libretro-tyrquake/common/r_light.c
Kevin Shanahan d84532b60f render: small tail recursion optimization in RecursiveLightPoint
Set up the tail recursion ourselves for the early test, let the compiler
do it (if it can) for the back side - since we set start/end as const.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
2013-04-26 12:57:32 +09:30

398 lines
9.1 KiB
C

/*
Copyright (C) 1996-1997 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.
*/
// r_light.c
#include <math.h>
#include "bspfile.h"
#include "client.h"
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "view.h"
#else
#include "r_local.h"
#endif
int r_dlightframecount;
/*
==================
R_AnimateLight
==================
*/
void
R_AnimateLight(void)
{
int i, j, k;
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int)(cl.time * 10);
for (j = 0; j < MAX_LIGHTSTYLES; j++) {
if (!cl_lightstyle[j].length) {
d_lightstylevalue[j] = 256;
continue;
}
k = i % cl_lightstyle[j].length;
k = cl_lightstyle[j].map[k] - 'a';
k = k * 22;
d_lightstylevalue[j] = k;
}
}
/* --------------------------------------------------------------------------*/
/* Dynamic Lights */
/* --------------------------------------------------------------------------*/
/*
=============
R_MarkLights
=============
*/
void
R_MarkLights(dlight_t *light, int bit, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct(light->origin, splitplane->normal) - splitplane->dist;
if (dist > light->radius) {
R_MarkLights(light, bit, node->children[0]);
return;
}
if (dist < -light->radius) {
R_MarkLights(light, bit, node->children[1]);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) {
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_PushDlights
=============
*/
void
R_PushDlights(void)
{
int i;
dlight_t *l;
#ifdef GLQUAKE
if (gl_flashblend.value)
return;
#endif
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
l = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < cl.time || !l->radius)
continue;
R_MarkLights(l, 1 << i, cl.worldmodel->nodes);
}
}
/* --------------------------------------------------------------------------*/
/* Light Sampling */
/* --------------------------------------------------------------------------*/
#ifdef GLQUAKE
vec3_t lightspot;
#endif
__attribute__((noinline))
static int
R_LightSurfPoint(const mnode_t *node, const vec3_t surfpoint)
{
const msurface_t *surf;
int i, maps;
/* check for impact on this node */
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) {
const mtexinfo_t *tex;
const byte *lightmap;
int s, t, ds, dt, lightlevel;
if (surf->flags & SURF_DRAWTILED)
continue; /* no lightmaps */
tex = surf->texinfo;
s = DotProduct(surfpoint, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct(surfpoint, 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)
return 0;
ds >>= 4;
dt >>= 4;
/* FIXME: does this account properly for dynamic lights? e.g. rocket */
lightlevel = 0;
lightmap = surf->samples + dt * ((surf->extents[0] >> 4) + 1) + ds;
foreach_surf_lightstyle(surf, maps) {
const short *size = surf->extents;
const int surfbytes = ((size[0] >> 4) + 1) * ((size[1] >> 4) + 1);
lightlevel += *lightmap * d_lightstylevalue[surf->styles[maps]];
lightmap += surfbytes;
}
return lightlevel >> 8;
}
return -1;
}
static int
RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
{
const mplane_t *plane;
float front, back, frac;
vec3_t surfpoint;
int side, lightlevel;
restart:
if (node->contents < 0)
return -1; /* didn't hit anything */
/* calculate surface intersection point */
plane = node->plane;
switch (plane->type) {
case PLANE_X:
case PLANE_Y:
case PLANE_Z:
front = start[plane->type - PLANE_X] - plane->dist;
back = end[plane->type - PLANE_X] - plane->dist;
break;
default:
front = DotProduct(start, plane->normal) - plane->dist;
back = DotProduct(end, plane->normal) - plane->dist;
break;
}
side = front < 0;
if ((back < 0) == side) {
/* Completely on one side - tail recursion optimization */
node = node->children[side];
goto restart;
}
frac = front / (front - back);
surfpoint[0] = start[0] + (end[0] - start[0]) * frac;
surfpoint[1] = start[1] + (end[1] - start[1]) * frac;
surfpoint[2] = start[2] + (end[2] - start[2]) * frac;
/* go down front side */
lightlevel = RecursiveLightPoint(node->children[side], start, surfpoint);
if (lightlevel >= 0)
return lightlevel; /* hit something */
if ((back < 0) == side)
return -1; /* didn't hit anything */
#ifdef GLQUAKE
VectorCopy(surfpoint, lightspot);
#endif
lightlevel = R_LightSurfPoint(node, surfpoint);
if (lightlevel >= 0)
return lightlevel;
/* Go down back side */
return RecursiveLightPoint(node->children[!side], surfpoint, end);
}
/*
* FIXME - check what the callers do, but I don't think this will check the
* light value of a bmodel below the point. Models could easily be standing on
* a func_plat or similar...
*/
int
R_LightPoint(const vec3_t point)
{
vec3_t end;
int lightlevel;
if (!cl.worldmodel->lightdata)
return 255;
end[0] = point[0];
end[1] = point[1];
end[2] = point[2] - (8192 + 2); /* Max distance + error margin */
lightlevel = RecursiveLightPoint(cl.worldmodel->nodes, point, end);
if (lightlevel == -1)
lightlevel = 0;
#ifndef GLQUAKE
if (lightlevel < r_refdef.ambientlight)
lightlevel = r_refdef.ambientlight;
#endif
return lightlevel;
}
#ifdef GLQUAKE
/*
=============================================================================
GLQUAKE - DYNAMIC LIGHTS BLEND RENDERING
=============================================================================
*/
static void
AddLightBlend(float r, float g, float b, float a2)
{
float a;
v_blend[3] = a = v_blend[3] + a2 * (1 - v_blend[3]);
a2 = a2 / a;
v_blend[0] = v_blend[1] * (1 - a2) + r * a2;
v_blend[1] = v_blend[1] * (1 - a2) + g * a2;
v_blend[2] = v_blend[2] * (1 - a2) + b * a2;
}
#define DLIGHT_BUBBLE_WEDGES 16
static float bubble_sintable[DLIGHT_BUBBLE_WEDGES + 1];
static float bubble_costable[DLIGHT_BUBBLE_WEDGES + 1];
void
R_InitBubble()
{
float a;
int i;
float *bub_sin, *bub_cos;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
for (i = DLIGHT_BUBBLE_WEDGES; i >= 0; i--) {
a = i / ((float)DLIGHT_BUBBLE_WEDGES) * M_PI * 2;
*bub_sin++ = sin(a);
*bub_cos++ = cos(a);
}
}
static void
R_RenderDlight(dlight_t *light)
{
int i, j;
vec3_t v;
float rad;
float *bub_sin, *bub_cos;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
rad = light->radius * 0.35;
VectorSubtract(light->origin, r_origin, v);
if (Length(v) < rad) { // view is inside the dlight
AddLightBlend(1, 0.5, 0, light->radius * 0.0003);
return;
}
glBegin(GL_TRIANGLE_FAN);
glColor4fv(light->color);
for (i = 0; i < 3; i++)
v[i] = light->origin[i] - vpn[i] * rad;
glVertex3fv(v);
glColor3f(0, 0, 0);
for (i = DLIGHT_BUBBLE_WEDGES; i >= 0; i--) {
for (j = 0; j < 3; j++)
v[j] = light->origin[j] + (vright[j] * (*bub_cos)
+ vup[j] * (*bub_sin)) * rad;
bub_sin++;
bub_cos++;
glVertex3fv(v);
}
glEnd();
}
/*
=============
R_RenderDlights
=============
*/
void
R_RenderDlights(void)
{
int i;
dlight_t *l;
if (!gl_flashblend.value)
return;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
glDepthMask(0);
glDisable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
l = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < cl.time || !l->radius)
continue;
R_RenderDlight(l);
}
glColor3f(1, 1, 1);
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(1);
}
#endif /* GLQUAKE */