/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_light.c #include "quakedef.h" int r_dlightframecount; /* ================== R_AnimateLight ================== */ void R_AnimateLight (void) { int i, j, k; // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright i = (int)(cl.time*10); for (j=0 ; j=0 ; i--) { a = i/16.0 * M_PI*2; *bub_sin++ = sin(a); *bub_cos++ = cos(a); } } float bubblecolor[NUM_DLIGHTTYPES][4] = { {0.2, 0.1, 0.05}, // dimlight or brightlight (lt_default) {0.2, 0.1, 0.05}, // muzzleflash {0.2, 0.1, 0.05}, // explosion {0.2, 0.1, 0.05}, // rocket {0.5, 0.05, 0.05}, // red {0.05, 0.05, 0.3}, // blue {0.5, 0.05, 0.4} // red + blue }; void R_RenderDlight (dlight_t *light) { int i, j; vec3_t v, v_right, v_up; float length, rad, *bub_sin, *bub_cos; rad = light->radius * 0.35; VectorSubtract (light->origin, r_origin, v); length = VectorNormalize (v); // view is inside the dlight if (length < rad) return; glBegin (GL_TRIANGLE_FAN); if (light->type == lt_explosion2 || light->type == lt_explosion3) { glColor3fv (ExploColor); Con_DPrintf ("%f %f %f\n", ExploColor[0], ExploColor[1], ExploColor[2]); //joe-DEBUG } else { glColor3fv (bubblecolor[light->type]); } VectorVectors(v, v_right, v_up); if (length - rad > 8) { VectorScale (v, rad, v); } else { // make sure the light bubble will not be clipped by near z clip plane VectorScale (v, length - 8, v); } VectorSubtract (light->origin, v, v); glVertex3fv (v); glColor3f (0, 0, 0); bub_sin = bubble_sintable; bub_cos = bubble_costable; for (i=16; i>=0; i--) { for (j=0 ; j<3 ; j++) { v[j] = light->origin[j] + (v_right[j]*(*bub_cos) + v_up[j]*(*bub_sin)) * rad; } bub_sin++; bub_cos++; glVertex3fv (v); } glEnd (); } /* ============= R_RenderDlights ============= */ void R_RenderDlights (void) { int i; dlight_t *l; if (!gl_flashblend.value) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame // disble drawing fog here if (gl_fogenable.value) { glDisable(GL_FOG); } glDepthMask (GL_FALSE); glDisable (GL_TEXTURE_2D); glShadeModel (GL_SMOOTH); glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); l = cl_dlights; for (i=0 ; idie < cl.time || !l->radius) continue; R_RenderDlight (l); } glColor3f (1, 1, 1); glDisable (GL_BLEND); glEnable (GL_TEXTURE_2D); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask (GL_TRUE); if (gl_fogenable.value) { glEnable(GL_FOG); } } /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ============= R_MarkLights ============= */ void R_MarkLights (dlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist, l, maxdist; msurface_t *surf; int i, j, s, t; vec3_t impact; loc0: if (node->contents < 0) return; splitplane = node->plane; dist = PlaneDiff(light->origin, splitplane); if (dist > light->radius) { node = node->children[0]; goto loc0; } if (dist < -light->radius) { node = node->children[1]; goto loc0; } maxdist = light->radius * light->radius; // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { for (j=0 ; j<3 ; j++) impact[j] = light->origin[j] - surf->plane->normal[j]*dist; // clamp center of light to corner and check brightness l = DotProduct(impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; s = l + 0.5; s = bound(0, s, surf->extents[0]); s = l - s; l = DotProduct(impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; t = l + 0.5; t = bound(0, t, surf->extents[1]); t = l - t; // compare to minimum light if ((s*s + t*t + dist*dist) < maxdist) { if (surf->dlightframe != r_dlightframecount) // not dynamic until now { surf->dlightbits = bit; surf->dlightframe = r_dlightframecount; } else // already dynamic { surf->dlightbits |= bit; } } } if (node->children[0]->contents >= 0) R_MarkLights (light, bit, node->children[0]); if (node->children[1]->contents >= 0) R_MarkLights (light, bit, node->children[1]); } /* ============= R_PushDlights ============= */ void R_PushDlights (void) { int i; dlight_t *l; if (gl_flashblend.value) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame l = cl_dlights; for (i=0 ; idie < cl.time || !l->radius) continue; R_MarkLights (l, 1<nodes); } } /* ============================================================================= VERTEX LIGHTING ============================================================================= */ #define NUMVERTEXNORMALS 162 float r_avertexnormals[NUMVERTEXNORMALS][3] = { #include "anorms.h" }; byte anorm_pitch[NUMVERTEXNORMALS]; byte anorm_yaw[NUMVERTEXNORMALS]; float vlight_pitch = 45; float vlight_yaw = 45; float vlight_highcut = 128; float vlight_lowcut = 60; byte vlighttable[256][256]; float R_GetVertexLightValue (int index, float apitch, float ayaw) { int pitchofs, yawofs; float retval; pitchofs = anorm_pitch[index] + (apitch * 256 / 360); yawofs = anorm_yaw[index] + (ayaw * 256 / 360); while (pitchofs > 255) pitchofs -= 256; while (yawofs > 255) yawofs -= 256; while (pitchofs < 0) pitchofs += 256; while (yawofs < 0) yawofs += 256; retval = vlighttable[pitchofs][yawofs]; return retval / 256; } float R_LerpVertexLight (int index1, int index2, float ilerp, float apitch, float ayaw) { float lightval1, lightval2, val; lightval1 = R_GetVertexLightValue (index1, apitch, ayaw); lightval2 = R_GetVertexLightValue (index2, apitch, ayaw); val = (lightval2*ilerp) + (lightval1*(1-ilerp)); return val; } float R_VertexLight (int index, float apitch, float ayaw) { float lightval, val; lightval = R_GetVertexLightValue (index, apitch, ayaw); val = lightval; return val; } void R_InitVertexLights (void) { int i, j; float forward, yaw, pitch, angle, sp, sy, cp, cy, precut; vec3_t normal, lightvec; // Define the light vector here angle = DEG2RAD(vlight_pitch); sy = sin(angle); cy = cos(angle); angle = DEG2RAD(-vlight_yaw); sp = sin(angle); cp = cos(angle); lightvec[0] = cp*cy; lightvec[1] = cp*sy; lightvec[2] = -sp; // First thing that needs to be done is the conversion of the // anorm table into a pitch/yaw table for (i=0 ; i 0) pitch = 90; else pitch = 270; } else { yaw = (int)(atan2(r_avertexnormals[i][1], r_avertexnormals[i][0]) * 57.295779513082320); if (yaw < 0) yaw += 360; forward = sqrt(r_avertexnormals[i][0]*r_avertexnormals[i][0] + r_avertexnormals[i][1]*r_avertexnormals[i][1]); pitch = (int)(atan2(r_avertexnormals[i][2], forward) * 57.295779513082320); if (pitch < 0) pitch += 360; } anorm_pitch[i] = pitch * 256 / 360; anorm_yaw[i] = yaw * 256 / 360; } // Next, a light value table must be constructed for pitch/yaw offsets // DotProduct values // DotProduct values never go higher than 2, so store bytes as // (product * 127.5) for (i=0 ; i<256 ; i++) { angle = DEG2RAD(i * 360 / 256); sy = sin(angle); cy = cos(angle); for (j=0 ; j<256 ; j++) { angle = DEG2RAD(j * 360 / 256); sp = sin(angle); cp = cos(angle); normal[0] = cp*cy; normal[1] = cp*sy; normal[2] = -sp; precut = ((DotProduct(normal, lightvec) + 2) * 31.5); precut = (precut - (vlight_lowcut)) * 256 / (vlight_highcut - vlight_lowcut); if (precut > 255) precut = 255; if (precut < 0) precut = 0; vlighttable[i][j] = precut; } } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ mplane_t *lightplane; vec3_t lightspot; vec3_t lightcolor; // joe: imported from FuhQuake int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) { float front, back, frac; vec3_t mid; loc0: if (node->contents < 0) { return false; // didn't hit anything } // calculate mid point if (node->plane->type < 3) { front = start[node->plane->type] - node->plane->dist; back = end[node->plane->type] - node->plane->dist; } else { front = DotProduct(start, node->plane->normal) - node->plane->dist; back = DotProduct(end, node->plane->normal) - node->plane->dist; } // optimized recursion if ((back < 0) == (front < 0)) { node = node->children[front < 0]; goto loc0; } frac = front / (front-back); mid[0] = start[0] + (end[0] - start[0]) * frac; mid[1] = start[1] + (end[1] - start[1]) * frac; mid[2] = start[2] + (end[2] - start[2]) * frac; // go down front side if (RecursiveLightPoint (color, node->children[front < 0], start, mid)) { return true; // hit something } else { int i, ds, dt; msurface_t *surf; // check for impact on this node VectorCopy (mid, lightspot); lightplane = node->plane; surf = cl.worldmodel->surfaces + node->firstsurface; for (i = 0 ; i < node->numsurfaces ; i++, surf++) { if (surf->flags & SURF_DRAWTILED) continue; // no lightmaps ds = (int)((float)DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]); dt = (int)((float)DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]); if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) continue; ds -= surf->texturemins[0]; dt -= surf->texturemins[1]; if (ds > surf->extents[0] || dt > surf->extents[1]) continue; if (surf->samples) { //enhanced to interpolate lighting byte *lightmap; 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; float scale; line3 = ((surf->extents[0] >> 4) + 1) * 3; lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = (float)d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0; r00 += (float)lightmap[0] * scale; g00 += (float)lightmap[1] * scale; b00 += (float)lightmap[2] * scale; r01 += (float)lightmap[3] * scale; g01 += (float)lightmap[4] * scale; b01 += (float)lightmap[5] * scale; r10 += (float)lightmap[line3+0] * scale; g10 += (float)lightmap[line3+1] * scale; b10 += (float)lightmap[line3+2] * scale; r11 += (float)lightmap[line3+3] * scale; g11 += (float)lightmap[line3+4] * scale; b11 += (float)lightmap[line3+5] * scale; lightmap += ((surf->extents[0] >> 4) + 1) * ((surf->extents[1] >> 4) +1 ) * 3; // LordHavoc: *3 for colored lighting } color[0] += (float)((int)((((((((r11 - r10) * dsfrac) >> 4) + r10) - ((((r01 - r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01 - r00) * dsfrac) >> 4) + r00))); color[1] += (float)((int)((((((((g11 - g10) * dsfrac) >> 4) + g10) - ((((g01 - g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01 - g00) * dsfrac) >> 4) + g00))); color[2] += (float)((int)((((((((b11 - b10) * dsfrac) >> 4) + b10) - ((((b01 - b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01 - b00) * dsfrac) >> 4) + b00))); } return true; // success } // go down back side return RecursiveLightPoint (color, node->children[front >= 0], mid, end); } } int R_LightPoint (vec3_t p) { vec3_t end; if (!cl.worldmodel->lightdata) return 255; end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; lightcolor[0] = lightcolor[1] = lightcolor[2] = 0; RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end); return (lightcolor[0] + lightcolor[1] + lightcolor[2]) / 3.0; }