std::list<light_t> lights

This commit is contained in:
Garux 2021-08-03 04:12:34 +03:00
parent a743668e44
commit f49639c697
6 changed files with 206 additions and 276 deletions

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@ -49,6 +49,15 @@ winding_t *AllocWinding( int points ){
return w; return w;
} }
winding_t AllocWinding_( int points ){
if ( points >= MAX_POINTS_ON_WINDING ) {
Error( "AllocWinding failed: MAX_POINTS_ON_WINDING exceeded" );
}
winding_t w;
w.reserve( points );
return w;
}
/* /*
============= =============
FreeWinding FreeWinding

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@ -41,6 +41,7 @@ enum EPlaneSide
}; };
winding_t *AllocWinding( int points ); winding_t *AllocWinding( int points );
winding_t AllocWinding_( int points );
float WindingArea( const winding_t& w ); float WindingArea( const winding_t& w );
Vector3 WindingCenter( const winding_t& w ); Vector3 WindingCenter( const winding_t& w );
void ClipWindingEpsilon( const winding_t& in, const Plane3f& plane, void ClipWindingEpsilon( const winding_t& in, const Plane3f& plane,

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@ -42,7 +42,6 @@ static void CreateSunLight( sun_t *sun ){
int i; int i;
float photons, d, angle, elevation, da, de; float photons, d, angle, elevation, da, de;
Vector3 direction; Vector3 direction;
light_t *light;
/* dummy check */ /* dummy check */
@ -98,28 +97,26 @@ static void CreateSunLight( sun_t *sun ){
/* create a light */ /* create a light */
numSunLights++; numSunLights++;
light = safe_calloc( sizeof( *light ) ); light_t& light = lights.emplace_front();
light->next = lights;
lights = light;
/* initialize the light */ /* initialize the light */
light->flags = LightFlags::DefaultSun; light.flags = LightFlags::DefaultSun;
light->type = ELightType::Sun; light.type = ELightType::Sun;
light->fade = 1.0f; light.fade = 1.0f;
light->falloffTolerance = falloffTolerance; light.falloffTolerance = falloffTolerance;
light->filterRadius = sun->filterRadius / sun->numSamples; light.filterRadius = sun->filterRadius / sun->numSamples;
light->style = noStyles ? LS_NORMAL : sun->style; light.style = noStyles ? LS_NORMAL : sun->style;
/* set the light's position out to infinity */ /* set the light's position out to infinity */
light->origin = direction * ( MAX_WORLD_COORD * 8.0f ); /* MAX_WORLD_COORD * 2.0f */ light.origin = direction * ( MAX_WORLD_COORD * 8.0f ); /* MAX_WORLD_COORD * 2.0f */
/* set the facing to be the inverse of the sun direction */ /* set the facing to be the inverse of the sun direction */
light->normal = -direction; light.normal = -direction;
light->dist = vector3_dot( light->origin, light->normal ); light.dist = vector3_dot( light.origin, light.normal );
/* set color and photons */ /* set color and photons */
light->color = sun->color; light.color = sun->color;
light->photons = photons * skyScale; light.photons = photons * skyScale;
} }
/* another sun? */ /* another sun? */
@ -203,22 +200,17 @@ static void CreateSkyLights( const Vector3& color, float value, int iterations,
*/ */
void CreateEntityLights( void ){ void CreateEntityLights( void ){
int j;
light_t *light, *light2;
const entity_t *e, *e2;
/* go through entity list and find lights */ /* go through entity list and find lights */
for ( std::size_t i = 0; i < entities.size(); ++i ) for ( std::size_t i = 0; i < entities.size(); ++i )
{ {
/* get entity */ /* get entity */
e = &entities[ i ]; const entity_t& e = entities[ i ];
/* ydnar: check for lightJunior */ /* ydnar: check for lightJunior */
bool junior; bool junior;
if ( e->classname_is( "lightJunior" ) ) { if ( e.classname_is( "lightJunior" ) ) {
junior = true; junior = true;
} }
else if ( e->classname_prefixed( "light" ) ) { else if ( e.classname_prefixed( "light" ) ) {
junior = false; junior = false;
} }
else{ else{
@ -226,18 +218,16 @@ void CreateEntityLights( void ){
} }
/* lights with target names (and therefore styles) are only parsed from BSP */ /* lights with target names (and therefore styles) are only parsed from BSP */
if ( !strEmpty( e->valueForKey( "targetname" ) ) && i >= numBSPEntities ) { if ( !strEmpty( e.valueForKey( "targetname" ) ) && i >= numBSPEntities ) {
continue; continue;
} }
/* create a light */ /* create a light */
numPointLights++; numPointLights++;
light = safe_calloc( sizeof( *light ) ); light_t& light = lights.emplace_front();
light->next = lights;
lights = light;
/* handle spawnflags */ /* handle spawnflags */
const int spawnflags = e->intForKey( "spawnflags" ); const int spawnflags = e.intForKey( "spawnflags" );
LightFlags flags; LightFlags flags;
/* ydnar: quake 3+ light behavior */ /* ydnar: quake 3+ light behavior */
@ -304,88 +294,88 @@ void CreateEntityLights( void ){
} }
/* store the flags */ /* store the flags */
light->flags = flags; light.flags = flags;
/* ydnar: set fade key (from wolf) */ /* ydnar: set fade key (from wolf) */
light->fade = 1.0f; light.fade = 1.0f;
if ( light->flags & LightFlags::AttenLinear ) { if ( light.flags & LightFlags::AttenLinear ) {
light->fade = e->floatForKey( "fade" ); light.fade = e.floatForKey( "fade" );
if ( light->fade == 0.0f ) { if ( light.fade == 0.0f ) {
light->fade = 1.0f; light.fade = 1.0f;
} }
} }
/* ydnar: set angle scaling (from vlight) */ /* ydnar: set angle scaling (from vlight) */
light->angleScale = e->floatForKey( "_anglescale" ); light.angleScale = e.floatForKey( "_anglescale" );
if ( light->angleScale != 0.0f ) { if ( light.angleScale != 0.0f ) {
light->flags |= LightFlags::AttenAngle; light.flags |= LightFlags::AttenAngle;
} }
/* set origin */ /* set origin */
light->origin = e->vectorForKey( "origin" ); light.origin = e.vectorForKey( "origin" );
e->read_keyvalue( light->style, "_style", "style" ); e.read_keyvalue( light.style, "_style", "style" );
if ( light->style < LS_NORMAL || light->style >= LS_NONE ) { if ( light.style < LS_NORMAL || light.style >= LS_NONE ) {
Error( "Invalid lightstyle (%d) on entity %zu", light->style, i ); Error( "Invalid lightstyle (%d) on entity %zu", light.style, i );
} }
/* set light intensity */ /* set light intensity */
float intensity = 300.f; float intensity = 300.f;
e->read_keyvalue( intensity, "_light", "light" ); e.read_keyvalue( intensity, "_light", "light" );
if ( intensity == 0.0f ) { if ( intensity == 0.0f ) {
intensity = 300.0f; intensity = 300.0f;
} }
{ /* ydnar: set light scale (sof2) */ { /* ydnar: set light scale (sof2) */
float scale; float scale;
if( e->read_keyvalue( scale, "scale" ) && scale != 0.f ) if( e.read_keyvalue( scale, "scale" ) && scale != 0.f )
intensity *= scale; intensity *= scale;
} }
/* ydnar: get deviance and samples */ /* ydnar: get deviance and samples */
const float deviance = std::max( 0.f, e->floatForKey( "_deviance", "_deviation", "_jitter" ) ); const float deviance = std::max( 0.f, e.floatForKey( "_deviance", "_deviation", "_jitter" ) );
const int numSamples = std::max( 1, e->intForKey( "_samples" ) ); const int numSamples = std::max( 1, e.intForKey( "_samples" ) );
intensity /= numSamples; intensity /= numSamples;
{ /* ydnar: get filter radius */ { /* ydnar: get filter radius */
light->filterRadius = std::max( 0.f, e->floatForKey( "_filterradius", "_filteradius", "_filter" ) ); light.filterRadius = std::max( 0.f, e.floatForKey( "_filterradius", "_filteradius", "_filter" ) );
} }
/* set light color */ /* set light color */
if ( e->read_keyvalue( light->color, "_color" ) ) { if ( e.read_keyvalue( light.color, "_color" ) ) {
if ( colorsRGB ) { if ( colorsRGB ) {
light->color[0] = Image_LinearFloatFromsRGBFloat( light->color[0] ); light.color[0] = Image_LinearFloatFromsRGBFloat( light.color[0] );
light->color[1] = Image_LinearFloatFromsRGBFloat( light->color[1] ); light.color[1] = Image_LinearFloatFromsRGBFloat( light.color[1] );
light->color[2] = Image_LinearFloatFromsRGBFloat( light->color[2] ); light.color[2] = Image_LinearFloatFromsRGBFloat( light.color[2] );
} }
if ( !( light->flags & LightFlags::Unnormalized ) ) { if ( !( light.flags & LightFlags::Unnormalized ) ) {
ColorNormalize( light->color ); ColorNormalize( light.color );
} }
} }
else{ else{
light->color.set( 1 ); light.color.set( 1 );
} }
if( !e->read_keyvalue( light->extraDist, "_extradist" ) ) if( !e.read_keyvalue( light.extraDist, "_extradist" ) )
light->extraDist = extraDist; light.extraDist = extraDist;
light->photons = intensity; light.photons = intensity;
light->type = ELightType::Point; light.type = ELightType::Point;
/* set falloff threshold */ /* set falloff threshold */
light->falloffTolerance = falloffTolerance / numSamples; light.falloffTolerance = falloffTolerance / numSamples;
/* lights with a target will be spotlights */ /* lights with a target will be spotlights */
const char *target; const char *target;
if ( e->read_keyvalue( target, "target" ) ) { if ( e.read_keyvalue( target, "target" ) ) {
/* get target */ /* get target */
e2 = FindTargetEntity( target ); const entity_t *e2 = FindTargetEntity( target );
if ( e2 == NULL ) { if ( e2 == NULL ) {
Sys_Warning( "light at (%i %i %i) has missing target\n", Sys_Warning( "light at (%i %i %i) has missing target\n",
(int) light->origin[ 0 ], (int) light->origin[ 1 ], (int) light->origin[ 2 ] ); (int) light.origin[ 0 ], (int) light.origin[ 1 ], (int) light.origin[ 2 ] );
light->photons *= pointScale; light.photons *= pointScale;
} }
else else
{ {
@ -394,72 +384,65 @@ void CreateEntityLights( void ){
numSpotLights++; numSpotLights++;
/* make a spotlight */ /* make a spotlight */
light->normal = e2->vectorForKey( "origin" ) - light->origin; light.normal = e2->vectorForKey( "origin" ) - light.origin;
float dist = VectorNormalize( light->normal ); float dist = VectorNormalize( light.normal );
float radius = e->floatForKey( "radius" ); float radius = e.floatForKey( "radius" );
if ( !radius ) { if ( !radius ) {
radius = 64; radius = 64;
} }
if ( !dist ) { if ( !dist ) {
dist = 64; dist = 64;
} }
light->radiusByDist = ( radius + 16 ) / dist; light.radiusByDist = ( radius + 16 ) / dist;
light->type = ELightType::Spot; light.type = ELightType::Spot;
/* ydnar: wolf mods: spotlights always use nonlinear + angle attenuation */ /* ydnar: wolf mods: spotlights always use nonlinear + angle attenuation */
light->flags &= ~LightFlags::AttenLinear; light.flags &= ~LightFlags::AttenLinear;
light->flags |= LightFlags::AttenAngle; light.flags |= LightFlags::AttenAngle;
light->fade = 1.0f; light.fade = 1.0f;
/* ydnar: is this a sun? */ /* ydnar: is this a sun? */
if ( e->boolForKey( "_sun" ) ) { if ( e.boolForKey( "_sun" ) ) {
/* not a spot light */ /* not a spot light */
numSpotLights--; numSpotLights--;
/* unlink this light */
lights = light->next;
/* make a sun */ /* make a sun */
sun_t sun; sun_t sun;
sun.direction = -light->normal; sun.direction = -light.normal;
sun.color = light->color; sun.color = light.color;
sun.photons = intensity; sun.photons = intensity;
sun.deviance = degrees_to_radians( deviance ); sun.deviance = degrees_to_radians( deviance );
sun.numSamples = numSamples; sun.numSamples = numSamples;
sun.style = noStyles ? LS_NORMAL : light->style; sun.style = noStyles ? LS_NORMAL : light.style;
sun.next = NULL; sun.next = NULL;
/* free original light before sun insertion */
lights.pop_front();
/* make a sun light */ /* make a sun light */
CreateSunLight( &sun ); CreateSunLight( &sun );
/* free original light */
free( light );
light = NULL;
/* skip the rest of this love story */ /* skip the rest of this love story */
continue; continue;
} }
else else
{ {
light->photons *= spotScale; light.photons *= spotScale;
} }
} }
} }
else{ else{
light->photons *= pointScale; light.photons *= pointScale;
} }
/* jitter the light */ /* jitter the light */
for ( j = 1; j < numSamples; j++ ) for ( int j = 1; j < numSamples; j++ )
{ {
/* create a light */ /* create a light */
light2 = safe_malloc( sizeof( *light ) ); light_t& light2 = lights.emplace_front( light );
memcpy( light2, light, sizeof( *light ) );
light2->next = lights;
lights = light2;
/* add to counts */ /* add to counts */
if ( light->type == ELightType::Spot ) { if ( light.type == ELightType::Spot ) {
numSpotLights++; numSpotLights++;
} }
else{ else{
@ -467,9 +450,9 @@ void CreateEntityLights( void ){
} }
/* jitter it */ /* jitter it */
light2->origin[ 0 ] = light->origin[ 0 ] + ( Random() * 2.0f - 1.0f ) * deviance; light2.origin[ 0 ] = light.origin[ 0 ] + ( Random() * 2.0f - 1.0f ) * deviance;
light2->origin[ 1 ] = light->origin[ 1 ] + ( Random() * 2.0f - 1.0f ) * deviance; light2.origin[ 1 ] = light.origin[ 1 ] + ( Random() * 2.0f - 1.0f ) * deviance;
light2->origin[ 2 ] = light->origin[ 2 ] + ( Random() * 2.0f - 1.0f ) * deviance; light2.origin[ 2 ] = light.origin[ 2 ] + ( Random() * 2.0f - 1.0f ) * deviance;
} }
} }
} }
@ -488,7 +471,6 @@ void CreateSurfaceLights( void ){
bspDrawSurface_t *ds; bspDrawSurface_t *ds;
surfaceInfo_t *info; surfaceInfo_t *info;
shaderInfo_t *si; shaderInfo_t *si;
light_t *light;
float subdivide; float subdivide;
clipWork_t cw; clipWork_t cw;
@ -526,20 +508,18 @@ void CreateSurfaceLights( void ){
/* autosprite shaders become point lights */ /* autosprite shaders become point lights */
if ( si->autosprite ) { if ( si->autosprite ) {
/* create a light */ /* create a light */
light = safe_calloc( sizeof( *light ) ); light_t& light = lights.emplace_front();
light->next = lights;
lights = light;
/* set it up */ /* set it up */
light->flags = LightFlags::DefaultQ3A; light.flags = LightFlags::DefaultQ3A;
light->type = ELightType::Point; light.type = ELightType::Point;
light->photons = si->value * pointScale; light.photons = si->value * pointScale;
light->fade = 1.0f; light.fade = 1.0f;
light->si = si; light.si = si;
light->origin = info->minmax.origin(); light.origin = info->minmax.origin();
light->color = si->color; light.color = si->color;
light->falloffTolerance = falloffTolerance; light.falloffTolerance = falloffTolerance;
light->style = si->lightStyle; light.style = si->lightStyle;
/* add to point light count and continue */ /* add to point light count and continue */
numPointLights++; numPointLights++;
@ -693,7 +673,6 @@ float PointToPolygonFormFactor( const Vector3& point, const Vector3& normal, con
*/ */
int LightContributionToSample( trace_t *trace ){ int LightContributionToSample( trace_t *trace ){
light_t *light;
float angle; float angle;
float add; float add;
float dist; float dist;
@ -703,7 +682,7 @@ int LightContributionToSample( trace_t *trace ){
bool doAddDeluxe = true; bool doAddDeluxe = true;
/* get light */ /* get light */
light = trace->light; const light_t *light = trace->light;
/* clear color */ /* clear color */
trace->forceSubsampling = 0.0f; /* to make sure */ trace->forceSubsampling = 0.0f; /* to make sure */
@ -811,7 +790,7 @@ int LightContributionToSample( trace_t *trace ){
else else
{ {
/* calculate the contribution */ /* calculate the contribution */
factor = PointToPolygonFormFactor( pushedOrigin, trace->normal, *light->w ); factor = PointToPolygonFormFactor( pushedOrigin, trace->normal, light->w );
if ( factor == 0.0f ) { if ( factor == 0.0f ) {
return 0; return 0;
} }
@ -1176,12 +1155,10 @@ void LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], Vector3 (&c
*/ */
bool LightContributionToPoint( trace_t *trace ){ bool LightContributionToPoint( trace_t *trace ){
light_t *light;
float add, dist; float add, dist;
/* get light */ /* get light */
light = trace->light; const light_t *light = trace->light;
/* clear color */ /* clear color */
trace->color.set( 0 ); trace->color.set( 0 );
@ -1258,7 +1235,7 @@ bool LightContributionToPoint( trace_t *trace ){
} }
/* calculate the contribution (ydnar 2002-10-21: [bug 642] bad normal calc) */ /* calculate the contribution (ydnar 2002-10-21: [bug 642] bad normal calc) */
factor = PointToPolygonFormFactor( pushedOrigin, trace->direction, *light->w ); factor = PointToPolygonFormFactor( pushedOrigin, trace->direction, light->w );
if ( factor == 0.0f ) { if ( factor == 0.0f ) {
return false; return false;
} }
@ -1447,8 +1424,9 @@ void TraceGrid( int num ){
/* trace to all the lights, find the major light direction, and divide the /* trace to all the lights, find the major light direction, and divide the
total light between that along the direction and the remaining in the ambient */ total light between that along the direction and the remaining in the ambient */
for ( trace.light = lights; trace.light != NULL; trace.light = trace.light->next ) for ( const light_t& light : lights )
{ {
trace.light = &light;
float addSize; float addSize;

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@ -41,20 +41,8 @@
*/ */
void RadFreeLights( void ){ void RadFreeLights( void ){
light_t *light, *next; lights.clear();
/* delete lights */
for ( light = lights; light; light = next )
{
next = light->next;
if ( light->w != NULL ) {
FreeWinding( light->w );
}
free( light );
}
numLights = 0; numLights = 0;
lights = NULL;
} }
@ -388,8 +376,6 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
int i, style = 0; int i, style = 0;
float dist, area, value; float dist, area, value;
Vector3 normal, color, gradient; Vector3 normal, color, gradient;
light_t *light, *splash;
winding_t *w;
/* dummy check */ /* dummy check */
@ -445,12 +431,10 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
} }
} }
/* create a regular winding and an average normal */ /* create an average normal */
w = AllocWinding( rw->numVerts );
normal.set( 0 ); normal.set( 0 );
for ( i = 0; i < rw->numVerts; i++ ) for ( i = 0; i < rw->numVerts; i++ )
{ {
w->push_back( rw->verts[ i ].xyz );
normal += rw->verts[ i ].normal; normal += rw->verts[ i ].normal;
} }
normal /= rw->numVerts; normal /= rw->numVerts;
@ -484,24 +468,26 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
break; break;
} }
/* create a light */
light = safe_calloc( sizeof( *light ) );
/* attach it */ /* create a light */
ThreadLock(); ThreadLock();
light->next = lights; light_t& light = lights.emplace_front();
lights = light;
ThreadUnlock(); ThreadUnlock();
/* initialize the light */ /* initialize the light */
light->flags = LightFlags::DefaultArea; light.flags = LightFlags::DefaultArea;
light->type = ELightType::Area; light.type = ELightType::Area;
light->si = si; light.si = si;
light->fade = 1.0f; light.fade = 1.0f;
light->w = w; /* create a regular winding */
light.w = AllocWinding_( rw->numVerts );
for ( i = 0; i < rw->numVerts; i++ )
{
light.w.push_back( rw->verts[ i ].xyz );
}
/* set falloff threshold */ /* set falloff threshold */
light->falloffTolerance = falloffTolerance; light.falloffTolerance = falloffTolerance;
/* bouncing light? */ /* bouncing light? */
if ( !bouncing ) { if ( !bouncing ) {
@ -510,45 +496,40 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
/* handle first-pass lights in normal q3a style */ /* handle first-pass lights in normal q3a style */
value = si->value; value = si->value;
light->photons = value * area * areaScale; light.photons = value * area * areaScale;
light->add = value * formFactorValueScale * areaScale; light.add = value * formFactorValueScale * areaScale;
light->color = si->color; light.color = si->color;
light->style = noStyles ? LS_NORMAL : si->lightStyle; light.style = noStyles ? LS_NORMAL : si->lightStyle;
if ( light->style < LS_NORMAL || light->style >= LS_NONE ) { if ( light.style < LS_NORMAL || light.style >= LS_NONE ) {
light->style = LS_NORMAL; light.style = LS_NORMAL;
} }
/* set origin */ /* set origin */
light->origin = minmax.origin(); light.origin = minmax.origin();
/* nudge it off the plane a bit */ /* nudge it off the plane a bit */
light->normal = normal; light.normal = normal;
light->origin += light->normal; light.origin += light.normal;
light->dist = vector3_dot( light->origin, normal ); light.dist = vector3_dot( light.origin, normal );
#if 0 #if 0
/* optionally create a point backsplash light */ /* optionally create a point backsplash light */
if ( si->backsplashFraction > 0 ) { if ( si->backsplashFraction > 0 ) {
/* allocate a new point light */ /* allocate a new point light */
splash = safe_calloc( sizeof( *splash ) ); light_t& splash = lights.emplace_front();
splash->next = lights;
lights = splash;
/* set it up */ /* set it up */
splash->flags = LightFlags::DefaultQ3A; splash.flags = LightFlags::DefaultQ3A;
splash->type = ELightType::Point; splash.type = ELightType::Point;
splash->photons = light->photons * si->backsplashFraction; splash.photons = light.photons * si->backsplashFraction;
splash->fade = 1.0f; splash.fade = 1.0f;
splash->si = si; splash.si = si;
splash->origin = normal * si->backsplashDistance + light->origin; splash.origin = normal * si->backsplashDistance + light.origin;
splash->color = si->color; splash.color = si->color;
splash->falloffTolerance = falloffTolerance; splash.falloffTolerance = falloffTolerance;
splash->style = noStyles ? LS_NORMAL : light->style; splash.style = noStyles ? LS_NORMAL : light.style;
/* add to counts */ /* add to counts */
numPointLights++; numPointLights++;
@ -560,36 +541,34 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
//if ( original && si->backsplashFraction > 0 ) { //if ( original && si->backsplashFraction > 0 ) {
if ( si->backsplashFraction > 0 && !( si->compileFlags & C_SKY ) ) { if ( si->backsplashFraction > 0 && !( si->compileFlags & C_SKY ) ) {
/* allocate a new area light */ /* allocate a new area light */
splash = safe_calloc( sizeof( *splash ) );
ThreadLock(); ThreadLock();
splash->next = lights; light_t& splash = lights.emplace_front();
lights = splash;
ThreadUnlock(); ThreadUnlock();
/* set it up */ /* set it up */
splash->flags = LightFlags::DefaultArea; splash.flags = LightFlags::DefaultArea;
splash->type = ELightType::Area; splash.type = ELightType::Area;
splash->photons = light->photons * 7.0f * si->backsplashFraction; splash.photons = light.photons * 7.0f * si->backsplashFraction;
splash->add = light->add * 7.0f * si->backsplashFraction; splash.add = light.add * 7.0f * si->backsplashFraction;
splash->fade = 1.0f; splash.fade = 1.0f;
splash->si = si; splash.si = si;
splash->color = si->color; splash.color = si->color;
splash->falloffTolerance = falloffTolerance; splash.falloffTolerance = falloffTolerance;
splash->style = noStyles ? LS_NORMAL : si->lightStyle; splash.style = noStyles ? LS_NORMAL : si->lightStyle;
if ( splash->style < LS_NORMAL || splash->style >= LS_NONE ) { if ( splash.style < LS_NORMAL || splash.style >= LS_NONE ) {
splash->style = LS_NORMAL; splash.style = LS_NORMAL;
} }
/* create a regular winding */ /* create a regular winding */
splash->w = AllocWinding( rw->numVerts ); splash.w = AllocWinding_( rw->numVerts );
for ( i = 0; i < rw->numVerts; i++ ) for ( i = 0; i < rw->numVerts; i++ )
splash->w->push_back( rw->verts[rw->numVerts - 1 - i].xyz + normal * si->backsplashDistance ); splash.w.push_back( rw->verts[rw->numVerts - 1 - i].xyz + normal * si->backsplashDistance );
splash->origin = normal * si->backsplashDistance + light->origin; splash.origin = normal * si->backsplashDistance + light.origin;
splash->normal = -normal; splash.normal = -normal;
splash->dist = vector3_dot( splash->origin, splash->normal ); splash.dist = vector3_dot( splash.origin, splash.normal );
// splash->flags |= LightFlags::Twosided; // splash.flags |= LightFlags::Twosided;
} }
#endif #endif
@ -598,35 +577,35 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
{ {
/* handle bounced light (radiosity) a little differently */ /* handle bounced light (radiosity) a little differently */
value = RADIOSITY_VALUE * si->bounceScale * 0.375f; value = RADIOSITY_VALUE * si->bounceScale * 0.375f;
light->photons = value * area * bounceScale; light.photons = value * area * bounceScale;
light->add = value * formFactorValueScale * bounceScale; light.add = value * formFactorValueScale * bounceScale;
light->color = color; light.color = color;
light->style = noStyles ? LS_NORMAL : style; light.style = noStyles ? LS_NORMAL : style;
if ( light->style < LS_NORMAL || light->style >= LS_NONE ) { if ( light.style < LS_NORMAL || light.style >= LS_NONE ) {
light->style = LS_NORMAL; light.style = LS_NORMAL;
} }
/* set origin */ /* set origin */
light->origin = WindingCenter( *w ); light.origin = WindingCenter( light.w );
/* nudge it off the plane a bit */ /* nudge it off the plane a bit */
light->normal = normal; light.normal = normal;
light->origin += light->normal; light.origin += light.normal;
light->dist = vector3_dot( light->origin, normal ); light.dist = vector3_dot( light.origin, normal );
} }
if (light->photons < 0 || light->add < 0 || light->color[0] < 0 || light->color[1] < 0 || light->color[2] < 0) if (light.photons < 0 || light.add < 0 || light.color[0] < 0 || light.color[1] < 0 || light.color[2] < 0)
Sys_Printf( "BUG: RadSubdivideDiffuseLight created a darkbulb\n" ); Sys_Printf( "BUG: RadSubdivideDiffuseLight created a darkbulb\n" );
/* emit light from both sides? */ /* emit light from both sides? */
if ( si->compileFlags & C_FOG || si->twoSided ) { if ( si->compileFlags & C_FOG || si->twoSided ) {
light->flags |= LightFlags::Twosided; light.flags |= LightFlags::Twosided;
} }
//% Sys_Printf( "\nAL: C: (%6f, %6f, %6f) [%6f] N: (%6f, %6f, %6f) %s\n", //% Sys_Printf( "\nAL: C: (%6f, %6f, %6f) [%6f] N: (%6f, %6f, %6f) %s\n",
//% light->color[ 0 ], light->color[ 1 ], light->color[ 2 ], light->add, //% light.color[ 0 ], light.color[ 1 ], light.color[ 2 ], light.add,
//% light->normal[ 0 ], light->normal[ 1 ], light->normal[ 2 ], //% light.normal[ 0 ], light.normal[ 1 ], light.normal[ 2 ],
//% light->si->shader ); //% light.si->shader );
} }
@ -907,16 +886,14 @@ void RadCreateDiffuseLights( void ){
/* dump the lights generated to a file */ /* dump the lights generated to a file */
if ( dump ) { if ( dump ) {
char dumpName[ 1024 ], ext[ 64 ]; char dumpName[ 1024 ], ext[ 64 ];
FILE *file;
light_t *light;
strcpy( dumpName, source ); strcpy( dumpName, source );
sprintf( ext, "_bounce_%03d.map", iterations ); sprintf( ext, "_bounce_%03d.map", iterations );
path_set_extension( dumpName, ext ); path_set_extension( dumpName, ext );
file = fopen( dumpName, "wb" ); FILE *file = fopen( dumpName, "wb" );
Sys_Printf( "Writing %s...\n", dumpName ); Sys_Printf( "Writing %s...\n", dumpName );
if ( file ) { if ( file ) {
for ( light = lights; light; light = light->next ) for ( const light_t& light : lights )
{ {
fprintf( file, fprintf( file,
"{\n" "{\n"
@ -926,15 +903,15 @@ void RadCreateDiffuseLights( void ){
"\"_color\" \"%.3f %.3f %.3f\"\n" "\"_color\" \"%.3f %.3f %.3f\"\n"
"}\n", "}\n",
(int) light->add, (int) light.add,
light->origin[ 0 ], light.origin[ 0 ],
light->origin[ 1 ], light.origin[ 1 ],
light->origin[ 2 ], light.origin[ 2 ],
light->color[ 0 ], light.color[ 0 ],
light->color[ 1 ], light.color[ 1 ],
light->color[ 2 ] ); light.color[ 2 ] );
} }
fclose( file ); fclose( file );
} }

View File

@ -3326,14 +3326,12 @@ bool ChopBounds( MinMax& minmax, const Vector3& origin, const Vector3& normal ){
void SetupEnvelopes( bool forGrid, bool fastFlag ){ void SetupEnvelopes( bool forGrid, bool fastFlag ){
int i, x, y, z, x1, y1, z1; int i, x, y, z, x1, y1, z1;
light_t *light, *light2, **owner;
bspLeaf_t *leaf; bspLeaf_t *leaf;
float radius, intensity; float radius, intensity;
light_t *buckets[ 256 ];
/* early out for weird cases where there are no lights */ /* early out for weird cases where there are no lights */
if ( lights == NULL ) { if ( lights.empty() ) {
return; return;
} }
@ -3343,12 +3341,8 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
/* count lights */ /* count lights */
numLights = 0; numLights = 0;
numCulledLights = 0; numCulledLights = 0;
owner = &lights; for( decltype( lights )::iterator light = lights.begin(); light != lights.end(); )
while ( *owner != NULL )
{ {
/* get light */
light = *owner;
/* handle negative lights */ /* handle negative lights */
if ( light->photons < 0.0f || light->add < 0.0f ) { if ( light->photons < 0.0f || light->add < 0.0f ) {
light->photons *= -1.0f; light->photons *= -1.0f;
@ -3423,7 +3417,7 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
light->envelope = 0; light->envelope = 0;
/* handle area lights */ /* handle area lights */
if ( exactPointToPolygon && light->type == ELightType::Area && light->w != NULL ) { if ( exactPointToPolygon && light->type == ELightType::Area && !light->w.empty() ) {
light->envelope = MAX_WORLD_COORD * 8.0f; light->envelope = MAX_WORLD_COORD * 8.0f;
/* check for fast mode */ /* check for fast mode */
@ -3433,7 +3427,7 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
for ( radius = 100.0f; radius < MAX_WORLD_COORD * 8.0f; radius += 10.0f ) for ( radius = 100.0f; radius < MAX_WORLD_COORD * 8.0f; radius += 10.0f )
{ {
const Vector3 origin = light->origin + light->normal * radius; const Vector3 origin = light->origin + light->normal * radius;
const float factor = std::abs( PointToPolygonFormFactor( origin, dir, *light->w ) ); const float factor = std::abs( PointToPolygonFormFactor( origin, dir, light->w ) );
if ( ( factor * light->add ) <= light->falloffTolerance ) { if ( ( factor * light->add ) <= light->falloffTolerance ) {
light->envelope = radius; light->envelope = radius;
break; break;
@ -3572,9 +3566,7 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
/* delete the light */ /* delete the light */
numCulledLights++; numCulledLights++;
*owner = light->next; light = lights.erase( light );
FreeWinding( light->w );
free( light );
continue; continue;
} }
} }
@ -3586,38 +3578,14 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
numLights++; numLights++;
/* set next light */ /* set next light */
owner = &( ( **owner ).next ); ++light;
} }
/* bucket sort lights by style */ /* sort lights by style */
memset( buckets, 0, sizeof( buckets ) ); lights.sort( []( const light_t& a, const light_t& b ){ return a.style < b.style; } );
light2 = NULL; /* if any styled light is present, automatically set nocollapse */
for ( light = lights; light != NULL; light = light2 ) if ( !lights.empty() && lights.back().style != LS_NORMAL ) {
{ noCollapse = true;
/* get next light */
light2 = light->next;
/* filter into correct bucket */
light->next = buckets[ light->style ];
buckets[ light->style ] = light;
/* if any styled light is present, automatically set nocollapse */
if ( light->style != LS_NORMAL ) {
noCollapse = true;
}
}
/* filter back into light list */
lights = NULL;
for ( i = 255; i >= 0; i-- )
{
light2 = NULL;
for ( light = buckets[ i ]; light != NULL; light = light2 )
{
light2 = light->next;
light->next = lights;
lights = light;
}
} }
/* emit some statistics */ /* emit some statistics */
@ -3634,7 +3602,6 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, int numClusters, int *clusters, LightFlags flags, trace_t *trace ){ void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, int numClusters, int *clusters, LightFlags flags, trace_t *trace ){
int i; int i;
light_t *light;
float length; float length;
@ -3666,21 +3633,21 @@ void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, in
/* test each light and see if it reaches the sphere */ /* test each light and see if it reaches the sphere */
/* note: the attenuation code MUST match LightingAtSample() */ /* note: the attenuation code MUST match LightingAtSample() */
for ( light = lights; light; light = light->next ) for ( const light_t& light : lights )
{ {
/* check zero sized envelope */ /* check zero sized envelope */
if ( light->envelope <= 0 ) { if ( light.envelope <= 0 ) {
lightsEnvelopeCulled++; lightsEnvelopeCulled++;
continue; continue;
} }
/* check flags */ /* check flags */
if ( !( light->flags & flags ) ) { if ( !( light.flags & flags ) ) {
continue; continue;
} }
/* sunlight skips all this nonsense */ /* sunlight skips all this nonsense */
if ( light->type != ELightType::Sun ) { if ( light.type != ELightType::Sun ) {
/* sun only? */ /* sun only? */
if ( sunOnly ) { if ( sunOnly ) {
continue; continue;
@ -3690,7 +3657,7 @@ void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, in
if ( numClusters > 0 && clusters != NULL ) { if ( numClusters > 0 && clusters != NULL ) {
for ( i = 0; i < numClusters; i++ ) for ( i = 0; i < numClusters; i++ )
{ {
if ( ClusterVisible( light->cluster, clusters[ i ] ) ) { if ( ClusterVisible( light.cluster, clusters[ i ] ) ) {
break; break;
} }
} }
@ -3703,14 +3670,14 @@ void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, in
} }
/* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */ /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
if ( vector3_length( light->origin - origin ) - light->envelope - radius > 0 ) { if ( vector3_length( light.origin - origin ) - light.envelope - radius > 0 ) {
lightsEnvelopeCulled++; lightsEnvelopeCulled++;
continue; continue;
} }
/* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */ /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
#if 0 #if 0
if( !minmax.test( light->minmax ) ){ if( !minmax.test( light.minmax ) ){
lightsBoundsCulled++; lightsBoundsCulled++;
continue; continue;
} }
@ -3720,20 +3687,20 @@ void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, in
/* planar surfaces (except twosided surfaces) have a couple more checks */ /* planar surfaces (except twosided surfaces) have a couple more checks */
if ( length > 0.0f && !trace->twoSided ) { if ( length > 0.0f && !trace->twoSided ) {
/* lights coplanar with a surface won't light it */ /* lights coplanar with a surface won't light it */
if ( !( light->flags & LightFlags::Twosided ) && vector3_dot( light->normal, *normal ) > 0.999f ) { if ( !( light.flags & LightFlags::Twosided ) && vector3_dot( light.normal, *normal ) > 0.999f ) {
lightsPlaneCulled++; lightsPlaneCulled++;
continue; continue;
} }
/* check to see if light is behind the plane */ /* check to see if light is behind the plane */
if ( vector3_dot( light->origin, *normal ) - vector3_dot( origin, *normal ) < -1.0f ) { if ( vector3_dot( light.origin, *normal ) - vector3_dot( origin, *normal ) < -1.0f ) {
lightsPlaneCulled++; lightsPlaneCulled++;
continue; continue;
} }
} }
/* add this light */ /* add this light */
trace->lights[ trace->numLights++ ] = light; trace->lights[ trace->numLights++ ] = &light;
} }
/* make last night null */ /* make last night null */

View File

@ -1241,19 +1241,17 @@ struct LightFlags : BitFlags<std::uint32_t, LightFlags>
/* ydnar: new light struct with flags */ /* ydnar: new light struct with flags */
struct light_t struct light_t
{ {
light_t *next;
ELightType type; ELightType type;
LightFlags flags; /* ydnar: condensed all the booleans into one flags int */ LightFlags flags; /* ydnar: condensed all the booleans into one flags int */
shaderInfo_t *si; shaderInfo_t *si;
Vector3 origin; Vector3 origin{ 0 };
Vector3 normal; /* for surfaces, spotlights, and suns */ Vector3 normal{ 0 }; /* for surfaces, spotlights, and suns */
float dist; /* plane location along normal */ float dist; /* plane location along normal */
float photons; float photons;
int style; int style;
Vector3 color; Vector3 color{ 0 };
float radiusByDist; /* for spotlights */ float radiusByDist; /* for spotlights */
float fade; /* ydnar: from wolf, for linear lights */ float fade; /* ydnar: from wolf, for linear lights */
float angleScale; /* ydnar: stolen from vlight for K */ float angleScale; /* ydnar: stolen from vlight for K */
@ -1265,7 +1263,7 @@ struct light_t
MinMax minmax; /* ydnar: pvs envelope */ MinMax minmax; /* ydnar: pvs envelope */
int cluster; /* ydnar: cluster light falls into */ int cluster; /* ydnar: cluster light falls into */
winding_t *w; winding_t w;
float falloffTolerance; /* ydnar: minimum attenuation threshold */ float falloffTolerance; /* ydnar: minimum attenuation threshold */
float filterRadius; /* ydnar: lightmap filter radius in world units, 0 == default */ float filterRadius; /* ydnar: lightmap filter radius in world units, 0 == default */
@ -1282,7 +1280,7 @@ struct trace_t
int *surfaces; int *surfaces;
int numLights; int numLights;
light_t **lights; const light_t **lights;
bool twoSided; bool twoSided;
@ -1292,7 +1290,7 @@ struct trace_t
float inhibitRadius; /* sphere in which occluding geometry is ignored */ float inhibitRadius; /* sphere in which occluding geometry is ignored */
/* per-light input */ /* per-light input */
light_t *light; const light_t *light;
Vector3 end; Vector3 end;
/* calculated input */ /* calculated input */
@ -2327,7 +2325,7 @@ Q_EXTERN float linearScale Q_ASSIGN( 1.0f / 8000.0f );
Q_EXTERN bool shadersAsBitmap Q_ASSIGN( false ); Q_EXTERN bool shadersAsBitmap Q_ASSIGN( false );
Q_EXTERN bool lightmapsAsTexcoord Q_ASSIGN( false ); Q_EXTERN bool lightmapsAsTexcoord Q_ASSIGN( false );
Q_EXTERN light_t *lights; Q_EXTERN std::list<light_t> lights;
Q_EXTERN int numPointLights; Q_EXTERN int numPointLights;
Q_EXTERN int numSpotLights; Q_EXTERN int numSpotLights;
Q_EXTERN int numSunLights; Q_EXTERN int numSunLights;