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-rw-r--r--src/renderer/tr_light.c395
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diff --git a/src/renderer/tr_light.c b/src/renderer/tr_light.c
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-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-Copyright (C) 2000-2009 Darklegion Development
-
-This file is part of Tremulous.
-
-Tremulous 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.
-
-Tremulous 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 Tremulous; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-// tr_light.c
-
-#include "tr_local.h"
-
-#define DLIGHT_AT_RADIUS 16
-// at the edge of a dlight's influence, this amount of light will be added
-
-#define DLIGHT_MINIMUM_RADIUS 16
-// never calculate a range less than this to prevent huge light numbers
-
-
-/*
-===============
-R_TransformDlights
-
-Transforms the origins of an array of dlights.
-Used by both the front end (for DlightBmodel) and
-the back end (before doing the lighting calculation)
-===============
-*/
-void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or) {
- int i;
- vec3_t temp;
-
- for ( i = 0 ; i < count ; i++, dl++ ) {
- VectorSubtract( dl->origin, or->origin, temp );
- dl->transformed[0] = DotProduct( temp, or->axis[0] );
- dl->transformed[1] = DotProduct( temp, or->axis[1] );
- dl->transformed[2] = DotProduct( temp, or->axis[2] );
- }
-}
-
-/*
-=============
-R_DlightBmodel
-
-Determine which dynamic lights may effect this bmodel
-=============
-*/
-void R_DlightBmodel( bmodel_t *bmodel ) {
- int i, j;
- dlight_t *dl;
- int mask;
- msurface_t *surf;
-
- // transform all the lights
- R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.or );
-
- mask = 0;
- for ( i=0 ; i<tr.refdef.num_dlights ; i++ ) {
- dl = &tr.refdef.dlights[i];
-
- // see if the point is close enough to the bounds to matter
- for ( j = 0 ; j < 3 ; j++ ) {
- if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
- break;
- }
- if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
- break;
- }
- }
- if ( j < 3 ) {
- continue;
- }
-
- // we need to check this light
- mask |= 1 << i;
- }
-
- tr.currentEntity->needDlights = (mask != 0);
-
- // set the dlight bits in all the surfaces
- for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
- surf = bmodel->firstSurface + i;
-
- if ( *surf->data == SF_FACE ) {
- ((srfSurfaceFace_t *)surf->data)->dlightBits = mask;
- } else if ( *surf->data == SF_GRID ) {
- ((srfGridMesh_t *)surf->data)->dlightBits = mask;
- } else if ( *surf->data == SF_TRIANGLES ) {
- ((srfTriangles_t *)surf->data)->dlightBits = mask;
- }
- }
-}
-
-
-/*
-=============================================================================
-
-LIGHT SAMPLING
-
-=============================================================================
-*/
-
-extern cvar_t *r_ambientScale;
-extern cvar_t *r_directedScale;
-extern cvar_t *r_debugLight;
-
-/*
-=================
-R_SetupEntityLightingGrid
-
-=================
-*/
-static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
- vec3_t lightOrigin;
- int pos[3];
- int i, j;
- byte *gridData;
- float frac[3];
- int gridStep[3];
- vec3_t direction;
- float totalFactor;
-
- if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
- // seperate lightOrigins are needed so an object that is
- // sinking into the ground can still be lit, and so
- // multi-part models can be lit identically
- VectorCopy( ent->e.lightingOrigin, lightOrigin );
- } else {
- VectorCopy( ent->e.origin, lightOrigin );
- }
-
- VectorSubtract( lightOrigin, tr.world->lightGridOrigin, lightOrigin );
- for ( i = 0 ; i < 3 ; i++ ) {
- float v;
-
- v = lightOrigin[i]*tr.world->lightGridInverseSize[i];
- pos[i] = floor( v );
- frac[i] = v - pos[i];
- if ( pos[i] < 0 ) {
- pos[i] = 0;
- } else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) {
- pos[i] = tr.world->lightGridBounds[i] - 1;
- }
- }
-
- VectorClear( ent->ambientLight );
- VectorClear( ent->directedLight );
- VectorClear( direction );
-
- assert( tr.world->lightGridData ); // NULL with -nolight maps
-
- // trilerp the light value
- gridStep[0] = 8;
- gridStep[1] = 8 * tr.world->lightGridBounds[0];
- gridStep[2] = 8 * tr.world->lightGridBounds[0] * tr.world->lightGridBounds[1];
- gridData = tr.world->lightGridData + pos[0] * gridStep[0]
- + pos[1] * gridStep[1] + pos[2] * gridStep[2];
-
- totalFactor = 0;
- for ( i = 0 ; i < 8 ; i++ ) {
- float factor;
- byte *data;
- int lat, lng;
- vec3_t normal;
- #if idppc
- float d0, d1, d2, d3, d4, d5;
- #endif
- factor = 1.0;
- data = gridData;
- for ( j = 0 ; j < 3 ; j++ ) {
- if ( i & (1<<j) ) {
- factor *= frac[j];
- data += gridStep[j];
- } else {
- factor *= (1.0f - frac[j]);
- }
- }
-
- if ( !(data[0]+data[1]+data[2]) ) {
- continue; // ignore samples in walls
- }
- totalFactor += factor;
- #if idppc
- d0 = data[0]; d1 = data[1]; d2 = data[2];
- d3 = data[3]; d4 = data[4]; d5 = data[5];
-
- ent->ambientLight[0] += factor * d0;
- ent->ambientLight[1] += factor * d1;
- ent->ambientLight[2] += factor * d2;
-
- ent->directedLight[0] += factor * d3;
- ent->directedLight[1] += factor * d4;
- ent->directedLight[2] += factor * d5;
- #else
- ent->ambientLight[0] += factor * data[0];
- ent->ambientLight[1] += factor * data[1];
- ent->ambientLight[2] += factor * data[2];
-
- ent->directedLight[0] += factor * data[3];
- ent->directedLight[1] += factor * data[4];
- ent->directedLight[2] += factor * data[5];
- #endif
- 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 )
-
- normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
- normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
- normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
-
- VectorMA( direction, factor, normal, direction );
- }
-
- if ( totalFactor > 0 && totalFactor < 0.99 ) {
- totalFactor = 1.0f / totalFactor;
- VectorScale( ent->ambientLight, totalFactor, ent->ambientLight );
- VectorScale( ent->directedLight, totalFactor, ent->directedLight );
- }
-
- VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight );
- VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight );
-
- VectorNormalize2( direction, ent->lightDir );
-}
-
-
-/*
-===============
-LogLight
-===============
-*/
-static void LogLight( trRefEntity_t *ent ) {
- int max1, max2;
-
- if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
- return;
- }
-
- max1 = ent->ambientLight[0];
- if ( ent->ambientLight[1] > max1 ) {
- max1 = ent->ambientLight[1];
- } else if ( ent->ambientLight[2] > max1 ) {
- max1 = ent->ambientLight[2];
- }
-
- max2 = ent->directedLight[0];
- if ( ent->directedLight[1] > max2 ) {
- max2 = ent->directedLight[1];
- } else if ( ent->directedLight[2] > max2 ) {
- max2 = ent->directedLight[2];
- }
-
- ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 );
-}
-
-/*
-=================
-R_SetupEntityLighting
-
-Calculates all the lighting values that will be used
-by the Calc_* functions
-=================
-*/
-void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
- int i;
- dlight_t *dl;
- float power;
- vec3_t dir;
- float d;
- vec3_t lightDir;
- vec3_t lightOrigin;
-
- // lighting calculations
- if ( ent->lightingCalculated ) {
- return;
- }
- ent->lightingCalculated = qtrue;
-
- //
- // trace a sample point down to find ambient light
- //
- if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
- // seperate lightOrigins are needed so an object that is
- // sinking into the ground can still be lit, and so
- // multi-part models can be lit identically
- VectorCopy( ent->e.lightingOrigin, lightOrigin );
- } else {
- VectorCopy( ent->e.origin, lightOrigin );
- }
-
- // if NOWORLDMODEL, only use dynamic lights (menu system, etc)
- if ( !(refdef->rdflags & RDF_NOWORLDMODEL )
- && tr.world->lightGridData ) {
- R_SetupEntityLightingGrid( ent );
- } else {
- ent->ambientLight[0] = ent->ambientLight[1] =
- ent->ambientLight[2] = tr.identityLight * 150;
- ent->directedLight[0] = ent->directedLight[1] =
- ent->directedLight[2] = tr.identityLight * 150;
- VectorCopy( tr.sunDirection, ent->lightDir );
- }
-
- // bonus items and view weapons have a fixed minimum add
- if ( 1 /* ent->e.renderfx & RF_MINLIGHT */ ) {
- // give everything a minimum light add
- ent->ambientLight[0] += tr.identityLight * 32;
- ent->ambientLight[1] += tr.identityLight * 32;
- ent->ambientLight[2] += tr.identityLight * 32;
- }
-
- //
- // modify the light by dynamic lights
- //
- d = VectorLength( ent->directedLight );
- VectorScale( ent->lightDir, d, lightDir );
-
- for ( i = 0 ; i < refdef->num_dlights ; i++ ) {
- dl = &refdef->dlights[i];
- VectorSubtract( dl->origin, lightOrigin, dir );
- d = VectorNormalize( dir );
-
- power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
- if ( d < DLIGHT_MINIMUM_RADIUS ) {
- d = DLIGHT_MINIMUM_RADIUS;
- }
- d = power / ( d * d );
-
- VectorMA( ent->directedLight, d, dl->color, ent->directedLight );
- VectorMA( lightDir, d, dir, lightDir );
- }
-
- // clamp ambient
- for ( i = 0 ; i < 3 ; i++ ) {
- if ( ent->ambientLight[i] > tr.identityLightByte ) {
- ent->ambientLight[i] = tr.identityLightByte;
- }
- }
-
- if ( r_debugLight->integer ) {
- LogLight( ent );
- }
-
- // save out the byte packet version
- ((byte *)&ent->ambientLightInt)[0] = ri.ftol(ent->ambientLight[0]);
- ((byte *)&ent->ambientLightInt)[1] = ri.ftol(ent->ambientLight[1]);
- ((byte *)&ent->ambientLightInt)[2] = ri.ftol(ent->ambientLight[2]);
- ((byte *)&ent->ambientLightInt)[3] = 0xff;
-
- // transform the direction to local space
- VectorNormalize( lightDir );
- ent->lightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
- ent->lightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
- ent->lightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
-}
-
-/*
-=================
-R_LightForPoint
-=================
-*/
-int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
-{
- trRefEntity_t ent;
-
- if ( tr.world->lightGridData == NULL )
- return qfalse;
-
- Com_Memset(&ent, 0, sizeof(ent));
- VectorCopy( point, ent.e.origin );
- R_SetupEntityLightingGrid( &ent );
- VectorCopy(ent.ambientLight, ambientLight);
- VectorCopy(ent.directedLight, directedLight);
- VectorCopy(ent.lightDir, lightDir);
-
- return qtrue;
-}