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

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;