Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "render_pch.h"
#include "client.h"
#include "bitmap/imageformat.h"
#include "bitmap/tgawriter.h"
#include <float.h>
#include "collisionutils.h"
#include "cl_main.h"
#include "tier0/vprof.h"
#include "debugoverlay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
extern ConVar r_avglight;
extern int r_surfacevisframe;
static model_t* s_pLightVecModel = 0;
ConVar r_visualizetraces( "r_visualizetraces", "0", FCVAR_CHEAT );
ConVar r_visualizelighttraces( "r_visualizelighttraces", "0", FCVAR_CHEAT );
ConVar r_visualizelighttracesshowfulltrace( "r_visualizelighttracesshowfulltrace", "0", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// State associated with R_LightVec
//-----------------------------------------------------------------------------
struct LightVecState_t
{
LightVecState_t()
{
}
Ray_t m_Ray;
float m_HitFrac;
float* m_pTextureS;
float* m_pTextureT;
float* m_pLightmapS;
float* m_pLightmapT;
SurfaceHandle_t m_nSkySurfID;
bool m_bUseLightStyles;
CUtlVector<IDispInfo *> m_LightTestDisps;
};
//-----------------------------------------------------------------------------
// Globals associated with dynamic lighting
//-----------------------------------------------------------------------------
int r_dlightchanged;
int r_dlightactive;
//-----------------------------------------------------------------------------
// Displacements to test against for R_LightVec
//-----------------------------------------------------------------------------
/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight (void)
{
INetworkStringTable *table = cl.m_pLightStyleTable;
if ( !table )
return;
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
int i = (int)(cl.GetTime()*10);
for (int j=0 ; j<MAX_LIGHTSTYLES ; j++)
{
int length;
const char * lightstyle = (const char*) table->GetStringUserData( j, &length );
length--;
if (!lightstyle || !lightstyle[0])
{
d_lightstylevalue[j] = 256;
d_lightstylenumframes[j] = 0;
continue;
}
d_lightstylenumframes[j] = length;
int k = i % length;
k = lightstyle[k] - 'a';
k = k*22;
if (d_lightstylevalue[j] != k)
{
d_lightstylevalue[j] = k;
d_lightstyleframe[j] = r_framecount;
}
}
}
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
// Returns true if the surface has the specified dlight already set on it for this frame.
inline bool R_IsDLightAlreadyMarked( msurfacelighting_t *pLighting, int bit )
{
return (pLighting->m_nDLightFrame == r_framecount) && (pLighting->m_fDLightBits & bit);
}
// Mark the surface as changed by the specified dlight (so its texture gets updated when
// it comes time to render).
inline void R_MarkSurfaceDLight( SurfaceHandle_t surfID, msurfacelighting_t *pLighting, int bit)
{
pLighting->m_nDLightFrame = r_framecount;
pLighting->m_fDLightBits |= bit;
MSurf_Flags( surfID ) |= SURFDRAW_HASDLIGHT;
}
int R_TryLightMarkSurface( dlight_t *light, msurfacelighting_t *pLighting, SurfaceHandle_t surfID, int bit )
{
// Make sure this light actually intersects the surface cache of the surfaces it hits
mtexinfo_t *tex;
// FIXME: No worky for brush models
// Find the perpendicular distance to the surface we're lighting
// NOTE: Allow some stuff that's slightly behind it because view models can get behind walls
// FIXME: We should figure out a better way to deal with view models
float perpDistSq = DotProduct (light->origin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist;
if (perpDistSq < DLIGHT_BEHIND_PLANE_DIST)
return 0;
perpDistSq *= perpDistSq;
float flInPlaneRadiusSq = light->GetRadiusSquared() - perpDistSq;
if (flInPlaneRadiusSq <= 0)
return 0;
tex = MSurf_TexInfo( surfID );
Vector2D mins, maxs;
mins.Init( pLighting->m_LightmapMins[0], pLighting->m_LightmapMins[1] );
maxs.Init( mins.x + pLighting->m_LightmapExtents[0], mins.y + pLighting->m_LightmapExtents[1] );
// Project light center into texture coordinates
Vector2D vecCircleCenter;
vecCircleCenter.x = DotProduct (light->origin, tex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
tex->lightmapVecsLuxelsPerWorldUnits[0][3];
vecCircleCenter.y = DotProduct (light->origin, tex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
tex->lightmapVecsLuxelsPerWorldUnits[1][3];
// convert from world space to luxel space and convert to int
float flInPlaneLuxelRadius = sqrtf( flInPlaneRadiusSq * tex->luxelsPerWorldUnit * tex->luxelsPerWorldUnit );
// Does the circle intersect the square?
if ( !IsCircleIntersectingRectangle( mins, maxs, vecCircleCenter, flInPlaneLuxelRadius ) )
return 0;
// Ok, mark the surface as using this light.
R_MarkSurfaceDLight( surfID, pLighting, bit);
return 1;
}
int R_MarkLightsLeaf( dlight_t *light, int bit, mleaf_t *pLeaf )
{
int countMarked = 0;
for ( int i = 0; i < pLeaf->dispCount; i++ )
{
IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i );
SurfaceHandle_t parentSurfID = pDispInfo->GetParent();
if ( parentSurfID )
{
// Don't redo all this work if we already hit this surface and decided it's lit by this light.
msurfacelighting_t *pLighting = SurfaceLighting( parentSurfID );
if( !R_IsDLightAlreadyMarked( pLighting, bit) )
{
// Do a different test for displacement surfaces.
Vector bmin, bmax;
MSurf_DispInfo( parentSurfID )->GetBoundingBox( bmin, bmax );
if ( IsBoxIntersectingSphere(bmin, bmax, light->origin, light->GetRadius()) )
{
R_MarkSurfaceDLight( parentSurfID, pLighting, bit );
countMarked++;
}
}
}
}
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface];
for ( int i = 0; i < pLeaf->nummarksurfaces; i++ )
{
SurfaceHandle_t surfID = pHandle[i];
ASSERT_SURF_VALID( surfID );
// only process leaf surfaces
if ( MSurf_Flags( surfID ) & SURFDRAW_NODE )
continue;
// Don't redo all this work if we already hit this surface and decided it's lit by this light.
msurfacelighting_t *pLighting = SurfaceLighting( surfID );
if(R_IsDLightAlreadyMarked(pLighting, bit))
continue;
float dist = DotProduct( light->origin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist;
if ( dist > light->GetRadius() || dist < -light->GetRadius() )
continue;
countMarked += R_TryLightMarkSurface( light, pLighting, surfID, bit );
}
return countMarked;
}
/*
=============
R_MarkLights
=============
*/
int R_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
cplane_t *splitplane;
float dist;
int i;
if (node->contents >= 0)
{
// This is a leaf, so check displacement surfaces and leaf faces
return R_MarkLightsLeaf( light, bit, (mleaf_t*)node );
}
splitplane = node->plane;
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
if (dist > light->GetRadius())
{
return R_MarkLights (light, bit, node->children[0]);
}
if (dist < -light->GetRadius())
{
return R_MarkLights (light, bit, node->children[1]);
}
// mark the polygons
int countMarked = 0;
SurfaceHandle_t surfID = SurfaceHandleFromIndex( node->firstsurface );
for (i=0 ; i<node->numsurfaces ; i++, surfID++)
{
// Don't redo all this work if we already hit this surface and decided it's lit by this light.
msurfacelighting_t *pLighting = SurfaceLighting( surfID );
if(R_IsDLightAlreadyMarked( pLighting, bit))
continue;
countMarked += R_TryLightMarkSurface( light, pLighting, surfID, bit );
}
countMarked += R_MarkLights( light, bit, node->children[0] );
return countMarked + R_MarkLights( light, bit, node->children[1] );
}
void R_MarkDLightsOnSurface( mnode_t* pNode )
{
if (!pNode || !g_bActiveDlights)
return;
dlight_t *l = cl_dlights;
for (int i=0 ; i<MAX_DLIGHTS ; i++, l++)
{
if (l->die < cl.GetTime() || !l->IsRadiusGreaterThanZero() )
continue;
if (l->flags & DLIGHT_NO_WORLD_ILLUMINATION)
continue;
R_MarkLights ( l, 1<<i, pNode );
}
}
/*
=============
R_PushDlights
=============
*/
void R_PushDlights (void)
{
R_MarkDLightsOnSurface( host_state.worldbrush->nodes );
MarkDLightsOnStaticProps();
}
//-----------------------------------------------------------------------------
// Computes s and t coords of texture at intersection pt
//-----------------------------------------------------------------------------
static void ComputeTextureCoordsAtIntersection( mtexinfo_t* pTex, Vector const& pt, float *textureS, float *textureT )
{
if( pTex->material && textureS && textureT )
{
*textureS = DotProduct( pt, pTex->textureVecsTexelsPerWorldUnits[0].AsVector3D() ) +
pTex->textureVecsTexelsPerWorldUnits[0][3];
*textureT = DotProduct( pt, pTex->textureVecsTexelsPerWorldUnits[1].AsVector3D() ) +
pTex->textureVecsTexelsPerWorldUnits[1][3];
*textureS /= pTex->material->GetMappingWidth();
*textureT /= pTex->material->GetMappingHeight();
}
}
//-----------------------------------------------------------------------------
// Computes s and t coords of texture at intersection pt
//-----------------------------------------------------------------------------
static void ComputeLightmapCoordsAtIntersection( msurfacelighting_t *pLighting, float ds,
float dt, float *lightmapS, float *lightmapT )
{
if( lightmapS && lightmapT )
{
if( pLighting->m_LightmapExtents[0] != 0 )
*lightmapS = (ds + 0.5f) / ( float )pLighting->m_LightmapExtents[0];
else
*lightmapS = 0.5f;
if( pLighting->m_LightmapExtents[1] != 0 )
*lightmapT = (dt + 0.5f) / ( float )pLighting->m_LightmapExtents[1];
else
*lightmapT = 0.5f;
}
}
//-----------------------------------------------------------------------------
// Computes the lightmap color at a particular point
//-----------------------------------------------------------------------------
static void ComputeLightmapColor( SurfaceHandle_t surfID, int ds, int dt, bool bUseLightStyles, Vector& c )
{
msurfacelighting_t *pLighting = SurfaceLighting( surfID );
ColorRGBExp32* pLightmap = pLighting->m_pSamples;
if( !pLightmap )
{
static int messagecount = 0;
if ( ++messagecount < 10 )
{
// Stop spamming. I heard you already!!!
ConMsg( "hit surface has no samples\n" );
}
return;
}
int smax = ( pLighting->m_LightmapExtents[0] ) + 1;
int tmax = ( pLighting->m_LightmapExtents[1] ) + 1;
int offset = smax * tmax;
if ( SurfHasBumpedLightmaps( surfID ) )
{
offset *= ( NUM_BUMP_VECTS + 1 );
}
pLightmap += dt * smax + ds;
int nMaxMaps = bUseLightStyles ? MAXLIGHTMAPS : 1;
for (int maps = 0 ; maps < nMaxMaps && pLighting->m_nStyles[maps] != 255 ; ++maps)
{
float scale = LightStyleValue( pLighting->m_nStyles[maps] );
c[0] += TexLightToLinear( pLightmap->r, pLightmap->exponent ) * scale;
c[1] += TexLightToLinear( pLightmap->g, pLightmap->exponent ) * scale;
c[2] += TexLightToLinear( pLightmap->b, pLightmap->exponent ) * scale;
// Check version 32 in source safe for some debugging crap
pLightmap += offset;
}
}
//-----------------------------------------------------------------------------
// Computes the lightmap color at a particular point
//-----------------------------------------------------------------------------
static void ComputeLightmapColorFromAverage( msurfacelighting_t *pLighting, bool bUseLightStyles, Vector& c )
{
int nMaxMaps = bUseLightStyles ? MAXLIGHTMAPS : 1;
for (int maps = 0 ; maps < nMaxMaps && pLighting->m_nStyles[maps] != 255 ; ++maps)
{
float scale = LightStyleValue( pLighting->m_nStyles[maps] );
ColorRGBExp32* pAvgColor = pLighting->AvgLightColor(maps);
c[0] += TexLightToLinear( pAvgColor->r, pAvgColor->exponent ) * scale;
c[1] += TexLightToLinear( pAvgColor->g, pAvgColor->exponent ) * scale;
c[2] += TexLightToLinear( pAvgColor->b, pAvgColor->exponent ) * scale;
}
}
//-----------------------------------------------------------------------------
// Tests a particular surface
//-----------------------------------------------------------------------------
static bool FASTCALL FindIntersectionAtSurface( SurfaceHandle_t surfID, float f,
Vector& c, LightVecState_t& state )
{
// no lightmaps on this surface? punt...
// FIXME: should be water surface?
if (MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT)
return false;
// Compute the actual point
Vector pt;
VectorMA( state.m_Ray.m_Start, f, state.m_Ray.m_Delta, pt );
mtexinfo_t* pTex = MSurf_TexInfo( surfID );
// See where in lightmap space our intersection point is
float s, t;
s = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
pTex->lightmapVecsLuxelsPerWorldUnits[0][3];
t = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
pTex->lightmapVecsLuxelsPerWorldUnits[1][3];
// Not in the bounds of our lightmap? punt...
msurfacelighting_t *pLighting = SurfaceLighting( surfID );
if( s < pLighting->m_LightmapMins[0] ||
t < pLighting->m_LightmapMins[1] )
return false;
// assuming a square lightmap (FIXME: which ain't always the case),
// lets see if it lies in that rectangle. If not, punt...
float ds = s - pLighting->m_LightmapMins[0];
float dt = t - pLighting->m_LightmapMins[1];
if ( !pLighting->m_LightmapExtents[0] && !pLighting->m_LightmapExtents[1] )
{
worldbrushdata_t *pBrushData = host_state.worldbrush;
//
float lightMaxs[2];
lightMaxs[ 0 ] = pLighting->m_LightmapMins[0];
lightMaxs[ 1 ] = pLighting->m_LightmapMins[1];
int i;
for (i=0 ; i<MSurf_VertCount( surfID ); i++)
{
int e = pBrushData->vertindices[MSurf_FirstVertIndex( surfID )+i];
mvertex_t *v = &pBrushData->vertexes[e];
int j;
for ( j=0 ; j<2 ; j++)
{
float sextent, textent;
sextent = DotProduct (v->position, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
pTex->lightmapVecsLuxelsPerWorldUnits[0][3] - pLighting->m_LightmapMins[0];
textent = DotProduct (v->position, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
pTex->lightmapVecsLuxelsPerWorldUnits[1][3] - pLighting->m_LightmapMins[1];
if ( sextent > lightMaxs[ 0 ] )
{
lightMaxs[ 0 ] = sextent;
}
if ( textent > lightMaxs[ 1 ] )
{
lightMaxs[ 1 ] = textent;
}
}
}
if( ds > lightMaxs[0] || dt > lightMaxs[1] )
return false;
}
else
{
if( ds > pLighting->m_LightmapExtents[0] || dt > pLighting->m_LightmapExtents[1] )
return false;
}
// Store off the hit distance...
state.m_HitFrac = f;
// You heard the man!
ComputeTextureCoordsAtIntersection( pTex, pt, state.m_pTextureS, state.m_pTextureT );
#ifdef USE_CONVARS
if ( r_avglight.GetInt() )
#else
if ( 1 )
#endif
{
// This is the faster path; it looks slightly different though
ComputeLightmapColorFromAverage( pLighting, state.m_bUseLightStyles, c );
}
else
{
// Compute lightmap coords
ComputeLightmapCoordsAtIntersection( pLighting, ds, dt, state.m_pLightmapS, state.m_pLightmapT );
// Check out the value of the lightmap at the intersection point
ComputeLightmapColor( surfID, (int)ds, (int)dt, state.m_bUseLightStyles, c );
}
return true;
}
//-----------------------------------------------------------------------------
// Tests a particular node
//-----------------------------------------------------------------------------
// returns a surfID
static SurfaceHandle_t FindIntersectionSurfaceAtNode( mnode_t *node, float t,
Vector& c, LightVecState_t& state )
{
SurfaceHandle_t surfID = SurfaceHandleFromIndex( node->firstsurface );
for (int i=0 ; i<node->numsurfaces ; ++i, ++surfID)
{
// Don't immediately return when we hit sky;
// we may actually hit another surface
if (MSurf_Flags( surfID ) & SURFDRAW_SKY)
{
state.m_nSkySurfID = surfID;
continue;
}
// Don't let water surfaces affect us
if (MSurf_Flags( surfID ) & SURFDRAW_WATERSURFACE)
continue;
// Check this surface to see if there's an intersection
if (FindIntersectionAtSurface( surfID, t, c, state ))
{
return surfID;
}
}
return SURFACE_HANDLE_INVALID;
}
//-----------------------------------------------------------------------------
// Tests a ray against displacements
//-----------------------------------------------------------------------------
// returns surfID
static SurfaceHandle_t R_LightVecDisplacementChain( LightVecState_t& state, bool bUseLightStyles, Vector& c )
{
// test the ray against displacements
SurfaceHandle_t surfID = SURFACE_HANDLE_INVALID;
for ( int i = 0; i < state.m_LightTestDisps.Count(); i++ )
{
float dist;
Vector2D luv, tuv;
IDispInfo *pDispInfo = state.m_LightTestDisps[i];
if (pDispInfo->TestRay( state.m_Ray, 0.0f, state.m_HitFrac, dist, &luv, &tuv ))
{
// It hit it, and at a point closer than the previously computed
// nearest intersection point
state.m_HitFrac = dist;
surfID = pDispInfo->GetParent();
ComputeLightmapColor( surfID, (int)luv.x, (int)luv.y, bUseLightStyles, c );
if (state.m_pLightmapS && state.m_pLightmapT)
{
ComputeLightmapCoordsAtIntersection( SurfaceLighting(surfID), (int)luv.x, (int)luv.y, state.m_pLightmapS, state.m_pLightmapT );
}
if (state.m_pTextureS && state.m_pTextureT)
{
*state.m_pTextureS = tuv.x;
*state.m_pTextureT = tuv.y;
}
}
}
return surfID;
}
//-----------------------------------------------------------------------------
// Adds displacements in a leaf to a list to be tested against
//-----------------------------------------------------------------------------
static void AddDisplacementsInLeafToTestList( mleaf_t* pLeaf, LightVecState_t& state )
{
// add displacement surfaces
for ( int i = 0; i < pLeaf->dispCount; i++ )
{
// NOTE: We're not using the displacement's touched method here
// because we're just using the parent surface's visframe in the
// surface add methods below
IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i );
SurfaceHandle_t parentSurfID = pDispInfo->GetParent();
// already processed this frame? Then don't do it again!
if (MSurf_VisFrame( parentSurfID ) != r_surfacevisframe)
{
MSurf_VisFrame( parentSurfID ) = r_surfacevisframe;
state.m_LightTestDisps.AddToTail( pDispInfo );
}
}
}
//-----------------------------------------------------------------------------
// Tests a particular leaf
//-----------------------------------------------------------------------------
// returns surfID
static SurfaceHandle_t FASTCALL FindIntersectionSurfaceAtLeaf( mleaf_t *pLeaf,
float start, float end, Vector& c, LightVecState_t& state )
{
Vector pt;
SurfaceHandle_t closestSurfID = SURFACE_HANDLE_INVALID;
// Adds displacements in the leaf to a list of displacements to test at the end
AddDisplacementsInLeafToTestList( pLeaf, state );
// Add non-displacement surfaces
// Since there's no BSP tree here, we gotta test *all* surfaces! (blech)
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface];
// NOTE: Skip all marknodesurfaces, only check detail/leaf faces
for ( int i = pLeaf->nummarknodesurfaces; i < pLeaf->nummarksurfaces; i++ )
{
SurfaceHandle_t surfID = pHandle[i];
ASSERT_SURF_VALID( surfID );
// Don't add surfaces that have displacement; they are handled above
// In fact, don't even set the vis frame; we need it unset for translucent
// displacement code
if ( SurfaceHasDispInfo(surfID) )
continue;
Assert(!(MSurf_Flags( surfID ) & SURFDRAW_NODE));
if ( MSurf_Flags( surfID ) & (SURFDRAW_NODE|SURFDRAW_NODRAW | SURFDRAW_WATERSURFACE) )
continue;
cplane_t* pPlane = &MSurf_Plane( surfID );
// Backface cull...
if (DotProduct( pPlane->normal, state.m_Ray.m_Delta ) > 0.f)
continue;
float startDotN = DotProduct( state.m_Ray.m_Start, pPlane->normal );
float deltaDotN = DotProduct( state.m_Ray.m_Delta, pPlane->normal );
float front = startDotN + start * deltaDotN - pPlane->dist;
float back = startDotN + end * deltaDotN - pPlane->dist;
int side = front < 0.f;
// Blow it off if it doesn't split the plane...
if ( (back < 0.f) == side )
continue;
// Don't test a surface that is farther away from the closest found intersection
float frac = front / (front-back);
if (frac >= state.m_HitFrac)
continue;
float mid = start * (1.0f - frac) + end * frac;
// Check this surface to see if there's an intersection
if (FindIntersectionAtSurface( surfID, mid, c, state ))
{
closestSurfID = surfID;
}
}
// Return the closest surface hit
return closestSurfID;
}
//-----------------------------------------------------------------------------
// LIGHT SAMPLING
//-----------------------------------------------------------------------------
// returns surfID
SurfaceHandle_t RecursiveLightPoint (mnode_t *node, float start, float end,
Vector& c, LightVecState_t& state )
{
// didn't hit anything
if (node->contents >= 0)
{
// FIXME: Should we always do this? It could get expensive...
// Check all the faces at the leaves
return FindIntersectionSurfaceAtLeaf( (mleaf_t*)node, start, end, c, state );
}
// Determine which side of the node plane our points are on
// FIXME: optimize for axial
cplane_t* plane = node->plane;
float startDotN = DotProduct( state.m_Ray.m_Start, plane->normal );
float deltaDotN = DotProduct( state.m_Ray.m_Delta, plane->normal );
float front = startDotN + start * deltaDotN - plane->dist;
float back = startDotN + end * deltaDotN - plane->dist;
int side = front < 0;
// If they're both on the same side of the plane, don't bother to split
// just check the appropriate child
SurfaceHandle_t surfID;
if ( (back < 0) == side )
{
surfID = RecursiveLightPoint (node->children[side], start, end, c, state);
return surfID;
}
// calculate mid point
float frac = front / (front-back);
float mid = start * (1.0f - frac) + end * frac;
// go down front side
surfID = RecursiveLightPoint (node->children[side], start, mid, c, state );
if ( IS_SURF_VALID( surfID ) )
return surfID; // hit something
// check for impact on this node
surfID = FindIntersectionSurfaceAtNode( node, mid, c, state );
if ( IS_SURF_VALID( surfID ) )
return surfID;
// go down back side
surfID = RecursiveLightPoint (node->children[!side], mid, end, c, state );
return surfID;
}
//-----------------------------------------------------------------------------
// Allows us to use a different model for R_LightVec
//-----------------------------------------------------------------------------
void R_LightVecUseModel( model_t* pModel )
{
s_pLightVecModel = pModel;
}
//-----------------------------------------------------------------------------
// returns light in range from 0 to 1.
// lightmapS/T is in [0,1] within the space of the surface.
// returns surfID
//-----------------------------------------------------------------------------
SurfaceHandle_t R_LightVec (const Vector& start, const Vector& end, bool bUseLightStyles, Vector& c,
float *textureS, float *textureT, float *lightmapS, float *lightmapT )
{
VPROF_INCREMENT_COUNTER( "R_LightVec", 1 );
SurfaceHandle_t retSurfID;
SurfaceHandle_t dispSurfID;
// We're using the vis frame here for lightvec tests
// to make sure we test each displacement only once
++r_surfacevisframe;
LightVecState_t state;
state.m_HitFrac = 1.0f;
state.m_Ray.Init( start, end );
state.m_pTextureS = textureS;
state.m_pTextureT = textureT;
state.m_pLightmapS = lightmapS;
state.m_pLightmapT = lightmapT;
state.m_nSkySurfID = SURFACE_HANDLE_INVALID;
state.m_bUseLightStyles = bUseLightStyles;
c[0] = c[1] = c[2] = 0.0f;
model_t* model = s_pLightVecModel ? s_pLightVecModel : host_state.worldmodel;
retSurfID = RecursiveLightPoint(&model->brush.pShared->nodes[model->brush.firstnode],
0.0f, 1.0f, c, state );
// While doing recursive light point, we built a list of all
// displacement surfaces which we need to test, so let's test them
dispSurfID = R_LightVecDisplacementChain( state, bUseLightStyles, c );
if( r_visualizelighttraces.GetBool() )
{
if( r_visualizelighttracesshowfulltrace.GetBool() )
{
CDebugOverlay::AddLineOverlay( start, end, 0, 255, 0, 255, true, -1.0f );
}
else
{
CDebugOverlay::AddLineOverlay( start, start + ( end - start ) * state.m_HitFrac, 0, 255, 0, 255, true, -1.0f );
}
}
if ( IS_SURF_VALID( dispSurfID ) )
retSurfID = dispSurfID;
// ConMsg( "R_LightVec: %f %f %f\n", c[0], c[1], c[2] );
// If we didn't hit anything else, but we hit a sky surface at
// some point along the ray cast, return the sky id.
if ( ( retSurfID == SURFACE_HANDLE_INVALID ) && ( state.m_nSkySurfID != SURFACE_HANDLE_INVALID ) )
return state.m_nSkySurfID;
return retSurfID;
}
// returns light in range from 0 to 1.
colorVec R_LightPoint (Vector& p)
{
SurfaceHandle_t surfID;
Vector end;
colorVec c;
Vector color;
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
surfID = R_LightVec( p, end, true, color );
if( IS_SURF_VALID( surfID ) )
{
c.r = LinearToScreenGamma( color[0] ) * 255;
c.g = LinearToScreenGamma( color[1] ) * 255;
c.b = LinearToScreenGamma( color[2] ) * 255;
c.a = 1;
}
else
{
c.r = c.g = c.b = c.a = 0;
}
return c;
}