diff options
author | SmileTheory <SmileTheory@gmail.com> | 2013-01-30 17:27:36 -0800 |
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committer | Tim Angus <tim@ngus.net> | 2013-05-03 16:06:37 +0100 |
commit | b9374dfb56e7011204844029946cd814f425a65a (patch) | |
tree | 6114b82cfeb452b6f3257eae67a7e06aaa387051 /src/renderergl2/tr_bsp.c | |
parent | 38daed324464666b5a4bb6a758c60e960b4610f0 (diff) |
Starting sunlight experimentation branch
Diffstat (limited to 'src/renderergl2/tr_bsp.c')
-rw-r--r-- | src/renderergl2/tr_bsp.c | 186 |
1 files changed, 186 insertions, 0 deletions
diff --git a/src/renderergl2/tr_bsp.c b/src/renderergl2/tr_bsp.c index 824e6c2b..b85189fd 100644 --- a/src/renderergl2/tr_bsp.c +++ b/src/renderergl2/tr_bsp.c @@ -3348,6 +3348,192 @@ void RE_LoadWorldMap( const char *name ) { // determine vertex light directions R_CalcVertexLightDirs(); + // determine which parts of the map are in sunlight + if (0) + { + world_t *w; + + w = &s_worldData; + uint8_t *primaryLightGrid, *data; + int lightGridSize; + int i; + + lightGridSize = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2]; + primaryLightGrid = ri.Malloc(lightGridSize * sizeof(*primaryLightGrid)); + + memset(primaryLightGrid, 0, lightGridSize * sizeof(*primaryLightGrid)); + + data = w->lightGridData; + for (i = 0; i < lightGridSize; i++, data += 8) + { + int lat, lng; + vec3_t gridLightDir, gridLightCol; + + // skip samples in wall + if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) + continue; + + gridLightCol[0] = ByteToFloat(data[3]); + gridLightCol[1] = ByteToFloat(data[4]); + gridLightCol[2] = ByteToFloat(data[5]); + + lat = data[7]; + lng = data[6]; + lat *= (FUNCTABLE_SIZE/256); + lng *= (FUNCTABLE_SIZE/256); + + // decode X as cos( lat ) * sin( long ) + // decode Y as sin( lat ) * sin( long ) + // decode Z as cos( long ) + + gridLightDir[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng]; + gridLightDir[1] = tr.sinTable[lat] * tr.sinTable[lng]; + gridLightDir[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK]; + + // FIXME: magic number for determining if light direction is close enough to sunlight + if (DotProduct(gridLightDir, tr.sunDirection) > 0.75f) + { + primaryLightGrid[i] = 1; + } + else + { + primaryLightGrid[i] = 255; + } + } + + if (0) + { + int i; + byte *buffer = ri.Malloc(w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18); + byte *out; + uint8_t *in; + char fileName[MAX_QPATH]; + + Com_Memset (buffer, 0, 18); + buffer[2] = 2; // uncompressed type + buffer[12] = w->lightGridBounds[0] & 255; + buffer[13] = w->lightGridBounds[0] >> 8; + buffer[14] = w->lightGridBounds[1] & 255; + buffer[15] = w->lightGridBounds[1] >> 8; + buffer[16] = 24; // pixel size + + in = primaryLightGrid; + for (i = 0; i < w->lightGridBounds[2]; i++) + { + int j; + + sprintf(fileName, "primarylg%d.tga", i); + + out = buffer + 18; + for (j = 0; j < w->lightGridBounds[0] * w->lightGridBounds[1]; j++) + { + if (*in == 1) + { + *out++ = 255; + *out++ = 255; + *out++ = 255; + } + else if (*in == 255) + { + *out++ = 64; + *out++ = 64; + *out++ = 64; + } + else + { + *out++ = 0; + *out++ = 0; + *out++ = 0; + } + in++; + } + + ri.FS_WriteFile(fileName, buffer, w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18); + } + + ri.Free(buffer); + } + + for (i = 0; i < w->numWorldSurfaces; i++) + { + msurface_t *surf = w->surfaces + i; + cullinfo_t *ci = &surf->cullinfo; + + if(ci->type & CULLINFO_PLANE) + { + if (DotProduct(ci->plane.normal, tr.sunDirection) <= 0.0f) + { + //ri.Printf(PRINT_ALL, "surface %d is not oriented towards sunlight\n", i); + continue; + } + } + + if(ci->type & CULLINFO_BOX) + { + int ibounds[2][3], x, y, z, goodSamples, numSamples; + vec3_t lightOrigin; + + VectorSubtract( ci->bounds[0], w->lightGridOrigin, lightOrigin ); + + ibounds[0][0] = floor(lightOrigin[0] * w->lightGridInverseSize[0]); + ibounds[0][1] = floor(lightOrigin[1] * w->lightGridInverseSize[1]); + ibounds[0][2] = floor(lightOrigin[2] * w->lightGridInverseSize[2]); + + VectorSubtract( ci->bounds[1], w->lightGridOrigin, lightOrigin ); + + ibounds[1][0] = ceil(lightOrigin[0] * w->lightGridInverseSize[0]); + ibounds[1][1] = ceil(lightOrigin[1] * w->lightGridInverseSize[1]); + ibounds[1][2] = ceil(lightOrigin[2] * w->lightGridInverseSize[2]); + + ibounds[0][0] = CLAMP(ibounds[0][0], 0, w->lightGridSize[0]); + ibounds[0][1] = CLAMP(ibounds[0][1], 0, w->lightGridSize[1]); + ibounds[0][2] = CLAMP(ibounds[0][2], 0, w->lightGridSize[2]); + + ibounds[1][0] = CLAMP(ibounds[1][0], 0, w->lightGridSize[0]); + ibounds[1][1] = CLAMP(ibounds[1][1], 0, w->lightGridSize[1]); + ibounds[1][2] = CLAMP(ibounds[1][2], 0, w->lightGridSize[2]); + + /* + ri.Printf(PRINT_ALL, "surf %d bounds (%f %f %f)-(%f %f %f) ibounds (%d %d %d)-(%d %d %d)\n", i, + ci->bounds[0][0], ci->bounds[0][1], ci->bounds[0][2], + ci->bounds[1][0], ci->bounds[1][1], ci->bounds[1][2], + ibounds[0][0], ibounds[0][1], ibounds[0][2], + ibounds[1][0], ibounds[1][1], ibounds[1][2]); + */ + + goodSamples = 0; + numSamples = 0; + for (x = ibounds[0][0]; x <= ibounds[1][0]; x++) + { + for (y = ibounds[0][1]; y <= ibounds[1][1]; y++) + { + for (z = ibounds[0][2]; z <= ibounds[1][2]; z++) + { + uint8_t primaryLight = primaryLightGrid[x * 8 + y * 8 * w->lightGridBounds[0] + z * 8 * w->lightGridBounds[0] * w->lightGridBounds[2]]; + + if (primaryLight == 0) + continue; + + numSamples++; + + if (primaryLight == 1) + goodSamples++; + } + } + } + + // FIXME: magic number for determining whether object is mostly in sunlight + if (goodSamples > numSamples * 0.75f) + { + //ri.Printf(PRINT_ALL, "surface %d is in sunlight\n", i); + //surf->primaryLight = 1; + } + } + } + + ri.Free(primaryLightGrid); + } + // create static VBOS from the world R_CreateWorldVBO(); if (r_mergeLeafSurfaces->integer) |