/* 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" #include "r_local.h" int r_dlightframecount; /* ================== R_AnimateLight ================== */ void SWR_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 ; jcontents < 0) return; splitplane = node->plane; dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; if (dist > light->radius) { SWR_MarkLights (light, bit, node->children[0]); return; } if (dist < -light->radius) { SWR_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; } SWR_MarkLights (light, bit, node->children[0]); SWR_MarkLights (light, bit, node->children[1]); } void SWR_Q2MarkLights (dlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; int i; if (node->contents != -1) return; splitplane = node->plane; dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; if (dist > light->radius) { SWR_Q2MarkLights (light, bit, node->children[0]); return; } if (dist < -light->radius) { SWR_Q2MarkLights (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; } SWR_Q2MarkLights (light, bit, node->children[0]); SWR_Q2MarkLights (light, bit, node->children[1]); } /* ============= R_PushDlights ============= */ void SWR_PushDlights (void) { int i; dlight_t *l; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame if (!r_dynamic.value) return; l = cl_dlights; if (cl.worldmodel->fromgame == fg_quake2) { for (i=0 ; idie < cl.time || !l->radius) continue; SWR_Q2MarkLights ( l, 1<nodes ); } } else { for (i=0 ; idie < cl.time || !l->radius) continue; SWR_MarkLights ( l, 1<nodes ); } } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ int SWRecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end) { int r; float front, back, frac; int side; mplane_t *plane; vec3_t mid; msurface_t *surf; int s, t, ds, dt; int i; mtexinfo_t *tex; qbyte *lightmap; unsigned scale; int maps; if (cl.worldmodel->fromgame == fg_quake2) { if (node->contents != -1) return -1; // solid } else if (node->contents < 0) return -1; // didn't hit anything // calculate mid point // FIXME: optimize for axial plane = node->plane; front = DotProduct (start, plane->normal) - plane->dist; back = DotProduct (end, plane->normal) - plane->dist; side = front < 0; if ( (back < 0) == side) return SWRecursiveLightPoint (node->children[side], start, end); 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 r = SWRecursiveLightPoint (node->children[side], start, mid); if (r >= 0) return r; // hit something if ( (back < 0) == side ) return -1; // didn't hit anuthing // check for impact on this node surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags & SURF_DRAWTILED) continue; // no lightmaps tex = surf->texinfo; s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]; t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];; if (s < surf->texturemins[0] || t < surf->texturemins[1]) continue; ds = s - surf->texturemins[0]; dt = t - surf->texturemins[1]; if ( ds > surf->extents[0] || dt > surf->extents[1] ) continue; if (!surf->samples) return 0; ds >>= 4; dt >>= 4; lightmap = surf->samples; r = 0; if (lightmap) { lightmap += (dt * ((surf->extents[0]>>4)+1) + ds); for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; r += *lightmap * scale; lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1); } r >>= 8; } return r; } // go down back side return SWRecursiveLightPoint (node->children[!side], mid, end); } int SWRecursiveLightPoint3C (mnode_t *node, vec3_t start, vec3_t end) { int r; float front, back, frac; int side; mplane_t *plane; vec3_t mid; msurface_t *surf; int s, t, ds, dt; int i; mtexinfo_t *tex; qbyte *lightmap; unsigned scale; int maps; if (cl.worldmodel->fromgame == fg_quake2) { if (node->contents != -1) return -1; // solid } else if (node->contents < 0) return -1; // didn't hit anything // calculate mid point // FIXME: optimize for axial plane = node->plane; front = DotProduct (start, plane->normal) - plane->dist; back = DotProduct (end, plane->normal) - plane->dist; side = front < 0; if ( (back < 0) == side) return SWRecursiveLightPoint3C (node->children[side], start, end); 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 r = SWRecursiveLightPoint (node->children[side], start, mid); if (r >= 0) return r; // hit something if ( (back < 0) == side ) return -1; // didn't hit anuthing // check for impact on this node surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags & SURF_DRAWTILED) continue; // no lightmaps tex = surf->texinfo; s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]; t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];; if (s < surf->texturemins[0] || t < surf->texturemins[1]) continue; ds = s - surf->texturemins[0]; dt = t - surf->texturemins[1]; if ( ds > surf->extents[0] || dt > surf->extents[1] ) continue; if (!surf->samples) return 0; ds >>= 4; dt >>= 4; lightmap = surf->samples; r = 0; if (lightmap) { lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3; for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; r += (lightmap[0]+lightmap[1]+lightmap[2])/3 * scale; lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; } r >>= 8; } return r; } // go down back side return SWRecursiveLightPoint3C (node->children[!side], mid, end); } int SWR_LightPoint (vec3_t p) { vec3_t end; int r; extern qboolean r_usinglits; if (r_refdef.flags & 1 || !cl.worldmodel || !cl.worldmodel->lightdata) return 255; end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; if (r_usinglits) r = SWRecursiveLightPoint3C (cl.worldmodel->nodes, p, end); else r = SWRecursiveLightPoint (cl.worldmodel->nodes, p, end); if (r == -1) r = 0; if (r < r_refdef.ambientlight) r = r_refdef.ambientlight; return r; } void SWQ1BSP_LightPointValues(vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir) { vec3_t end; float r; res_dir[0] = 0; //software doesn't load luxes res_dir[1] = 1; res_dir[2] = 1; end[0] = point[0]; end[1] = point[1]; end[2] = point[2] - 2048; r = SWRecursiveLightPoint3C(cl.worldmodel->nodes, point, end); if (r < 0) { res_diffuse[0] = 0; res_diffuse[1] = 0; res_diffuse[2] = 0; res_ambient[0] = 0; res_ambient[1] = 0; res_ambient[2] = 0; } else { res_diffuse[0] = r; res_diffuse[1] = r; res_diffuse[2] = r; res_ambient[0] = r; res_ambient[1] = r; res_ambient[2] = r; } }