ref: a2c587e7d7a8b72a7ef9afcd119d8cfb20076b54
dir: /r_light.c/
#include "quakedef.h"
int r_dlightframecount;
/*
==================
R_AnimateLight
==================
*/
void R_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 ; j<Nlights ; j++)
{
if (!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
}
k = i % cl_lightstyle[j].length;
k = cl_lightstyle[j].map[k] - 'a';
k = k*22;
d_lightstylevalue[j] = k;
}
}
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_MarkLights
=============
*/
void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
unsigned i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
if (dist > light->radius)
{
R_MarkLights (light, bit, node->children[0]);
return;
}
if (dist < -light->radius)
{
R_MarkLights (light, bit, node->children[1]);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->dlightframe != r_dlightframecount)
{
surf->dlightbits = 0;
surf->dlightframe = r_dlightframecount;
}
surf->dlightbits |= bit;
}
R_MarkLights (light, bit, node->children[0]);
R_MarkLights (light, bit, node->children[1]);
}
/*
=============
R_PushDlights
=============
*/
void R_PushDlights (void)
{
int i;
dlight_t *l;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
l = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
{
if (l->die < cl.time || !l->radius)
continue;
R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
static int
RecursiveLightPoint(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;
unsigned i;
mtexinfo_t *tex;
byte *lightmap;
unsigned scale;
int maps;
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 RecursiveLightPoint(node->children[side], start, end, r);
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
if(RecursiveLightPoint(node->children[side], start, mid, r) >= 0)
return 0; // hit something
if((back < 0) == side)
return -1; // didn't hit anything
// check for impact on this node
surf = cl.worldmodel->surfaces + node->firstsurface;
for(i = 0; i < node->numsurfaces; i++, surf++){
if(surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProductDouble(mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProductDouble(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] = r[1] = r[2] = 0;
if(lightmap != nil){
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[0] += lightmap[0] * scale;
r[1] += lightmap[1] * scale;
r[2] += lightmap[2] * scale;
lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1) * 3;
}
r[0] >>= 8;
r[1] >>= 8;
r[2] >>= 8;
}
return 0;
}
// go down back side
return RecursiveLightPoint(node->children[!side], mid, end, r);
}
void
R_LightPoint(vec3_t p, int *r)
{
vec3_t end;
if (!cl.worldmodel->lightdata){
r[0] = 255;
r[1] = 255;
r[2] = 255;
return;
}
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
r[0] = r[1] = r[2] = -1024;
RecursiveLightPoint (cl.worldmodel->nodes, p, end, r);
r[0] = max(r[0], r_refdef.ambientlight[0]);
r[1] = max(r[1], r_refdef.ambientlight[1]);
r[2] = max(r[2], r_refdef.ambientlight[2]);
}