Files
Goober5000 1aee2401e5 fix a few lighting bugs
There was confusion in the lighting code between light indexes and sun indexes.  These are usually the same, but not always.  This makes several changes to fix light/sun handling.

1. Clarify the distinction between lights and suns and add a `sun_index` field
2. Add a flags field and assign the `dual_cone` boolean to it, as well as a new glare flag
3. Determine light glare by checking the light flag, not the sun (which never worked in the first place as the `stars_sun_has_glare` function checked bitmaps rather than suns)
2024-02-27 20:21:42 -05:00

680 lines
17 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "cmdline/cmdline.h"
#include "debugconsole/console.h"
#include "globalincs/systemvars.h"
#include "graphics/2d.h"
#include "graphics/color.h"
#include "graphics/light.h"
#include "lighting/lighting.h"
#include "lighting/lighting_profiles.h"
#include "math/vecmat.h"
#include "model/modelrender.h"
#include "render/3d.h"
#include "options/Option.h"
SCP_vector<light> Lights;
SCP_vector<light> Static_light;
static int Light_in_shadow = 0; // If true, this means we're in a shadow
#define MIN_LIGHT 0.03f // When light drops below this level, ignore it. Must be non-zero! (1/32)
static int Lighting_off = 0;
// For lighting values, 0.75 is full intensity
#define AMBIENT_LIGHT_DEFAULT 0.15f //0.10f
#define REFLECTIVE_LIGHT_DEFAULT 0.75f //0.90f
static float Ambient_light = AMBIENT_LIGHT_DEFAULT;
static float Reflective_light = REFLECTIVE_LIGHT_DEFAULT;
int Lighting_flag = 1;
int Num_lights = 0;
lighting_mode Lighting_mode = lighting_mode::NORMAL;
DCF(light,"Changes lighting parameters")
{
SCP_string arg_str;
float val_f;
bool val_b;
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: light keyword\nWhere keyword can be in the following forms:\n" );
dc_printf( "light on|off Turns all lighting on/off\n" );
dc_printf( "light default Resets lighting to all default values\n" );
dc_printf( "light ambient X Where X is the ambient light between 0 and 1.0\n" );
dc_printf( "light reflect X Where X is the material reflectiveness between 0 and 1.0\n" );
dc_printf( "light dynamic [bool] Toggles dynamic lighting on/off\n" );
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf( "Ambient light is set to %.2f\n", Ambient_light );
dc_printf( "Reflective light is set to %.2f\n", Reflective_light );
dc_printf( "Dynamic lighting is: %s\n", (Lighting_flag?"on":"off") );
return;
}
if (dc_optional_string("ambient")) {
dc_stuff_float(&val_f);
if ((val_f < 0.0f) || (val_f > 1.0f)) {
dc_printf(" Error: ambient value must be between 0.0 and 1.0\n");
} else {
Ambient_light = val_f;
}
} else if (dc_optional_string("reflect")) {
dc_stuff_float(&val_f);
if ( (val_f < 0.0f) || (val_f > 1.0f)) {
dc_printf(" Error: reflect value mus be between 0.0 and 1.0\n");
} else {
Reflective_light = val_f;
}
} else if (dc_optional_string("default")) {
Ambient_light = AMBIENT_LIGHT_DEFAULT;
Reflective_light = REFLECTIVE_LIGHT_DEFAULT;
Lighting_flag = 0;
} else if (dc_optional_string("dynamic")) {
dc_stuff_boolean(&val_b);
Lighting_flag = val_b;
} else if(dc_maybe_stuff_boolean(&Lighting_off)) {
Lighting_off = !Lighting_off;
} else {
dc_stuff_string_white(arg_str);
dc_printf("Error: Unknown argument '%s'\n", arg_str.c_str());
}
}
// used by In-Game Options menu
static bool DeferredLightingEnabled = true;
static auto DeferredLightingOption = options::OptionBuilder<bool>("Graphics.DeferredLighting",
std::pair<const char*, int>{"Deferred Lighting", 1782},
std::pair<const char*, int>{"Enables or disables deferred lighting", 1783})
.category(std::make_pair("Graphics", 1825))
.default_val(true)
.level(options::ExpertLevel::Advanced)
.bind_to_once(&DeferredLightingEnabled)
.importance(60)
.finish();
bool light_deferred_enabled()
{
if (Using_in_game_options) {
return DeferredLightingOption->getValue();
} else {
return !Cmdline_no_deferred_lighting;
}
}
void light_reset()
{
Static_light.clear();
Lights.clear();
Num_lights = 0;
}
extern vec3d Object_position;
/**
* Rotates the light into the current frame of reference
*
* @param l Light to rotate
*/
static void light_rotate(light * l)
{
switch( l->type ) {
case Light_Type::Directional:
// Rotate the light direction into local coodinates
vm_vec_rotate(&l->local_vec, &l->vec, &Light_matrix );
break;
case Light_Type::Point: {
vec3d tempv;
// Rotate the point into local coordinates
vm_vec_sub(&tempv, &l->vec, &Light_base );
vm_vec_rotate(&l->local_vec, &tempv, &Light_matrix );
}
break;
case Light_Type::Tube:{
vec3d tempv;
// Rotate the point into local coordinates
vm_vec_sub(&tempv, &l->vec, &Light_base );
vm_vec_rotate(&l->local_vec, &tempv, &Light_matrix );
// Rotate the point into local coordinates
vm_vec_sub(&tempv, &l->vec2, &Light_base );
vm_vec_rotate(&l->local_vec2, &tempv, &Light_matrix );
}
break;
case Light_Type::Cone:
break;
default:
Int3(); // Invalid light type
}
}
void light_add_directional(const vec3d* dir, int sun_index, bool no_glare, const hdr_color* new_color, const float source_radius)
{
Assert(new_color!= nullptr);
light_add_directional(dir, sun_index, no_glare, new_color->i(), new_color->r(), new_color->g(), new_color->b(), source_radius);
}
namespace ltp=lighting_profiles;
void light_add_directional(const vec3d *dir, int sun_index, bool no_glare, float intensity, float r, float g, float b, const float source_radius)
{
if (Lighting_off) return;
Num_lights++;
light l;
l.type = Light_Type::Directional;
l.flags = no_glare ? (LF_DEFAULT | LF_NO_GLARE) : LF_DEFAULT;
l.sun_index = sun_index;
vm_vec_copy_scale( &l.vec, dir, -1.0f );
l.r = r;
l.g = g;
l.b = b;
//configurable global tuning of light qualities
auto lp = ltp::current();
l.intensity = lp->overall_brightness.handle(lp->directional_light_brightness.handle(intensity));
l.rada = 0.0f;
l.radb = 0.0f;
l.rada_squared = l.rada*l.rada;
l.radb_squared = l.radb*l.radb;
l.instance = Num_lights-1;
l.source_radius = MAX(0.0f,source_radius);
Lights.push_back(l);
Static_light.push_back(l);
}
void light_add_point(const vec3d* pos, float r1, float r2, const hdr_color* new_color, float source_radius)
{
Assert(new_color!= nullptr);
light_add_point(pos, r1, r2, new_color->i(), new_color->r(), new_color->g(), new_color->b(), source_radius);
}
void light_add_point(const vec3d *pos, float r1, float r2, float intensity, float r, float g, float b, const float source_radius)
{
Assertion( r1 > 0.0f, "Invalid radius r1 specified for light: %f. Radius must be > 0.0f. Examine stack trace to determine culprit.\n", r1 );
Assertion( r2 > 0.0f, "Invalid radius r2 specified for light: %f. Radius must be > 0.0f. Examine stack trace to determine culprit.\n", r2 );
if (Lighting_off) return;
if (!Lighting_flag) return;
light l;
Num_lights++;
l.type = Light_Type::Point;
l.flags = LF_DEFAULT;
l.sun_index = -1;
l.vec = *pos;
l.r = r;
l.g = g;
l.b = b;
//configurable global tuning of light qualities
auto lp = ltp::current();
l.intensity = lp->overall_brightness.handle(lp->point_light_brightness.handle(intensity));
l.rada = lp->point_light_radius.handle(r1);
l.radb = lp->point_light_radius.handle(r2);
l.rada_squared = l.rada*l.rada;
l.radb_squared = l.radb*l.radb;
l.instance = Num_lights-1;
l.source_radius = MAX(0.0f,source_radius);
Lights.push_back(l);
}
void light_add_tube(const vec3d* p0, const vec3d* p1, float r1, float r2, const hdr_color* new_color, const float source_radius)
{
Assert(new_color!= nullptr);
light_add_tube(p0, p1, r1, r2, new_color->i(), new_color->r(), new_color->g(), new_color->b(), source_radius);
}
void light_add_tube(const vec3d *p0, const vec3d *p1, float r1, float r2, float intensity, float r, float g, float b, const float source_radius)
{
Assertion(r1 > 0.0f, "Invalid radius r1 specified for light: %f. Radius must be > 0.0f. Examine stack trace to determine culprit.\n", r1);
Assertion(r2 > 0.0f, "Invalid radius r2 specified for light: %f. Radius must be > 0.0f. Examine stack trace to determine culprit.\n", r2);
if (Lighting_off) return;
if (!Lighting_flag) return;
light l;
Num_lights++;
l.type = Light_Type::Tube;
l.flags = LF_DEFAULT;
l.sun_index = -1;
l.vec = *p0;
l.vec2 = *p1;
l.r = r;
l.g = g;
l.b = b;
//configurable global tuning of light qualities
auto lp = ltp::current();
l.intensity = lp->overall_brightness.handle(lp->tube_light_brightness.handle(intensity));
l.rada = lp->tube_light_radius.handle(r1);
l.radb = lp->tube_light_radius.handle(r2);
l.rada_squared = l.rada*l.rada;
l.radb_squared = l.radb*l.radb;
l.instance = Num_lights-1;
l.source_radius = MAX(0.0f,source_radius);
l.local_vec = vmd_zero_vector;
l.local_vec2 = vmd_zero_vector;
Lights.push_back(l);
}
void light_rotate_all()
{
if ( Lighting_off ) return;
for (auto& l : Lights)
light_rotate(&l);
}
/**
* Return the # of global light sources
*/
int light_get_global_count()
{
return (int)Static_light.size();
}
/**
* Fills direction of global light source N in pos.
*
* @param pos Position
* @param n Light source
*
* Returns false if there is no global light.
*/
bool light_get_global_dir(vec3d *pos, int n)
{
if (!SCP_vector_inbounds(Static_light, n)) {
return false;
}
if (pos) {
*pos = Static_light[n].vec;
vm_vec_scale( pos, -1.0f );
}
return true;
}
bool light_has_glare(int n)
{
if (!SCP_vector_inbounds(Static_light, n)) {
return false;
}
return (Static_light[n].flags & LF_NO_GLARE) == 0;
}
int light_get_sun_index(int n)
{
if (!SCP_vector_inbounds(Static_light, n)) {
return -1;
}
return Static_light[n].sun_index;
}
int light_find_for_sun(int sun_index)
{
for (size_t n = 0; n < Static_light.size(); ++n)
if (Static_light[n].sun_index == sun_index)
return static_cast<int>(n);
return -1;
}
void light_apply_rgb( ubyte *param_r, ubyte *param_g, ubyte *param_b, const vec3d *pos, const vec3d *norm, float static_light_level )
{
int idx;
float rval, gval, bval;
if ( Lighting_off ) {
*param_r = 255;
*param_g = 255;
*param_b = 255;
return;
}
// Factor in ambient light
rval = Ambient_light;
gval = Ambient_light;
bval = Ambient_light;
// Factor in light from sun if there is one
if ( !Light_in_shadow ){
// apply all sun lights
for (idx = 0; idx < (int)Static_light.size(); idx++) {
float ltmp;
// calculate light from surface normal
ltmp = -vm_vec_dot(&Static_light[idx].local_vec, norm )*Static_light[idx].intensity*Reflective_light; // reflective light
if ( ltmp > 0.0f ) {
rval += Static_light[idx].r * ltmp;
gval += Static_light[idx].g * ltmp;
bval += Static_light[idx].b * ltmp;
}
}
}
// At this point, l must be between 0 and 0.75 (0.75-1.0 is for dynamic light only)
CLAMP(rval, 0.0f, 0.75f);
CLAMP(gval, 0.0f, 0.75f);
CLAMP(bval, 0.0f, 0.75f);
rval *= static_light_level;
gval *= static_light_level;
bval *= static_light_level;
vec3d to_light;
float dot, dist;
vec3d temp;
for (const auto& l : Lights) {
dist = -1.0f;
switch(l.type){
// point lights
case Light_Type::Point:
vm_vec_sub( &to_light, &l.local_vec, pos );
break;
// tube lights
case Light_Type::Tube:
if(vm_vec_dist_to_line(pos, &l.local_vec, &l.local_vec2, &temp, &dist) != 0){
continue;
}
vm_vec_sub(&to_light, &temp, pos);
dist *= dist; // since we use radius squared
break;
case Light_Type::Directional:
continue;
case Light_Type::Cone:
continue;
// others. BAD
default:
Error("Unknown light type in light_apply_rgb!\n");
continue;
}
dot = vm_vec_dot(&to_light, norm);
// dot = 1.0f;
if ( dot > 0.0f ) {
// indicating that we already calculated the distance (vm_vec_dist_to_line(...) does this for us)
if(dist < 0.0f){
dist = vm_vec_mag_squared(&to_light);
}
if ( dist < l.rada_squared ) {
float ratio;
ratio = l.intensity*dot;
ratio *= 0.25f;
rval += l.r*ratio;
gval += l.g*ratio;
bval += l.b*ratio;
} else if ( dist < l.radb_squared ) {
float ratio;
// dist from 0 to
float nnum = dist - l.rada_squared;
float dden = l.radb_squared - l.rada_squared;
ratio = (1.0f - nnum / dden)*dot*l.intensity;
ratio *= 0.25f;
rval += l.r*ratio;
gval += l.g*ratio;
bval += l.b*ratio;
}
}
}
float m = rval;
if ( gval > m ) m = gval;
if ( bval > m ) m = bval;
if ( m > 1.0f ) {
float im = 1.0f / m;
rval *= im;
gval *= im;
bval *= im;
}
CLAMP(rval, 0.0f, 1.0f);
CLAMP(gval, 0.0f, 1.0f);
CLAMP(bval, 0.0f, 1.0f);
*param_r = ubyte(fl2i(rval*255.0f));
*param_g = ubyte(fl2i(gval*255.0f));
*param_b = ubyte(fl2i(bval*255.0f));
}
void light_add_cone(const vec3d *pos, const vec3d *dir, float angle, float inner_angle, bool dual_cone, float r1, float r2, const hdr_color* new_color, const float source_radius)
{
Assert(new_color!= nullptr);
light_add_cone(pos, dir, angle, inner_angle, dual_cone, r1, r2, new_color->i(), new_color->r(), new_color->g(), new_color->b(), source_radius);
}
void light_add_cone(const vec3d *pos, const vec3d *dir, float angle, float inner_angle, bool dual_cone, float r1, float r2, float intensity, float r, float g, float b, const float source_radius )
{
Assertion( r1 > 0.0f, "Invalid radius r1 specified for light: %f. Radius must be > 0.0f. Examine stack trace to determine culprit.\n", r1 );
Assertion( r2 > 0.0f, "Invalid radius r2 specified for light: %f. Radius must be > 0.0f. Examine stack trace to determine culprit.\n", r2 );
if ( Lighting_off ) return;
if (!Lighting_flag) return;
light l;
Num_lights++;
l.type = Light_Type::Cone;
l.flags = dual_cone ? (LF_DEFAULT | LF_DUAL_CONE) : LF_DEFAULT;
l.sun_index = -1;
l.vec = *pos;
l.vec2= *dir;
l.cone_angle = angle;
l.cone_inner_angle = inner_angle;
l.r = r;
l.g = g;
l.b = b;
auto lp = ltp::current();
l.intensity = lp->overall_brightness.handle(lp->cone_light_brightness.handle(intensity));
l.rada = lp->cone_light_radius.handle(r1);
l.radb = lp->cone_light_radius.handle(r2);
l.rada_squared = l.rada*l.rada;
l.radb_squared = l.radb*l.radb;
l.instance = Num_lights-1;
l.source_radius = MAX(0.0f,source_radius);
Lights.push_back(l);
}
bool light_compare_by_type(const light &a, const light &b)
{
return a.type < b.type;
}
void scene_lights::addLight(const light *light_ptr)
{
Assert(light_ptr != NULL);
AllLights.push_back(*light_ptr);
if ( light_ptr->type == Light_Type::Directional ) {
StaticLightIndices.push_back(AllLights.size() - 1);
}
}
void scene_lights::setLightFilter(const vec3d *pos, float rad)
{
size_t i = 0;
// clear out current filtered lights
FilteredLights.clear();
for ( auto& l : AllLights ) {
switch ( l.type ) {
case Light_Type::Directional:
++i;
continue;
case Light_Type::Point: {
vec3d to_light;
float dist_squared, max_dist_squared;
vm_vec_sub( &to_light, &l.vec, pos );
dist_squared = vm_vec_mag_squared(&to_light);
max_dist_squared = l.radb+rad;
max_dist_squared *= max_dist_squared;
if ( dist_squared < max_dist_squared ) {
FilteredLights.push_back(i);
}
}
break;
case Light_Type::Tube: {
vec3d nearest;
float dist_squared, max_dist_squared;
vm_vec_dist_squared_to_line(pos,&l.vec,&l.vec2,&nearest,&dist_squared);
max_dist_squared = l.radb+rad;
max_dist_squared *= max_dist_squared;
if ( dist_squared < max_dist_squared ) {
FilteredLights.push_back(i);
}
}
break;
case Light_Type::Cone:
break;
default:
break;
}
++i;
}
}
light_indexing_info scene_lights::bufferLights()
{
size_t i;
light_indexing_info light_info;
light_info.index_start = 0;
light_info.num_lights = 0;
// make sure that there are lights to bind?
if ( FilteredLights.empty() ) {
return light_info;
}
light_info.index_start = BufferedLights.size();
for ( i = 0; i < FilteredLights.size(); ++i ) {
BufferedLights.push_back(FilteredLights[i]);
}
light_info.num_lights = FilteredLights.size();
return light_info;
}
void scene_lights::resetLightState()
{
current_light_index = static_cast<size_t>(-1);
current_num_lights = static_cast<size_t>(-1);
}
bool scene_lights::setLights(const light_indexing_info *info)
{
if ( info->index_start == current_light_index && info->num_lights == current_num_lights ) {
// don't need to set new lights since the ones requested to be set are currently set
return false;
}
current_light_index = info->index_start;
current_num_lights = info->num_lights;
gr_reset_lighting();
for ( size_t i = 0; i < StaticLightIndices.size(); ++i) {
auto light_index = StaticLightIndices[i];
gr_set_light( &AllLights[light_index] );
}
extern bool Deferred_lighting;
if ( Deferred_lighting ) {
gr_set_lighting();
return false;
}
auto index_start = info->index_start;
auto num_lights = info->num_lights;
// check if there are any lights to actually set
if ( num_lights <= 0 ) {
gr_set_lighting();
return false;
}
// we definitely shouldn't be exceeding the number of buffered lights
Assert(index_start + num_lights <= BufferedLights.size());
for ( size_t i = 0; i < num_lights; ++i ) {
auto buffered_light_index = index_start + i;
auto light_index = BufferedLights[buffered_light_index];
gr_set_light(&AllLights[light_index]);
}
gr_set_lighting();
return true;
}