(impact, -sdist, surf->plane->normal, impact);
263 impact[surf->plane->type] -= sdist;
265 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
267 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
272 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
274 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
279 if (surf->dlightframe != r_framecount) // not dynamic until now
281 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;
282 surf->dlightframe = r_framecount;
283 surf->cached_dlight = true;
285 surf->dlightbits[bitindex] |= bit;
290 void R_MarkLights(entity_render_t *ent)
292 int i, bit, bitindex;
295 if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.numleafs)
297 for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
301 Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
303 if (r_vismarklights.integer && ent->model->brush.FatPVS)
304 lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs));
305 R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brushq1.visleafs));
311 =============================================================================
315 =============================================================================
318 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf)
320 VectorClear(diffusecolor);
321 VectorClear(diffusenormal);
323 if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint)
325 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
326 cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
329 VectorSet(ambientcolor, 1, 1, 1);
331 // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
332 if (cl.worldmodel->brushq1.numlights)
338 for (i = 0;i < cl.worldmodel->brushq1.numlights;i++)
340 sl = cl.worldmodel->brushq1.lights + i;
341 if (d_lightstylevalue[sl->style] > 0)
343 VectorSubtract (p, sl->origin, v);
344 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
345 if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
347 f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
348 VectorMA(ambientcolor, f, sl->light, ambientcolor);
359 // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
360 for (i = 0;i < r_numdlights;i++)
363 VectorSubtract(p, rd->origin, v);
364 f = DotProduct(v, v);
365 if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
367 f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
368 VectorMA(ambientcolor, f, rd->light, ambientcolor);
379 // how much this light would contribute to ambient if replaced
384 // used for choosing only the brightest lights
389 static int nearlights;
390 static nearlight_t nearlight[MAX_DLIGHTS];
392 int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
394 int i, j, maxnearlights;
395 float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
401 maxnearlights = r_modellights.integer;
402 ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
403 VectorClear(diffusecolor);
404 VectorClear(diffusenormal);
405 if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
408 VectorSet(ambient4f, 1, 1, 1);
411 else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
415 if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
417 cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
418 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
419 VectorNormalize(diffusenormal);
422 VectorSet(ambient4f, 1, 1, 1);
425 // scale of the model's coordinate space, to alter light attenuation to match
426 // make the mscale squared so it can scale the squared distance results
427 mscale = ent->scale * ent->scale;
428 // FIXME: no support for .lights on non-Q1BSP?
430 for (i = 0;i < ent->numentlights;i++)
432 sl = cl.worldmodel->brushq1.lights + ent->entlights[i];
433 stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
434 VectorSubtract (ent->origin, sl->origin, v);
435 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
436 VectorScale(sl->light, f, ambientcolor);
437 intensity = DotProduct(ambientcolor, ambientcolor);
440 if (nearlights < maxnearlights)
444 for (j = 0;j < maxnearlights;j++)
446 if (nearlight[j].intensity < intensity)
448 if (nearlight[j].intensity > 0)
449 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
454 if (j >= maxnearlights)
456 // this light is less significant than all others,
459 VectorAdd(ambient4f, ambientcolor, ambient4f);
464 nl->intensity = intensity;
465 // transform the light into the model's coordinate system
467 VectorCopy(sl->origin, nl->origin);
469 Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
470 // integrate mscale into falloff, for maximum speed
471 nl->falloff = sl->falloff * mscale;
472 VectorCopy(ambientcolor, nl->ambientlight);
473 nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
474 nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
475 nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
476 nl->subtract = sl->subtract;
477 nl->offset = sl->distbias;
480 if (!r_shadow_realtime_dlight.integer)
482 for (i = 0;i < r_numdlights;i++)
485 VectorCopy(rd->origin, v);
486 if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
487 if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
488 if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
489 VectorSubtract (v, rd->origin, v);
490 if (DotProduct(v, v) < rd->cullradius2)
492 if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1)
494 VectorSubtract (ent->origin, rd->origin, v);
495 f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
496 VectorScale(rd->light, f, ambientcolor);
497 intensity = DotProduct(ambientcolor, ambientcolor);
500 if (nearlights < maxnearlights)
504 for (j = 0;j < maxnearlights;j++)
506 if (nearlight[j].intensity < intensity)
508 if (nearlight[j].intensity > 0)
509 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
514 if (j >= maxnearlights)
516 // this light is less significant than all others,
519 VectorAdd(ambient4f, ambientcolor, ambient4f);
524 nl->intensity = intensity;
525 // transform the light into the model's coordinate system
527 VectorCopy(rd->origin, nl->origin);
530 Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
532 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"
533 , rd - r_dlight, ent->model->name
534 , rd->origin[0], rd->origin[1], rd->origin[2]
535 , nl->origin[0], nl->origin[1], nl->origin[2]
536 , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
537 , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
538 , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
539 , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
542 // integrate mscale into falloff, for maximum speed
543 nl->falloff = mscale;
544 VectorCopy(ambientcolor, nl->ambientlight);
545 nl->light[0] = rd->light[0] * colorr * 4.0f;
546 nl->light[1] = rd->light[1] * colorg * 4.0f;
547 nl->light[2] = rd->light[2] * colorb * 4.0f;
548 nl->subtract = rd->subtract;
549 nl->offset = LIGHTOFFSET;
554 ambient4f[0] *= colorr;
555 ambient4f[1] *= colorg;
556 ambient4f[2] *= colorb;
557 ambient4f[3] = colora;
558 diffusecolor[0] *= colorr;
559 diffusecolor[1] *= colorg;
560 diffusecolor[2] *= colorb;
561 return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0;
564 void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
566 int i, j, usediffuse;
567 float color[4], v[3], dot, dist2, f, dnormal[3];
569 usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
570 // negate the diffuse normal to avoid the need to negate the
571 // dotproduct on each vertex
572 VectorNegate(diffusenormal, dnormal);
574 VectorNormalize(dnormal);
575 // directional shading code here
576 for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
578 VectorCopy4(ambientcolor4f, color);
580 // silly directional diffuse shading
583 dot = DotProduct(normal3f, dnormal);
585 VectorMA(color, dot, diffusecolor, color);
588 // pretty good lighting
589 for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
591 VectorSubtract(vertex3f, nl->origin, v);
592 // first eliminate negative lighting (back side)
593 dot = DotProduct(normal3f, v);
596 // we'll need this again later to normalize the dotproduct
597 dist2 = DotProduct(v,v);
598 // do the distance attenuation math
599 f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
602 // we must divide dot by sqrt(dist2) to compensate for
603 // the fact we did not normalize v before doing the
604 // dotproduct, the result is in the range 0 to 1 (we
605 // eliminated negative numbers already)
606 f *= dot / sqrt(dist2);
607 // blend in the lighting
608 VectorMA(color, f, nl->light, color);
612 VectorCopy4(color, color4f);
616 void R_UpdateEntLights(entity_render_t *ent)
621 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
623 VectorSubtract(ent->origin, ent->entlightsorigin, v);
624 if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
626 ent->entlightstime = realtime + 0.1;
627 VectorCopy(ent->origin, ent->entlightsorigin);
628 ent->numentlights = 0;
630 for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
631 if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
632 ent->entlights[ent->numentlights++] = i;
634 ent->entlightsframe = r_framecount;