/* 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{ int i, j; vec3_t v, v_right, v_up; float length, rad, *bub_sin, *bub_cos; // don't draw our own powerup glow - OUTDATED: see below, why // if (light->key == cl.viewentity) // return; rad = light->radius * 0.35; VectorSubtract (light->origin, r_origin, v); length = VectorNormalize (v); if (length < rad) { // view is inside the dlight // joe: this looks ugly, so I decided NOT TO use it... // V_AddLightBlend (1, 0.5, 0, light->radius * 0.0003); return; } glBegin (GL_TRIANGLE_FAN); if (light->type == lt_explosion2 || light->type == lt_explosion3) glColor3fv (ExploColor); 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); glColor3ubv (color_black); 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 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); } glColor3ubv (color_white); glDepthMask (GL_TRUE); glEnable (GL_TEXTURE_2D); glShadeModel (GL_FLAT); glDisable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ============= R_MarkLights ============= */ /* void R_MarkLights (dlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; int i; if (node->contents < 0) return; splitplane = node->plane; dist = PlaneDiff(light->origin, splitplane); if (dist > light->radius) { R_MarkLights (light, bit, node->children[0]); return; } if (dist < -light->radius) { R_MarkLights (light, bit, node->children[1]); return; } // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->dlightframe != r_dlightframecount) { surf->dlightbits = 0; surf->dlightframe = r_dlightframecount; } surf->dlightbits |= bit; } R_MarkLights (light, bit, node->children[0]); R_MarkLights (light, bit, node->children[1]); } */ // joe: this is said to be faster, so I use it instead void R_MarkLights (dlight_t *light, int bit, mnode_t *node) { int i, j, s, t; float dist, l, maxdist; vec3_t impact; mplane_t *splitplane; msurface_t *surf; 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); } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ mplane_t *lightplane; vec3_t lightspot, lightcolor; 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); VectorInterpolate (start, frac, end, mid); // 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 (r_fullbright.value || !cl.worldmodel->lightdata) { lightcolor[0] = lightcolor[1] = lightcolor[2] = 255; return 255; } end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; VectorClear (lightcolor); RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end); return (lightcolor[0] + lightcolor[1] + lightcolor[2]) / 3.0; } /* ============================================================================= VERTEX LIGHTING ============================================================================= */ float vlight_pitch = 45; float vlight_yaw = 45; float vlight_highcut = 128; float vlight_lowcut = 60; byte anorm_pitch[NUMVERTEXNORMALS]; byte anorm_yaw[NUMVERTEXNORMALS]; byte vlighttable[256][256]; float R_GetVertexLightValue (byte ppitch, byte pyaw, float apitch, float ayaw) { int pitchofs, yawofs; float retval; pitchofs = ppitch + (apitch * 256 / 360); yawofs = pyaw + (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 (byte ppitch1, byte pyaw1, byte ppitch2, byte pyaw2, float ilerp, float apitch, float ayaw) { float lightval1, lightval2, val; lightval1 = R_GetVertexLightValue (ppitch1, pyaw1, apitch, ayaw); lightval2 = R_GetVertexLightValue (ppitch2, pyaw2, apitch, ayaw); val = (lightval2 * ilerp) + (lightval1 * (1 - ilerp)); return val; } void R_ResetAnormTable (void) { int i, j; float angle, sp, sy, cp, cy, precut; vec3_t normal, lightvec, ang; // 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