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;
}
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

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

View File

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

View File

@ -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 );
}

View 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;
}
}
@ -3586,38 +3578,14 @@ 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;
/* 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;
}
/* 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 ( !lights.empty() && lights.back().style != LS_NORMAL ) {
noCollapse = true;
}
/* 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 ){
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 */

View File

@ -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;