std::list<light_t> lights
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a743668e44
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@ -49,6 +49,15 @@ winding_t *AllocWinding( int points ){
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return w;
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}
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winding_t AllocWinding_( int points ){
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if ( points >= MAX_POINTS_ON_WINDING ) {
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Error( "AllocWinding failed: MAX_POINTS_ON_WINDING exceeded" );
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}
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winding_t w;
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w.reserve( points );
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return w;
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}
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/*
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=============
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FreeWinding
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@ -41,6 +41,7 @@ enum EPlaneSide
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};
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winding_t *AllocWinding( int points );
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winding_t AllocWinding_( int points );
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float WindingArea( const winding_t& w );
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Vector3 WindingCenter( const winding_t& w );
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void ClipWindingEpsilon( const winding_t& in, const Plane3f& plane,
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@ -42,7 +42,6 @@ static void CreateSunLight( sun_t *sun ){
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int i;
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float photons, d, angle, elevation, da, de;
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Vector3 direction;
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light_t *light;
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/* dummy check */
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@ -98,28 +97,26 @@ static void CreateSunLight( sun_t *sun ){
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/* create a light */
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numSunLights++;
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light = safe_calloc( sizeof( *light ) );
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light->next = lights;
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lights = light;
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light_t& light = lights.emplace_front();
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/* initialize the light */
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light->flags = LightFlags::DefaultSun;
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light->type = ELightType::Sun;
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light->fade = 1.0f;
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light->falloffTolerance = falloffTolerance;
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light->filterRadius = sun->filterRadius / sun->numSamples;
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light->style = noStyles ? LS_NORMAL : sun->style;
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light.flags = LightFlags::DefaultSun;
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light.type = ELightType::Sun;
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light.fade = 1.0f;
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light.falloffTolerance = falloffTolerance;
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light.filterRadius = sun->filterRadius / sun->numSamples;
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light.style = noStyles ? LS_NORMAL : sun->style;
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/* set the light's position out to infinity */
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light->origin = direction * ( MAX_WORLD_COORD * 8.0f ); /* MAX_WORLD_COORD * 2.0f */
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light.origin = direction * ( MAX_WORLD_COORD * 8.0f ); /* MAX_WORLD_COORD * 2.0f */
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/* set the facing to be the inverse of the sun direction */
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light->normal = -direction;
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light->dist = vector3_dot( light->origin, light->normal );
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light.normal = -direction;
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light.dist = vector3_dot( light.origin, light.normal );
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/* set color and photons */
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light->color = sun->color;
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light->photons = photons * skyScale;
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light.color = sun->color;
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light.photons = photons * skyScale;
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}
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/* another sun? */
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@ -203,22 +200,17 @@ static void CreateSkyLights( const Vector3& color, float value, int iterations,
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*/
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void CreateEntityLights( void ){
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int j;
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light_t *light, *light2;
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const entity_t *e, *e2;
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/* go through entity list and find lights */
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for ( std::size_t i = 0; i < entities.size(); ++i )
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{
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/* get entity */
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e = &entities[ i ];
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const entity_t& e = entities[ i ];
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/* ydnar: check for lightJunior */
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bool junior;
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if ( e->classname_is( "lightJunior" ) ) {
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if ( e.classname_is( "lightJunior" ) ) {
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junior = true;
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}
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else if ( e->classname_prefixed( "light" ) ) {
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else if ( e.classname_prefixed( "light" ) ) {
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junior = false;
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}
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else{
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@ -226,18 +218,16 @@ void CreateEntityLights( void ){
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}
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/* lights with target names (and therefore styles) are only parsed from BSP */
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if ( !strEmpty( e->valueForKey( "targetname" ) ) && i >= numBSPEntities ) {
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if ( !strEmpty( e.valueForKey( "targetname" ) ) && i >= numBSPEntities ) {
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continue;
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}
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/* create a light */
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numPointLights++;
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light = safe_calloc( sizeof( *light ) );
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light->next = lights;
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lights = light;
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light_t& light = lights.emplace_front();
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/* handle spawnflags */
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const int spawnflags = e->intForKey( "spawnflags" );
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const int spawnflags = e.intForKey( "spawnflags" );
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LightFlags flags;
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/* ydnar: quake 3+ light behavior */
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@ -304,88 +294,88 @@ void CreateEntityLights( void ){
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}
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/* store the flags */
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light->flags = flags;
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light.flags = flags;
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/* ydnar: set fade key (from wolf) */
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light->fade = 1.0f;
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if ( light->flags & LightFlags::AttenLinear ) {
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light->fade = e->floatForKey( "fade" );
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if ( light->fade == 0.0f ) {
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light->fade = 1.0f;
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light.fade = 1.0f;
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if ( light.flags & LightFlags::AttenLinear ) {
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light.fade = e.floatForKey( "fade" );
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if ( light.fade == 0.0f ) {
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light.fade = 1.0f;
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}
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}
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/* ydnar: set angle scaling (from vlight) */
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light->angleScale = e->floatForKey( "_anglescale" );
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if ( light->angleScale != 0.0f ) {
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light->flags |= LightFlags::AttenAngle;
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light.angleScale = e.floatForKey( "_anglescale" );
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if ( light.angleScale != 0.0f ) {
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light.flags |= LightFlags::AttenAngle;
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}
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/* set origin */
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light->origin = e->vectorForKey( "origin" );
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e->read_keyvalue( light->style, "_style", "style" );
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if ( light->style < LS_NORMAL || light->style >= LS_NONE ) {
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Error( "Invalid lightstyle (%d) on entity %zu", light->style, i );
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light.origin = e.vectorForKey( "origin" );
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e.read_keyvalue( light.style, "_style", "style" );
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if ( light.style < LS_NORMAL || light.style >= LS_NONE ) {
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Error( "Invalid lightstyle (%d) on entity %zu", light.style, i );
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}
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/* set light intensity */
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float intensity = 300.f;
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e->read_keyvalue( intensity, "_light", "light" );
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e.read_keyvalue( intensity, "_light", "light" );
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if ( intensity == 0.0f ) {
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intensity = 300.0f;
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}
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{ /* ydnar: set light scale (sof2) */
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float scale;
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if( e->read_keyvalue( scale, "scale" ) && scale != 0.f )
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if( e.read_keyvalue( scale, "scale" ) && scale != 0.f )
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intensity *= scale;
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}
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/* ydnar: get deviance and samples */
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const float deviance = std::max( 0.f, e->floatForKey( "_deviance", "_deviation", "_jitter" ) );
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const int numSamples = std::max( 1, e->intForKey( "_samples" ) );
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const float deviance = std::max( 0.f, e.floatForKey( "_deviance", "_deviation", "_jitter" ) );
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const int numSamples = std::max( 1, e.intForKey( "_samples" ) );
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intensity /= numSamples;
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{ /* ydnar: get filter radius */
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light->filterRadius = std::max( 0.f, e->floatForKey( "_filterradius", "_filteradius", "_filter" ) );
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light.filterRadius = std::max( 0.f, e.floatForKey( "_filterradius", "_filteradius", "_filter" ) );
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}
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/* set light color */
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if ( e->read_keyvalue( light->color, "_color" ) ) {
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if ( e.read_keyvalue( light.color, "_color" ) ) {
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if ( colorsRGB ) {
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light->color[0] = Image_LinearFloatFromsRGBFloat( light->color[0] );
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light->color[1] = Image_LinearFloatFromsRGBFloat( light->color[1] );
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light->color[2] = Image_LinearFloatFromsRGBFloat( light->color[2] );
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light.color[0] = Image_LinearFloatFromsRGBFloat( light.color[0] );
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light.color[1] = Image_LinearFloatFromsRGBFloat( light.color[1] );
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light.color[2] = Image_LinearFloatFromsRGBFloat( light.color[2] );
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}
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if ( !( light->flags & LightFlags::Unnormalized ) ) {
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ColorNormalize( light->color );
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if ( !( light.flags & LightFlags::Unnormalized ) ) {
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ColorNormalize( light.color );
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}
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}
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else{
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light->color.set( 1 );
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light.color.set( 1 );
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}
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if( !e->read_keyvalue( light->extraDist, "_extradist" ) )
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light->extraDist = extraDist;
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if( !e.read_keyvalue( light.extraDist, "_extradist" ) )
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light.extraDist = extraDist;
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light->photons = intensity;
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light.photons = intensity;
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light->type = ELightType::Point;
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light.type = ELightType::Point;
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/* set falloff threshold */
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light->falloffTolerance = falloffTolerance / numSamples;
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light.falloffTolerance = falloffTolerance / numSamples;
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/* lights with a target will be spotlights */
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const char *target;
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if ( e->read_keyvalue( target, "target" ) ) {
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if ( e.read_keyvalue( target, "target" ) ) {
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/* get target */
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e2 = FindTargetEntity( target );
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const entity_t *e2 = FindTargetEntity( target );
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if ( e2 == NULL ) {
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Sys_Warning( "light at (%i %i %i) has missing target\n",
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(int) light->origin[ 0 ], (int) light->origin[ 1 ], (int) light->origin[ 2 ] );
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light->photons *= pointScale;
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(int) light.origin[ 0 ], (int) light.origin[ 1 ], (int) light.origin[ 2 ] );
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light.photons *= pointScale;
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}
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else
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{
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@ -394,72 +384,65 @@ void CreateEntityLights( void ){
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numSpotLights++;
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/* make a spotlight */
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light->normal = e2->vectorForKey( "origin" ) - light->origin;
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float dist = VectorNormalize( light->normal );
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float radius = e->floatForKey( "radius" );
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light.normal = e2->vectorForKey( "origin" ) - light.origin;
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float dist = VectorNormalize( light.normal );
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float radius = e.floatForKey( "radius" );
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if ( !radius ) {
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radius = 64;
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}
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if ( !dist ) {
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dist = 64;
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}
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light->radiusByDist = ( radius + 16 ) / dist;
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light->type = ELightType::Spot;
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light.radiusByDist = ( radius + 16 ) / dist;
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light.type = ELightType::Spot;
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/* ydnar: wolf mods: spotlights always use nonlinear + angle attenuation */
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light->flags &= ~LightFlags::AttenLinear;
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light->flags |= LightFlags::AttenAngle;
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light->fade = 1.0f;
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light.flags &= ~LightFlags::AttenLinear;
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light.flags |= LightFlags::AttenAngle;
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light.fade = 1.0f;
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/* ydnar: is this a sun? */
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if ( e->boolForKey( "_sun" ) ) {
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if ( e.boolForKey( "_sun" ) ) {
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/* not a spot light */
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numSpotLights--;
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/* unlink this light */
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lights = light->next;
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/* make a sun */
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sun_t sun;
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sun.direction = -light->normal;
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sun.color = light->color;
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sun.direction = -light.normal;
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sun.color = light.color;
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sun.photons = intensity;
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sun.deviance = degrees_to_radians( deviance );
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sun.numSamples = numSamples;
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sun.style = noStyles ? LS_NORMAL : light->style;
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sun.style = noStyles ? LS_NORMAL : light.style;
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sun.next = NULL;
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/* free original light before sun insertion */
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lights.pop_front();
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/* make a sun light */
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CreateSunLight( &sun );
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/* free original light */
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free( light );
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light = NULL;
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/* skip the rest of this love story */
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continue;
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}
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else
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{
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light->photons *= spotScale;
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light.photons *= spotScale;
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}
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}
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}
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else{
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light->photons *= pointScale;
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light.photons *= pointScale;
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}
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/* jitter the light */
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for ( j = 1; j < numSamples; j++ )
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for ( int j = 1; j < numSamples; j++ )
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{
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/* create a light */
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light2 = safe_malloc( sizeof( *light ) );
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memcpy( light2, light, sizeof( *light ) );
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light2->next = lights;
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lights = light2;
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light_t& light2 = lights.emplace_front( light );
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/* add to counts */
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if ( light->type == ELightType::Spot ) {
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if ( light.type == ELightType::Spot ) {
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numSpotLights++;
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}
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else{
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@ -467,9 +450,9 @@ void CreateEntityLights( void ){
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}
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/* jitter it */
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light2->origin[ 0 ] = light->origin[ 0 ] + ( Random() * 2.0f - 1.0f ) * deviance;
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light2->origin[ 1 ] = light->origin[ 1 ] + ( Random() * 2.0f - 1.0f ) * deviance;
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light2->origin[ 2 ] = light->origin[ 2 ] + ( Random() * 2.0f - 1.0f ) * deviance;
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light2.origin[ 0 ] = light.origin[ 0 ] + ( Random() * 2.0f - 1.0f ) * deviance;
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light2.origin[ 1 ] = light.origin[ 1 ] + ( Random() * 2.0f - 1.0f ) * deviance;
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light2.origin[ 2 ] = light.origin[ 2 ] + ( Random() * 2.0f - 1.0f ) * deviance;
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}
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}
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}
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@ -488,7 +471,6 @@ void CreateSurfaceLights( void ){
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bspDrawSurface_t *ds;
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surfaceInfo_t *info;
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shaderInfo_t *si;
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light_t *light;
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float subdivide;
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clipWork_t cw;
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@ -526,20 +508,18 @@ void CreateSurfaceLights( void ){
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/* autosprite shaders become point lights */
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if ( si->autosprite ) {
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/* create a light */
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light = safe_calloc( sizeof( *light ) );
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light->next = lights;
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lights = light;
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light_t& light = lights.emplace_front();
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/* set it up */
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light->flags = LightFlags::DefaultQ3A;
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light->type = ELightType::Point;
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light->photons = si->value * pointScale;
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light->fade = 1.0f;
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light->si = si;
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light->origin = info->minmax.origin();
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light->color = si->color;
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light->falloffTolerance = falloffTolerance;
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light->style = si->lightStyle;
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light.flags = LightFlags::DefaultQ3A;
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light.type = ELightType::Point;
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light.photons = si->value * pointScale;
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light.fade = 1.0f;
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light.si = si;
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light.origin = info->minmax.origin();
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light.color = si->color;
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light.falloffTolerance = falloffTolerance;
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light.style = si->lightStyle;
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/* add to point light count and continue */
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numPointLights++;
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@ -693,7 +673,6 @@ float PointToPolygonFormFactor( const Vector3& point, const Vector3& normal, con
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*/
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int LightContributionToSample( trace_t *trace ){
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light_t *light;
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float angle;
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float add;
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float dist;
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@ -703,7 +682,7 @@ int LightContributionToSample( trace_t *trace ){
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bool doAddDeluxe = true;
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/* get light */
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light = trace->light;
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const light_t *light = trace->light;
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/* clear color */
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trace->forceSubsampling = 0.0f; /* to make sure */
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@ -811,7 +790,7 @@ int LightContributionToSample( trace_t *trace ){
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else
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{
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/* calculate the contribution */
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factor = PointToPolygonFormFactor( pushedOrigin, trace->normal, *light->w );
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factor = PointToPolygonFormFactor( pushedOrigin, trace->normal, light->w );
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if ( factor == 0.0f ) {
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return 0;
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}
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@ -1176,12 +1155,10 @@ void LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], Vector3 (&c
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*/
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bool LightContributionToPoint( trace_t *trace ){
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light_t *light;
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float add, dist;
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/* get light */
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light = trace->light;
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const light_t *light = trace->light;
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/* clear color */
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trace->color.set( 0 );
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@ -1258,7 +1235,7 @@ bool LightContributionToPoint( trace_t *trace ){
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}
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/* calculate the contribution (ydnar 2002-10-21: [bug 642] bad normal calc) */
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factor = PointToPolygonFormFactor( pushedOrigin, trace->direction, *light->w );
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factor = PointToPolygonFormFactor( pushedOrigin, trace->direction, light->w );
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if ( factor == 0.0f ) {
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return false;
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}
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@ -1447,8 +1424,9 @@ void TraceGrid( int num ){
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/* trace to all the lights, find the major light direction, and divide the
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total light between that along the direction and the remaining in the ambient */
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for ( trace.light = lights; trace.light != NULL; trace.light = trace.light->next )
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for ( const light_t& light : lights )
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{
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trace.light = &light;
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float addSize;
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|
||||
|
||||
|
|
|
|||
|
|
@ -41,20 +41,8 @@
|
|||
*/
|
||||
|
||||
void RadFreeLights( void ){
|
||||
light_t *light, *next;
|
||||
|
||||
|
||||
/* delete lights */
|
||||
for ( light = lights; light; light = next )
|
||||
{
|
||||
next = light->next;
|
||||
if ( light->w != NULL ) {
|
||||
FreeWinding( light->w );
|
||||
}
|
||||
free( light );
|
||||
}
|
||||
lights.clear();
|
||||
numLights = 0;
|
||||
lights = NULL;
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -388,8 +376,6 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
|
|||
int i, style = 0;
|
||||
float dist, area, value;
|
||||
Vector3 normal, color, gradient;
|
||||
light_t *light, *splash;
|
||||
winding_t *w;
|
||||
|
||||
|
||||
/* dummy check */
|
||||
|
|
@ -445,12 +431,10 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
|
|||
}
|
||||
}
|
||||
|
||||
/* create a regular winding and an average normal */
|
||||
w = AllocWinding( rw->numVerts );
|
||||
/* create an average normal */
|
||||
normal.set( 0 );
|
||||
for ( i = 0; i < rw->numVerts; i++ )
|
||||
{
|
||||
w->push_back( rw->verts[ i ].xyz );
|
||||
normal += rw->verts[ i ].normal;
|
||||
}
|
||||
normal /= rw->numVerts;
|
||||
|
|
@ -484,24 +468,26 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
|
|||
break;
|
||||
}
|
||||
|
||||
/* create a light */
|
||||
light = safe_calloc( sizeof( *light ) );
|
||||
|
||||
/* attach it */
|
||||
/* create a light */
|
||||
ThreadLock();
|
||||
light->next = lights;
|
||||
lights = light;
|
||||
light_t& light = lights.emplace_front();
|
||||
ThreadUnlock();
|
||||
|
||||
/* initialize the light */
|
||||
light->flags = LightFlags::DefaultArea;
|
||||
light->type = ELightType::Area;
|
||||
light->si = si;
|
||||
light->fade = 1.0f;
|
||||
light->w = w;
|
||||
light.flags = LightFlags::DefaultArea;
|
||||
light.type = ELightType::Area;
|
||||
light.si = si;
|
||||
light.fade = 1.0f;
|
||||
/* 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 */
|
||||
light->falloffTolerance = falloffTolerance;
|
||||
light.falloffTolerance = falloffTolerance;
|
||||
|
||||
/* bouncing light? */
|
||||
if ( !bouncing ) {
|
||||
|
|
@ -510,45 +496,40 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
|
|||
|
||||
/* handle first-pass lights in normal q3a style */
|
||||
value = si->value;
|
||||
light->photons = value * area * areaScale;
|
||||
light->add = value * formFactorValueScale * areaScale;
|
||||
light->color = si->color;
|
||||
light->style = noStyles ? LS_NORMAL : si->lightStyle;
|
||||
if ( light->style < LS_NORMAL || light->style >= LS_NONE ) {
|
||||
light->style = LS_NORMAL;
|
||||
light.photons = value * area * areaScale;
|
||||
light.add = value * formFactorValueScale * areaScale;
|
||||
light.color = si->color;
|
||||
light.style = noStyles ? LS_NORMAL : si->lightStyle;
|
||||
if ( light.style < LS_NORMAL || light.style >= LS_NONE ) {
|
||||
light.style = LS_NORMAL;
|
||||
}
|
||||
|
||||
/* set origin */
|
||||
light->origin = minmax.origin();
|
||||
light.origin = minmax.origin();
|
||||
|
||||
/* nudge it off the plane a bit */
|
||||
light->normal = normal;
|
||||
light->origin += light->normal;
|
||||
light->dist = vector3_dot( light->origin, normal );
|
||||
light.normal = normal;
|
||||
light.origin += light.normal;
|
||||
light.dist = vector3_dot( light.origin, normal );
|
||||
|
||||
#if 0
|
||||
/* optionally create a point backsplash light */
|
||||
if ( si->backsplashFraction > 0 ) {
|
||||
|
||||
/* allocate a new point light */
|
||||
splash = safe_calloc( sizeof( *splash ) );
|
||||
|
||||
splash->next = lights;
|
||||
lights = splash;
|
||||
|
||||
light_t& splash = lights.emplace_front();
|
||||
|
||||
/* set it up */
|
||||
splash->flags = LightFlags::DefaultQ3A;
|
||||
splash->type = ELightType::Point;
|
||||
splash->photons = light->photons * si->backsplashFraction;
|
||||
splash.flags = LightFlags::DefaultQ3A;
|
||||
splash.type = ELightType::Point;
|
||||
splash.photons = light.photons * si->backsplashFraction;
|
||||
|
||||
splash->fade = 1.0f;
|
||||
splash->si = si;
|
||||
splash->origin = normal * si->backsplashDistance + light->origin;
|
||||
splash->color = si->color;
|
||||
splash.fade = 1.0f;
|
||||
splash.si = si;
|
||||
splash.origin = normal * si->backsplashDistance + light.origin;
|
||||
splash.color = si->color;
|
||||
|
||||
splash->falloffTolerance = falloffTolerance;
|
||||
splash->style = noStyles ? LS_NORMAL : light->style;
|
||||
splash.falloffTolerance = falloffTolerance;
|
||||
splash.style = noStyles ? LS_NORMAL : light.style;
|
||||
|
||||
/* add to counts */
|
||||
numPointLights++;
|
||||
|
|
@ -560,36 +541,34 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
|
|||
//if ( original && si->backsplashFraction > 0 ) {
|
||||
if ( si->backsplashFraction > 0 && !( si->compileFlags & C_SKY ) ) {
|
||||
/* allocate a new area light */
|
||||
splash = safe_calloc( sizeof( *splash ) );
|
||||
ThreadLock();
|
||||
splash->next = lights;
|
||||
lights = splash;
|
||||
light_t& splash = lights.emplace_front();
|
||||
ThreadUnlock();
|
||||
|
||||
/* set it up */
|
||||
splash->flags = LightFlags::DefaultArea;
|
||||
splash->type = ELightType::Area;
|
||||
splash->photons = light->photons * 7.0f * si->backsplashFraction;
|
||||
splash->add = light->add * 7.0f * si->backsplashFraction;
|
||||
splash->fade = 1.0f;
|
||||
splash->si = si;
|
||||
splash->color = si->color;
|
||||
splash->falloffTolerance = falloffTolerance;
|
||||
splash->style = noStyles ? LS_NORMAL : si->lightStyle;
|
||||
if ( splash->style < LS_NORMAL || splash->style >= LS_NONE ) {
|
||||
splash->style = LS_NORMAL;
|
||||
splash.flags = LightFlags::DefaultArea;
|
||||
splash.type = ELightType::Area;
|
||||
splash.photons = light.photons * 7.0f * si->backsplashFraction;
|
||||
splash.add = light.add * 7.0f * si->backsplashFraction;
|
||||
splash.fade = 1.0f;
|
||||
splash.si = si;
|
||||
splash.color = si->color;
|
||||
splash.falloffTolerance = falloffTolerance;
|
||||
splash.style = noStyles ? LS_NORMAL : si->lightStyle;
|
||||
if ( splash.style < LS_NORMAL || splash.style >= LS_NONE ) {
|
||||
splash.style = LS_NORMAL;
|
||||
}
|
||||
|
||||
/* create a regular winding */
|
||||
splash->w = AllocWinding( rw->numVerts );
|
||||
splash.w = AllocWinding_( rw->numVerts );
|
||||
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->normal = -normal;
|
||||
splash->dist = vector3_dot( splash->origin, splash->normal );
|
||||
splash.origin = normal * si->backsplashDistance + light.origin;
|
||||
splash.normal = -normal;
|
||||
splash.dist = vector3_dot( splash.origin, splash.normal );
|
||||
|
||||
// splash->flags |= LightFlags::Twosided;
|
||||
// splash.flags |= LightFlags::Twosided;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
@ -598,35 +577,35 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
|
|||
{
|
||||
/* handle bounced light (radiosity) a little differently */
|
||||
value = RADIOSITY_VALUE * si->bounceScale * 0.375f;
|
||||
light->photons = value * area * bounceScale;
|
||||
light->add = value * formFactorValueScale * bounceScale;
|
||||
light->color = color;
|
||||
light->style = noStyles ? LS_NORMAL : style;
|
||||
if ( light->style < LS_NORMAL || light->style >= LS_NONE ) {
|
||||
light->style = LS_NORMAL;
|
||||
light.photons = value * area * bounceScale;
|
||||
light.add = value * formFactorValueScale * bounceScale;
|
||||
light.color = color;
|
||||
light.style = noStyles ? LS_NORMAL : style;
|
||||
if ( light.style < LS_NORMAL || light.style >= LS_NONE ) {
|
||||
light.style = LS_NORMAL;
|
||||
}
|
||||
|
||||
/* set origin */
|
||||
light->origin = WindingCenter( *w );
|
||||
light.origin = WindingCenter( light.w );
|
||||
|
||||
/* nudge it off the plane a bit */
|
||||
light->normal = normal;
|
||||
light->origin += light->normal;
|
||||
light->dist = vector3_dot( light->origin, normal );
|
||||
light.normal = normal;
|
||||
light.origin += light.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" );
|
||||
|
||||
/* emit light from both sides? */
|
||||
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",
|
||||
//% light->color[ 0 ], light->color[ 1 ], light->color[ 2 ], light->add,
|
||||
//% light->normal[ 0 ], light->normal[ 1 ], light->normal[ 2 ],
|
||||
//% light->si->shader );
|
||||
//% light.color[ 0 ], light.color[ 1 ], light.color[ 2 ], light.add,
|
||||
//% light.normal[ 0 ], light.normal[ 1 ], light.normal[ 2 ],
|
||||
//% light.si->shader );
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -907,16 +886,14 @@ void RadCreateDiffuseLights( void ){
|
|||
/* dump the lights generated to a file */
|
||||
if ( dump ) {
|
||||
char dumpName[ 1024 ], ext[ 64 ];
|
||||
FILE *file;
|
||||
light_t *light;
|
||||
|
||||
strcpy( dumpName, source );
|
||||
sprintf( ext, "_bounce_%03d.map", iterations );
|
||||
path_set_extension( dumpName, ext );
|
||||
file = fopen( dumpName, "wb" );
|
||||
FILE *file = fopen( dumpName, "wb" );
|
||||
Sys_Printf( "Writing %s...\n", dumpName );
|
||||
if ( file ) {
|
||||
for ( light = lights; light; light = light->next )
|
||||
for ( const light_t& light : lights )
|
||||
{
|
||||
fprintf( file,
|
||||
"{\n"
|
||||
|
|
@ -926,15 +903,15 @@ void RadCreateDiffuseLights( void ){
|
|||
"\"_color\" \"%.3f %.3f %.3f\"\n"
|
||||
"}\n",
|
||||
|
||||
(int) light->add,
|
||||
(int) light.add,
|
||||
|
||||
light->origin[ 0 ],
|
||||
light->origin[ 1 ],
|
||||
light->origin[ 2 ],
|
||||
light.origin[ 0 ],
|
||||
light.origin[ 1 ],
|
||||
light.origin[ 2 ],
|
||||
|
||||
light->color[ 0 ],
|
||||
light->color[ 1 ],
|
||||
light->color[ 2 ] );
|
||||
light.color[ 0 ],
|
||||
light.color[ 1 ],
|
||||
light.color[ 2 ] );
|
||||
}
|
||||
fclose( file );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3326,14 +3326,12 @@ bool ChopBounds( MinMax& minmax, const Vector3& origin, const Vector3& normal ){
|
|||
|
||||
void SetupEnvelopes( bool forGrid, bool fastFlag ){
|
||||
int i, x, y, z, x1, y1, z1;
|
||||
light_t *light, *light2, **owner;
|
||||
bspLeaf_t *leaf;
|
||||
float radius, intensity;
|
||||
light_t *buckets[ 256 ];
|
||||
|
||||
|
||||
/* early out for weird cases where there are no lights */
|
||||
if ( lights == NULL ) {
|
||||
if ( lights.empty() ) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -3343,12 +3341,8 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
|
|||
/* count lights */
|
||||
numLights = 0;
|
||||
numCulledLights = 0;
|
||||
owner = &lights;
|
||||
while ( *owner != NULL )
|
||||
for( decltype( lights )::iterator light = lights.begin(); light != lights.end(); )
|
||||
{
|
||||
/* get light */
|
||||
light = *owner;
|
||||
|
||||
/* handle negative lights */
|
||||
if ( light->photons < 0.0f || light->add < 0.0f ) {
|
||||
light->photons *= -1.0f;
|
||||
|
|
@ -3423,7 +3417,7 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
|
|||
light->envelope = 0;
|
||||
|
||||
/* 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;
|
||||
|
||||
/* 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 )
|
||||
{
|
||||
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 ) {
|
||||
light->envelope = radius;
|
||||
break;
|
||||
|
|
@ -3572,9 +3566,7 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
|
|||
|
||||
/* delete the light */
|
||||
numCulledLights++;
|
||||
*owner = light->next;
|
||||
FreeWinding( light->w );
|
||||
free( light );
|
||||
light = lights.erase( light );
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
|
@ -3586,39 +3578,15 @@ void SetupEnvelopes( bool forGrid, bool fastFlag ){
|
|||
numLights++;
|
||||
|
||||
/* set next light */
|
||||
owner = &( ( **owner ).next );
|
||||
++light;
|
||||
}
|
||||
|
||||
/* bucket sort lights by style */
|
||||
memset( buckets, 0, sizeof( buckets ) );
|
||||
light2 = NULL;
|
||||
for ( light = lights; light != NULL; light = light2 )
|
||||
{
|
||||
/* get next light */
|
||||
light2 = light->next;
|
||||
|
||||
/* filter into correct bucket */
|
||||
light->next = buckets[ light->style ];
|
||||
buckets[ light->style ] = light;
|
||||
|
||||
/* sort lights by style */
|
||||
lights.sort( []( const light_t& a, const light_t& b ){ return a.style < b.style; } );
|
||||
/* if any styled light is present, automatically set nocollapse */
|
||||
if ( light->style != LS_NORMAL ) {
|
||||
if ( !lights.empty() && lights.back().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 */
|
||||
Sys_Printf( "%9d total lights\n", numLights );
|
||||
|
|
@ -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 ){
|
||||
int i;
|
||||
light_t *light;
|
||||
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 */
|
||||
/* note: the attenuation code MUST match LightingAtSample() */
|
||||
for ( light = lights; light; light = light->next )
|
||||
for ( const light_t& light : lights )
|
||||
{
|
||||
/* check zero sized envelope */
|
||||
if ( light->envelope <= 0 ) {
|
||||
if ( light.envelope <= 0 ) {
|
||||
lightsEnvelopeCulled++;
|
||||
continue;
|
||||
}
|
||||
|
||||
/* check flags */
|
||||
if ( !( light->flags & flags ) ) {
|
||||
if ( !( light.flags & flags ) ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
/* sunlight skips all this nonsense */
|
||||
if ( light->type != ELightType::Sun ) {
|
||||
if ( light.type != ELightType::Sun ) {
|
||||
/* sun only? */
|
||||
if ( sunOnly ) {
|
||||
continue;
|
||||
|
|
@ -3690,7 +3657,7 @@ void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, in
|
|||
if ( numClusters > 0 && clusters != NULL ) {
|
||||
for ( i = 0; i < numClusters; i++ )
|
||||
{
|
||||
if ( ClusterVisible( light->cluster, clusters[ i ] ) ) {
|
||||
if ( ClusterVisible( light.cluster, clusters[ i ] ) ) {
|
||||
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 ( vector3_length( light->origin - origin ) - light->envelope - radius > 0 ) {
|
||||
if ( vector3_length( light.origin - origin ) - light.envelope - radius > 0 ) {
|
||||
lightsEnvelopeCulled++;
|
||||
continue;
|
||||
}
|
||||
|
||||
/* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
|
||||
#if 0
|
||||
if( !minmax.test( light->minmax ) ){
|
||||
if( !minmax.test( light.minmax ) ){
|
||||
lightsBoundsCulled++;
|
||||
continue;
|
||||
}
|
||||
|
|
@ -3720,20 +3687,20 @@ void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, in
|
|||
/* planar surfaces (except twosided surfaces) have a couple more checks */
|
||||
if ( length > 0.0f && !trace->twoSided ) {
|
||||
/* 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++;
|
||||
continue;
|
||||
}
|
||||
|
||||
/* 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++;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
/* add this light */
|
||||
trace->lights[ trace->numLights++ ] = light;
|
||||
trace->lights[ trace->numLights++ ] = &light;
|
||||
}
|
||||
|
||||
/* make last night null */
|
||||
|
|
|
|||
|
|
@ -1241,19 +1241,17 @@ struct LightFlags : BitFlags<std::uint32_t, LightFlags>
|
|||
/* ydnar: new light struct with flags */
|
||||
struct light_t
|
||||
{
|
||||
light_t *next;
|
||||
|
||||
ELightType type;
|
||||
LightFlags flags; /* ydnar: condensed all the booleans into one flags int */
|
||||
shaderInfo_t *si;
|
||||
|
||||
Vector3 origin;
|
||||
Vector3 normal; /* for surfaces, spotlights, and suns */
|
||||
Vector3 origin{ 0 };
|
||||
Vector3 normal{ 0 }; /* for surfaces, spotlights, and suns */
|
||||
float dist; /* plane location along normal */
|
||||
|
||||
float photons;
|
||||
int style;
|
||||
Vector3 color;
|
||||
Vector3 color{ 0 };
|
||||
float radiusByDist; /* for spotlights */
|
||||
float fade; /* ydnar: from wolf, for linear lights */
|
||||
float angleScale; /* ydnar: stolen from vlight for K */
|
||||
|
|
@ -1265,7 +1263,7 @@ struct light_t
|
|||
MinMax minmax; /* ydnar: pvs envelope */
|
||||
int cluster; /* ydnar: cluster light falls into */
|
||||
|
||||
winding_t *w;
|
||||
winding_t w;
|
||||
|
||||
float falloffTolerance; /* ydnar: minimum attenuation threshold */
|
||||
float filterRadius; /* ydnar: lightmap filter radius in world units, 0 == default */
|
||||
|
|
@ -1282,7 +1280,7 @@ struct trace_t
|
|||
int *surfaces;
|
||||
|
||||
int numLights;
|
||||
light_t **lights;
|
||||
const light_t **lights;
|
||||
|
||||
bool twoSided;
|
||||
|
||||
|
|
@ -1292,7 +1290,7 @@ struct trace_t
|
|||
float inhibitRadius; /* sphere in which occluding geometry is ignored */
|
||||
|
||||
/* per-light input */
|
||||
light_t *light;
|
||||
const light_t *light;
|
||||
Vector3 end;
|
||||
|
||||
/* 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 lightmapsAsTexcoord Q_ASSIGN( false );
|
||||
|
||||
Q_EXTERN light_t *lights;
|
||||
Q_EXTERN std::list<light_t> lights;
|
||||
Q_EXTERN int numPointLights;
|
||||
Q_EXTERN int numSpotLights;
|
||||
Q_EXTERN int numSunLights;
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user