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Diffstat (limited to 'src/jake2/render/common/Light.java')
-rw-r--r-- | src/jake2/render/common/Light.java | 685 |
1 files changed, 685 insertions, 0 deletions
diff --git a/src/jake2/render/common/Light.java b/src/jake2/render/common/Light.java new file mode 100644 index 0000000..5781975 --- /dev/null +++ b/src/jake2/render/common/Light.java @@ -0,0 +1,685 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +// Created on 20.08.2006 by RST. + +// $Id: Light.java,v 1.1 2006-10-31 13:06:32 salomo Exp $ + +package jake2.render.common; + + +import java.nio.ByteBuffer; +import java.nio.IntBuffer; +import java.util.Arrays; + +import jake2.*; +import jake2.client.*; +import jake2.game.*; +import jake2.qcommon.*; +import jake2.render.*; +import jake2.server.*; +import jake2.util.Math3D; +import jake2.util.Vec3Cache; + +public abstract class Light extends Warp { + + protected float[] pointcolor = { 0, 0, 0 }; // vec3_t + + protected cplane_t lightplane; // used as shadow plane + + protected float[] lightspot = { 0, 0, 0 }; // vec3_t + + protected float[] s_blocklights = new float[34 * 34 * 3]; + + protected int r_dlightframecount; + + protected final float[] impact = { 0, 0, 0 }; + + + public static final int DLIGHT_CUTOFF = 64; + + /** + * R_AddDynamicLights + */ + protected void R_AddDynamicLights(msurface_t surf) { + int sd, td; + float fdist, frad, fminlight; + int s, t; + dlight_t dl; + float[] pfBL; + float fsacc, ftacc; + + int smax = (surf.extents[0] >> 4) + 1; + int tmax = (surf.extents[1] >> 4) + 1; + mtexinfo_t tex = surf.texinfo; + + float local0, local1; + for (int lnum = 0; lnum < r_newrefdef.num_dlights; lnum++) { + if ((surf.dlightbits & (1 << lnum)) == 0) + continue; // not lit by this light + + dl = r_newrefdef.dlights[lnum]; + frad = dl.intensity; + fdist = Math3D.DotProduct(dl.origin, surf.plane.normal) + - surf.plane.dist; + frad -= Math.abs(fdist); + // rad is now the highest intensity on the plane + + fminlight = DLIGHT_CUTOFF; // FIXME: make configurable? + if (frad < fminlight) + continue; + fminlight = frad - fminlight; + + for (int i = 0; i < 3; i++) { + impact[i] = dl.origin[i] - surf.plane.normal[i] * fdist; + } + + local0 = Math3D.DotProduct(impact, tex.vecs[0]) + tex.vecs[0][3] + - surf.texturemins[0]; + local1 = Math3D.DotProduct(impact, tex.vecs[1]) + tex.vecs[1][3] + - surf.texturemins[1]; + + pfBL = s_blocklights; + int pfBLindex = 0; + for (t = 0, ftacc = 0; t < tmax; t++, ftacc += 16) { + td = (int) (local1 - ftacc); + if (td < 0) + td = -td; + + for (s = 0, fsacc = 0; s < smax; s++, fsacc += 16, pfBLindex += 3) { + sd = (int) (local0 - fsacc); + + if (sd < 0) + sd = -sd; + + if (sd > td) + fdist = sd + (td >> 1); + else + fdist = td + (sd >> 1); + + if (fdist < fminlight) { + pfBL[pfBLindex + 0] += (frad - fdist) * dl.color[0]; + pfBL[pfBLindex + 1] += (frad - fdist) * dl.color[1]; + pfBL[pfBLindex + 2] += (frad - fdist) * dl.color[2]; + } + } + } + } + } + + // replaces the goto jump + private Throwable gotoStore = new Throwable(); + + /** + * R_BuildLightMap + * + * Combine and scale multiple lightmaps into the floating format in + * blocklights + */ + + protected void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride) { + int r, g, b, a, max; + int i, j; + int nummaps; + float[] bl; + // lightstyle_t style; + + if ((surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 + | Defines.SURF_TRANS66 | Defines.SURF_WARP)) != 0) + Com.Error(Defines.ERR_DROP, + "R_BuildLightMap called for non-lit surface"); + + int smax = (surf.extents[0] >> 4) + 1; + int tmax = (surf.extents[1] >> 4) + 1; + int size = smax * tmax; + if (size > ((s_blocklights.length * Defines.SIZE_OF_FLOAT) >> 4)) + Com.Error(Defines.ERR_DROP, "Bad s_blocklights size"); + + try { + // set to full bright if no light data + if (surf.samples == null) { + + for (i = 0; i < size * 3; i++) + s_blocklights[i] = 255; + + // goto store; + throw gotoStore; + } + + // count the # of maps + for (nummaps = 0; nummaps < Defines.MAXLIGHTMAPS + && surf.styles[nummaps] != (byte) 255; nummaps++); + + ByteBuffer lightmap = surf.samples; + int lightmapIndex = 0; + + // add all the lightmaps + float scale0; + float scale1; + float scale2; + if (nummaps == 1) { + int maps; + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + bl = s_blocklights; + int blp = 0; + + // for (i = 0; i < 3; i++) + // scale[i] = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; + + scale0 = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[0]; + scale1 = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[1]; + scale2 = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[2]; + + if (scale0 == 1.0F && scale1 == 1.0F && scale2 == 1.0F) { + for (i = 0; i < size; i++) { + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF; + } + } else { + for (i = 0; i < size; i++) { + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale0; + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale1; + bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale2; + } + } + // lightmap += size*3; // skip to next lightmap + } + } else { + int maps; + + Arrays.fill(s_blocklights, 0, size * 3, 0.0f); + + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + bl = s_blocklights; + int blp = 0; + + // for (i = 0; i < 3; i++) + // scale[i] = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i]; + scale0 = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[0]; + scale1 = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[1]; + scale2 = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[2]; + + if (scale0 == 1.0F && scale1 == 1.0F && scale2 == 1.0F) { + for (i = 0; i < size; i++) { + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF; + } + } else { + for (i = 0; i < size; i++) { + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale0; + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale1; + bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale2; + } + } + // lightmap += size*3; // skip to next lightmap + } + } + + // add all the dynamic lights + if (surf.dlightframe == r_framecount) + R_AddDynamicLights(surf); + + // label store: + } catch (Throwable store) { + } + + // put into texture format + stride -= smax; + bl = s_blocklights; + int blp = 0; + + int monolightmap = gl_monolightmap.string.charAt(0); + + int destp = 0; + + if (monolightmap == '0') { + for (i = 0; i < tmax; i++, destp += stride) { + // dest.position(destp); + + for (j = 0; j < smax; j++) { + + r = (int) bl[blp++]; + g = (int) bl[blp++]; + b = (int) bl[blp++]; + + // catch negative lights + if (r < 0) + r = 0; + if (g < 0) + g = 0; + if (b < 0) + b = 0; + + /* + * * determine the brightest of the three color components + */ + if (r > g) + max = r; + else + max = g; + if (b > max) + max = b; + + /* + * * alpha is ONLY used for the mono lightmap case. For this + * reason * we set it to the brightest of the color + * components so that * things don't get too dim. + */ + a = max; + + /* + * * rescale all the color components if the intensity of + * the greatest * channel exceeds 1.0 + */ + if (max > 255) { + float t = 255.0F / max; + + r = (int) (r * t); + g = (int) (g * t); + b = (int) (b * t); + a = (int) (a * t); + } + // r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF; + dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | r); + } + } + } else { + for (i = 0; i < tmax; i++, destp += stride) { + // dest.position(destp); + + for (j = 0; j < smax; j++) { + + r = (int) bl[blp++]; + g = (int) bl[blp++]; + b = (int) bl[blp++]; + + // catch negative lights + if (r < 0) + r = 0; + if (g < 0) + g = 0; + if (b < 0) + b = 0; + + /* + * * determine the brightest of the three color components + */ + if (r > g) + max = r; + else + max = g; + if (b > max) + max = b; + + /* + * * alpha is ONLY used for the mono lightmap case. For this + * reason * we set it to the brightest of the color + * components so that * things don't get too dim. + */ + a = max; + + /* + * * rescale all the color components if the intensity of + * the greatest * channel exceeds 1.0 + */ + if (max > 255) { + float t = 255.0F / max; + + r = (int) (r * t); + g = (int) (g * t); + b = (int) (b * t); + a = (int) (a * t); + } + + /* + * * So if we are doing alpha lightmaps we need to set the + * R, G, and B * components to 0 and we need to set alpha to + * 1-alpha. + */ + switch (monolightmap) { + case 'L': + case 'I': + r = a; + g = b = 0; + break; + case 'C': + // try faking colored lighting + a = 255 - ((r + g + b) / 3); + float af = a / 255.0f; + r *= af; + g *= af; + b *= af; + break; + case 'A': + default: + r = g = b = 0; + a = 255 - a; + break; + } + // r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF; + dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | r); + } + } + } + } + + + // stack variable + private final float[] end = { 0, 0, 0 }; + + /** + * R_LightPoint + */ + protected void R_LightPoint(float[] p, float[] color) { + assert (p.length == 3) : "vec3_t bug"; + assert (color.length == 3) : "rgb bug"; + + if (r_worldmodel.lightdata == null) { + color[0] = color[1] = color[2] = 1.0f; + return; + } + + end[0] = p[0]; + end[1] = p[1]; + end[2] = p[2] - 2048; + + float r = RecursiveLightPoint(r_worldmodel.nodes[0], p, end); + + if (r == -1) { + Math3D.VectorCopy(Globals.vec3_origin, color); + } else { + Math3D.VectorCopy(pointcolor, color); + } + + // + // add dynamic lights + // + dlight_t dl; + float add; + for (int lnum = 0; lnum < r_newrefdef.num_dlights; lnum++) { + dl = r_newrefdef.dlights[lnum]; + + Math3D.VectorSubtract(currententity.origin, dl.origin, end); + add = dl.intensity - Math3D.VectorLength(end); + add *= (1.0f / 256); + if (add > 0) { + Math3D.VectorMA(color, add, dl.color, color); + } + } + Math3D.VectorScale(color, gl_modulate.value, color); + } + + /** + * RecursiveLightPoint + * + * @param node + * @param start + * @param end + * @return + */ + protected int RecursiveLightPoint(mnode_t node, float[] start, float[] end) { + if (node.contents != -1) + return -1; // didn't hit anything + + // calculate mid point + + // FIXME: optimize for axial + cplane_t plane = node.plane; + float front = Math3D.DotProduct(start, plane.normal) - plane.dist; + float back = Math3D.DotProduct(end, plane.normal) - plane.dist; + boolean side = (front < 0); + int sideIndex = (side) ? 1 : 0; + + if ((back < 0) == side) + return RecursiveLightPoint(node.children[sideIndex], start, end); + + float frac = front / (front - back); + float[] mid = Vec3Cache.get(); + mid[0] = start[0] + (end[0] - start[0]) * frac; + mid[1] = start[1] + (end[1] - start[1]) * frac; + mid[2] = start[2] + (end[2] - start[2]) * frac; + + // go down front side + int r = RecursiveLightPoint(node.children[sideIndex], start, mid); + if (r >= 0) { + Vec3Cache.release(); // mid + return r; // hit something + } + + if ((back < 0) == side) { + Vec3Cache.release(); // mid + return -1; // didn't hit anuthing + } + + // check for impact on this node + Math3D.VectorCopy(mid, lightspot); + lightplane = plane; + int surfIndex = node.firstsurface; + + msurface_t surf; + int s, t, ds, dt; + mtexinfo_t tex; + ByteBuffer lightmap; + int maps; + for (int i = 0; i < node.numsurfaces; i++, surfIndex++) { + surf = r_worldmodel.surfaces[surfIndex]; + + if ((surf.flags & (Defines.SURF_DRAWTURB | Defines.SURF_DRAWSKY)) != 0) + continue; // no lightmaps + + tex = surf.texinfo; + + s = (int) (Math3D.DotProduct(mid, tex.vecs[0]) + tex.vecs[0][3]); + t = (int) (Math3D.DotProduct(mid, tex.vecs[1]) + tex.vecs[1][3]); + + if (s < surf.texturemins[0] || t < surf.texturemins[1]) + continue; + + ds = s - surf.texturemins[0]; + dt = t - surf.texturemins[1]; + + if (ds > surf.extents[0] || dt > surf.extents[1]) + continue; + + if (surf.samples == null) + return 0; + + ds >>= 4; + dt >>= 4; + + lightmap = surf.samples; + int lightmapIndex = 0; + + Math3D.VectorCopy(Globals.vec3_origin, pointcolor); + if (lightmap != null) { + float[] rgb; + lightmapIndex += 3 * (dt * ((surf.extents[0] >> 4) + 1) + ds); + + float scale0, scale1, scale2; + for (maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + rgb = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb; + scale0 = gl_modulate.value * rgb[0]; + scale1 = gl_modulate.value * rgb[1]; + scale2 = gl_modulate.value * rgb[2]; + + pointcolor[0] += (lightmap.get(lightmapIndex + 0) & 0xFF) + * scale0 * (1.0f / 255); + pointcolor[1] += (lightmap.get(lightmapIndex + 1) & 0xFF) + * scale1 * (1.0f / 255); + pointcolor[2] += (lightmap.get(lightmapIndex + 2) & 0xFF) + * scale2 * (1.0f / 255); + lightmapIndex += 3 * ((surf.extents[0] >> 4) + 1) + * ((surf.extents[1] >> 4) + 1); + } + } + Vec3Cache.release(); // mid + return 1; + } + + // go down back side + r = RecursiveLightPoint(node.children[1 - sideIndex], mid, end); + Vec3Cache.release(); // mid + return r; + } + + /** + * R_MarkLights + */ + protected void R_MarkLights(dlight_t light, int bit, mnode_t node) { + if (node.contents != -1) + return; + + cplane_t splitplane = node.plane; + float dist = Math3D.DotProduct(light.origin, splitplane.normal) + - splitplane.dist; + + if (dist > light.intensity - DLIGHT_CUTOFF) { + R_MarkLights(light, bit, node.children[0]); + return; + } + if (dist < -light.intensity + DLIGHT_CUTOFF) { + R_MarkLights(light, bit, node.children[1]); + return; + } + + // mark the polygons + msurface_t surf; + int sidebit; + for (int i = 0; i < node.numsurfaces; i++) { + + surf = r_worldmodel.surfaces[node.firstsurface + i]; + + /* + * cwei bugfix for dlight behind the walls + */ + dist = Math3D.DotProduct(light.origin, surf.plane.normal) + - surf.plane.dist; + sidebit = (dist >= 0) ? 0 : Defines.SURF_PLANEBACK; + if ((surf.flags & Defines.SURF_PLANEBACK) != sidebit) + continue; + /* + * cwei bugfix end + */ + + if (surf.dlightframe != r_dlightframecount) { + surf.dlightbits = 0; + surf.dlightframe = r_dlightframecount; + } + surf.dlightbits |= bit; + } + + R_MarkLights(light, bit, node.children[0]); + R_MarkLights(light, bit, node.children[1]); + } + + /** + * R_SetCacheState + */ + protected void R_SetCacheState(msurface_t surf) { + for (int maps = 0; maps < Defines.MAXLIGHTMAPS + && surf.styles[maps] != (byte) 255; maps++) { + surf.cached_light[maps] = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].white; + } + } + + + /** + * R_PushDlights + */ + protected void R_PushDlights() { + if (gl_flashblend.value != 0) + return; + + r_dlightframecount = r_framecount + 1; // because the count hasn't + // advanced yet for this frame + dlight_t l; + for (int i = 0; i < r_newrefdef.num_dlights; i++) { + l = r_newrefdef.dlights[i]; + R_MarkLights(l, 1 << i, r_worldmodel.nodes[0]); + } + } + + + /* + * ============================================================================= + * + * DYNAMIC LIGHTS BLEND RENDERING + * + * ============================================================================= + */ + + void R_RenderDlight(dlight_t light) { + float rad = light.intensity * 0.35f; + float[] v = Vec3Cache.get(); + Math3D.VectorSubtract(light.origin, r_origin, v); + + ggl.glBegin(ggl.GL_TRIANGLE_FAN); + ggl.glColor3f(light.color[0] * 0.2f, light.color[1] * 0.2f, + light.color[2] * 0.2f); + for (int i = 0; i < 3; i++) + v[i] = light.origin[i] - vpn[i] * rad; + + ggl.glVertex3f(v[0], v[1], v[2]); + ggl.glColor3f(0, 0, 0); + float a; + for (int i = 16; i >= 0; i--) { + a = (float) (i / 16.0f * Math.PI * 2); + for (int j = 0; j < 3; j++) + v[j] = (float) (light.origin[j] + vright[j] * Math.cos(a) * rad + vup[j] + * Math.sin(a) * rad); + ggl.glVertex3f(v[0], v[1], v[2]); + } + ggl.glEnd(); + Vec3Cache.release(); + } + + + /** + * ============= R_RenderDlights ============= + */ + public void R_RenderDlights() { + if (gl_flashblend.value == 0) + return; + + r_dlightframecount = r_framecount + 1; // because the count hasn't + // advanced yet for this frame + ggl.glDepthMask(false); + ggl.glDisable(ggl.GL_TEXTURE_2D); + ggl.glShadeModel(ggl.GL_SMOOTH); + ggl.glDisable(ggl.GL_BLEND); + ggl.glBlendFunc(ggl.GL_ONE, ggl.GL_ONE); + + for (int i = 0; i < r_newrefdef.num_dlights; i++) { + R_RenderDlight(r_newrefdef.dlights[i]); + } + + ggl.glColor3f(1, 1, 1); + ggl.glDisable(ggl.GL_BLEND); + ggl.glDisable(ggl.GL_TEXTURE_2D); + ggl.glBlendFunc(ggl.GL_SRC_ALPHA, ggl.GL_ONE_MINUS_SRC_ALPHA); + ggl.glDepthMask(true); + } +} |