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      1 /*
      2 Copyright (C) 1996-1997 Id Software, Inc.
      3 
      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.
      8 
      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.
     12 
     13 See the GNU General Public License for more details.
     14 
     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.
     18 
     19 */
     20 // r_light.c
     21 
     22 #include "quakedef.h"
     23 #include "r_local.h"
     24 
     25 int	r_dlightframecount;
     26 
     27 
     28 /*
     29 ==================
     30 R_AnimateLight
     31 ==================
     32 */
     33 void R_AnimateLight (void)
     34 {
     35 	int			i,j,k;
     36 
     37 //
     38 // light animations
     39 // 'm' is normal light, 'a' is no light, 'z' is double bright
     40 	i = (int)(cl.time*10);
     41 	for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
     42 	{
     43 		if (!cl_lightstyle[j].length)
     44 		{
     45 			d_lightstylevalue[j] = 256;
     46 			continue;
     47 		}
     48 		k = i % cl_lightstyle[j].length;
     49 		k = cl_lightstyle[j].map[k] - 'a';
     50 		k = k*22;
     51 		d_lightstylevalue[j] = k;
     52 	}
     53 }
     54 
     55 
     56 /*
     57 =============================================================================
     58 
     59 DYNAMIC LIGHTS
     60 
     61 =============================================================================
     62 */
     63 
     64 /*
     65 =============
     66 R_MarkLights
     67 =============
     68 */
     69 void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
     70 {
     71 	mplane_t	*splitplane;
     72 	float		dist;
     73 	msurface_t	*surf;
     74 	int			i;
     75 
     76 	if (node->contents < 0)
     77 		return;
     78 
     79 	splitplane = node->plane;
     80 	dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
     81 
     82 	if (dist > light->radius)
     83 	{
     84 		R_MarkLights (light, bit, node->children[0]);
     85 		return;
     86 	}
     87 	if (dist < -light->radius)
     88 	{
     89 		R_MarkLights (light, bit, node->children[1]);
     90 		return;
     91 	}
     92 
     93 // mark the polygons
     94 	surf = cl.worldmodel->surfaces + node->firstsurface;
     95 	for (i=0 ; i<node->numsurfaces ; i++, surf++)
     96 	{
     97 		if (surf->dlightframe != r_dlightframecount)
     98 		{
     99 			surf->dlightbits = 0;
    100 			surf->dlightframe = r_dlightframecount;
    101 		}
    102 		surf->dlightbits |= bit;
    103 	}
    104 
    105 	R_MarkLights (light, bit, node->children[0]);
    106 	R_MarkLights (light, bit, node->children[1]);
    107 }
    108 
    109 
    110 /*
    111 =============
    112 R_PushDlights
    113 =============
    114 */
    115 void R_PushDlights (void)
    116 {
    117 	int		i;
    118 	dlight_t	*l;
    119 
    120 	r_dlightframecount = r_framecount + 1;	// because the count hasn't
    121 											//  advanced yet for this frame
    122 	l = cl_dlights;
    123 
    124 	for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
    125 	{
    126 		if (l->die < cl.time || !l->radius)
    127 			continue;
    128 		R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
    129 	}
    130 }
    131 
    132 
    133 /*
    134 =============================================================================
    135 
    136 LIGHT SAMPLING
    137 
    138 =============================================================================
    139 */
    140 
    141 int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
    142 {
    143 	int			r;
    144 	float		front, back, frac;
    145 	int			side;
    146 	mplane_t	*plane;
    147 	vec3_t		mid;
    148 	msurface_t	*surf;
    149 	int			s, t, ds, dt;
    150 	int			i;
    151 	mtexinfo_t	*tex;
    152 	byte		*lightmap;
    153 	unsigned	scale;
    154 	int			maps;
    155 
    156 	if (node->contents < 0)
    157 		return -1;		// didn't hit anything
    158 
    159 // calculate mid point
    160 
    161 // FIXME: optimize for axial
    162 	plane = node->plane;
    163 	front = DotProduct (start, plane->normal) - plane->dist;
    164 	back = DotProduct (end, plane->normal) - plane->dist;
    165 	side = front < 0;
    166 
    167 	if ( (back < 0) == side)
    168 		return RecursiveLightPoint (node->children[side], start, end);
    169 
    170 	frac = front / (front-back);
    171 	mid[0] = start[0] + (end[0] - start[0])*frac;
    172 	mid[1] = start[1] + (end[1] - start[1])*frac;
    173 	mid[2] = start[2] + (end[2] - start[2])*frac;
    174 
    175 // go down front side
    176 	r = RecursiveLightPoint (node->children[side], start, mid);
    177 	if (r >= 0)
    178 		return r;		// hit something
    179 
    180 	if ( (back < 0) == side )
    181 		return -1;		// didn't hit anuthing
    182 
    183 // check for impact on this node
    184 
    185 	surf = cl.worldmodel->surfaces + node->firstsurface;
    186 	for (i=0 ; i<node->numsurfaces ; i++, surf++)
    187 	{
    188 		if (surf->flags & SURF_DRAWTILED)
    189 			continue;	// no lightmaps
    190 
    191 		tex = surf->texinfo;
    192 
    193 		s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
    194 		t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
    195 
    196 		if (s < surf->texturemins[0] ||
    197 		t < surf->texturemins[1])
    198 			continue;
    199 
    200 		ds = s - surf->texturemins[0];
    201 		dt = t - surf->texturemins[1];
    202 
    203 		if ( ds > surf->extents[0] || dt > surf->extents[1] )
    204 			continue;
    205 
    206 		if (!surf->samples)
    207 			return 0;
    208 
    209 		ds >>= 4;
    210 		dt >>= 4;
    211 
    212 		lightmap = surf->samples;
    213 		r = 0;
    214 		if (lightmap)
    215 		{
    216 
    217 			lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
    218 
    219 			for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
    220 					maps++)
    221 			{
    222 				scale = d_lightstylevalue[surf->styles[maps]];
    223 				r += *lightmap * scale;
    224 				lightmap += ((surf->extents[0]>>4)+1) *
    225 						((surf->extents[1]>>4)+1);
    226 			}
    227 
    228 			r >>= 8;
    229 		}
    230 
    231 		return r;
    232 	}
    233 
    234 // go down back side
    235 	return RecursiveLightPoint (node->children[!side], mid, end);
    236 }
    237 
    238 int R_LightPoint (vec3_t p)
    239 {
    240 	vec3_t		end;
    241 	int			r;
    242 
    243 	if (!cl.worldmodel->lightdata)
    244 		return 255;
    245 
    246 	end[0] = p[0];
    247 	end[1] = p[1];
    248 	end[2] = p[2] - 2048;
    249 
    250 	r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
    251 
    252 	if (r == -1)
    253 		r = 0;
    254 
    255 	if (r < r_refdef.ambientlight)
    256 		r = r_refdef.ambientlight;
    257 
    258 	return r;
    259 }
    260 
    261