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_UpdateLights(void)
94 // 'm' is normal light, 'a' is no light, 'z' is double bright
95 i = (int)(cl.time * 10);
96 for (j = 0;j < MAX_LIGHTSTYLES;j++)
98 if (!cl_lightstyle || !cl_lightstyle[j].length)
100 d_lightstylevalue[j] = 256;
103 k = i % cl_lightstyle[j].length;
104 k = cl_lightstyle[j].map[k] - 'a';
106 d_lightstylevalue[j] = k;
112 if (!r_dynamic.integer || !cl_dlights)
115 for (i = 0;i < MAX_DLIGHTS;i++)
120 rd = &r_dlight[r_numdlights++];
121 VectorCopy(cd->origin, rd->origin);
122 VectorScale(cd->color, d_lightstylevalue[cd->style] * (1.0f / 256.0f), rd->color);
123 rd->radius = bound(0, cd->radius, 2048.0f);
124 VectorScale(rd->color, rd->radius * 64.0f, rd->light);
126 rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
127 // clamp radius to avoid overflowing division table in lightmap code
128 rd->cullradius2 = bound(0, rd->cullradius2, 2048.0f*2048.0f);
129 rd->cullradius = sqrt(rd->cullradius2);
131 rd->cullradius = rd->radius;
132 rd->cullradius2 = rd->cullradius * rd->cullradius;
134 rd->subtract = 1.0f / rd->cullradius2;
136 rd->cubemapnum = cd->cubemapnum;
137 rd->shadow = cd->shadow;
138 rd->corona = cd->corona;
140 rd->matrix_lighttoworld = cd->matrix;
141 Matrix4x4_ConcatScale(&rd->matrix_lighttoworld, rd->cullradius);
142 Matrix4x4_Invert_Simple(&rd->matrix_worldtolight, &rd->matrix_lighttoworld);
143 Matrix4x4_Concat(&rd->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rd->matrix_worldtolight);
144 Matrix4x4_Concat(&rd->matrix_worldtoattenuationz, &matrix_attenuationz, &rd->matrix_worldtolight);
146 c_dlights++; // count every dlight in use
150 void R_DrawCoronas(void)
153 float cscale, scale, viewdist, dist;
156 if (!r_coronas.integer)
158 R_Mesh_Matrix(&r_identitymatrix);
159 viewdist = DotProduct(r_vieworigin, r_viewforward);
160 if (r_shadow_realtime_world.integer)
162 for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
164 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)
166 cscale = wl->corona * r_coronas.value * 0.25f;
167 scale = wl->radius * 0.25f;
168 R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, wl->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, wl->color[0] * cscale, wl->color[1] * cscale, wl->color[2] * cscale, 1);
172 for (i = 0;i < r_numdlights;i++)
175 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)
177 cscale = rd->corona * r_coronas.value * 0.25f;
178 scale = rd->radius * 0.25f;
179 if (gl_flashblend.integer)
184 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);
190 =============================================================================
194 =============================================================================
197 static int lightpvsbytes;
198 static qbyte lightpvs[(MAX_MAP_LEAFS+7)>>3];
205 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)
211 // for comparisons to minimum acceptable light
212 while(node->contents >= 0)
214 dist = PlaneDiff(lightorigin, node->plane);
215 if (dist > rd->cullradius)
216 node = node->children[0];
219 if (dist >= -rd->cullradius)
220 R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, node->children[0], pvs, pvsbits);
221 node = node->children[1];
225 // check if leaf is visible according to pvs
226 leaf = (mleaf_t *)node;
227 i = (leaf - ent->model->brushq1.leafs) - 1;
228 if (leaf->nummarksurfaces && (i >= pvsbits || pvs[i >> 3] & (1 << (i & 7))))
230 int *surfacepvsframes, d, impacts, impactt;
231 float sdist, maxdist, dist2, impact[3];
234 maxdist = rd->cullradius2;
235 surfacepvsframes = ent->model->brushq1.surfacepvsframes;
236 for (i = 0;i < leaf->nummarksurfaces;i++)
238 if (surfacepvsframes[leaf->firstmarksurface[i]] != ent->model->brushq1.pvsframecount)
240 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[i];
241 dist = sdist = PlaneDiff(lightorigin, surf->plane);
242 if (surf->flags & SURF_PLANEBACK)
245 if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
249 if (dist2 >= maxdist)
252 VectorCopy(lightorigin, impact);
253 if (surf->plane->type >= 3)
254 VectorMA(impact, -sdist, surf->plane->normal, impact);
256 impact[surf->plane->type] -= sdist;
258 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
260 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
265 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
267 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
272 if (surf->dlightframe != r_framecount) // not dynamic until now
274 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;
275 surf->dlightframe = r_framecount;
276 surf->cached_dlight = true;
278 surf->dlightbits[bitindex] |= bit;
283 void R_MarkLights(entity_render_t *ent)
285 int i, bit, bitindex;
288 if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.numleafs)
290 for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
294 Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
296 if (r_vismarklights.integer && ent->model->brush.FatPVS)
297 lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs));
298 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));
304 =============================================================================
308 =============================================================================
311 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf)
313 VectorClear(diffusecolor);
314 VectorClear(diffusenormal);
316 if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint)
318 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
319 cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
322 VectorSet(ambientcolor, 1, 1, 1);
324 // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
325 if (cl.worldmodel->brushq1.numlights)
331 for (i = 0;i < cl.worldmodel->brushq1.numlights;i++)
333 sl = cl.worldmodel->brushq1.lights + i;
334 if (d_lightstylevalue[sl->style] > 0)
336 VectorSubtract (p, sl->origin, v);
337 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
338 if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
340 f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
341 VectorMA(ambientcolor, f, sl->light, ambientcolor);
352 // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
353 for (i = 0;i < r_numdlights;i++)
356 VectorSubtract(p, rd->origin, v);
357 f = DotProduct(v, v);
358 if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
360 f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
361 VectorMA(ambientcolor, f, rd->light, ambientcolor);
372 // how much this light would contribute to ambient if replaced
377 // used for choosing only the brightest lights
382 static int nearlights;
383 static nearlight_t nearlight[MAX_DLIGHTS];
385 int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
387 int i, j, maxnearlights;
388 float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
394 maxnearlights = r_modellights.integer;
395 ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
396 VectorClear(diffusecolor);
397 VectorClear(diffusenormal);
398 if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
401 VectorSet(ambient4f, 1, 1, 1);
404 else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
408 if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
410 cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
411 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
412 VectorNormalize(diffusenormal);
415 VectorSet(ambient4f, 1, 1, 1);
418 // scale of the model's coordinate space, to alter light attenuation to match
419 // make the mscale squared so it can scale the squared distance results
420 mscale = ent->scale * ent->scale;
421 // FIXME: no support for .lights on non-Q1BSP?
423 for (i = 0;i < ent->numentlights;i++)
425 sl = cl.worldmodel->brushq1.lights + ent->entlights[i];
426 stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
427 VectorSubtract (ent->origin, sl->origin, v);
428 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
429 VectorScale(sl->light, f, ambientcolor);
430 intensity = DotProduct(ambientcolor, ambientcolor);
433 if (nearlights < maxnearlights)
437 for (j = 0;j < maxnearlights;j++)
439 if (nearlight[j].intensity < intensity)
441 if (nearlight[j].intensity > 0)
442 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
447 if (j >= maxnearlights)
449 // this light is less significant than all others,
452 VectorAdd(ambient4f, ambientcolor, ambient4f);
457 nl->intensity = intensity;
458 // transform the light into the model's coordinate system
460 VectorCopy(sl->origin, nl->origin);
462 Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
463 // integrate mscale into falloff, for maximum speed
464 nl->falloff = sl->falloff * mscale;
465 VectorCopy(ambientcolor, nl->ambientlight);
466 nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
467 nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
468 nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
469 nl->subtract = sl->subtract;
470 nl->offset = sl->distbias;
473 if (!r_shadow_realtime_dlight.integer)
475 for (i = 0;i < r_numdlights;i++)
478 VectorCopy(rd->origin, v);
479 if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
480 if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
481 if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
482 VectorSubtract (v, rd->origin, v);
483 if (DotProduct(v, v) < rd->cullradius2)
485 if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1)
487 VectorSubtract (ent->origin, rd->origin, v);
488 f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
489 VectorScale(rd->light, f, ambientcolor);
490 intensity = DotProduct(ambientcolor, ambientcolor);
493 if (nearlights < maxnearlights)
497 for (j = 0;j < maxnearlights;j++)
499 if (nearlight[j].intensity < intensity)
501 if (nearlight[j].intensity > 0)
502 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
507 if (j >= maxnearlights)
509 // this light is less significant than all others,
512 VectorAdd(ambient4f, ambientcolor, ambient4f);
517 nl->intensity = intensity;
518 // transform the light into the model's coordinate system
520 VectorCopy(rd->origin, nl->origin);
523 Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
525 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"
526 , rd - r_dlight, ent->model->name
527 , rd->origin[0], rd->origin[1], rd->origin[2]
528 , nl->origin[0], nl->origin[1], nl->origin[2]
529 , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
530 , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
531 , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
532 , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
535 // integrate mscale into falloff, for maximum speed
536 nl->falloff = mscale;
537 VectorCopy(ambientcolor, nl->ambientlight);
538 nl->light[0] = rd->light[0] * colorr * 4.0f;
539 nl->light[1] = rd->light[1] * colorg * 4.0f;
540 nl->light[2] = rd->light[2] * colorb * 4.0f;
541 nl->subtract = rd->subtract;
542 nl->offset = LIGHTOFFSET;
547 ambient4f[0] *= colorr;
548 ambient4f[1] *= colorg;
549 ambient4f[2] *= colorb;
550 ambient4f[3] = colora;
551 diffusecolor[0] *= colorr;
552 diffusecolor[1] *= colorg;
553 diffusecolor[2] *= colorb;
554 return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0;
557 void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
559 int i, j, usediffuse;
560 float color[4], v[3], dot, dist2, f, dnormal[3];
562 usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
563 // negate the diffuse normal to avoid the need to negate the
564 // dotproduct on each vertex
565 VectorNegate(diffusenormal, dnormal);
567 VectorNormalize(dnormal);
568 // directional shading code here
569 for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
571 VectorCopy4(ambientcolor4f, color);
573 // silly directional diffuse shading
576 dot = DotProduct(normal3f, dnormal);
578 VectorMA(color, dot, diffusecolor, color);
581 // pretty good lighting
582 for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
584 VectorSubtract(vertex3f, nl->origin, v);
585 // first eliminate negative lighting (back side)
586 dot = DotProduct(normal3f, v);
589 // we'll need this again later to normalize the dotproduct
590 dist2 = DotProduct(v,v);
591 // do the distance attenuation math
592 f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
595 // we must divide dot by sqrt(dist2) to compensate for
596 // the fact we did not normalize v before doing the
597 // dotproduct, the result is in the range 0 to 1 (we
598 // eliminated negative numbers already)
599 f *= dot / sqrt(dist2);
600 // blend in the lighting
601 VectorMA(color, f, nl->light, color);
605 VectorCopy4(color, color4f);
609 void R_UpdateEntLights(entity_render_t *ent)
614 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
616 VectorSubtract(ent->origin, ent->entlightsorigin, v);
617 if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
619 ent->entlightstime = realtime + 0.1;
620 VectorCopy(ent->origin, ent->entlightsorigin);
621 ent->numentlights = 0;
623 for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
624 if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
625 ent->entlights[ent->numentlights++] = i;
627 ent->entlightsframe = r_framecount;