cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
+cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
+cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
+cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
+cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
+cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
+cvar_t r_hdr_irisadaptation_fade = {CVAR_SAVE, "r_hdr_irisadaptation_fade", "1", "fade rate at which value adjusts"};
cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
Cvar_RegisterVariable(&r_hdr_scenebrightness);
Cvar_RegisterVariable(&r_hdr_glowintensity);
Cvar_RegisterVariable(&r_hdr_range);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_fade);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
{
if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
org[2] = org[2] + r_overheadsprites_pushback.value;
- R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+ R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
}
else
- r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
if(ent->flags & RENDER_EQUALIZE)
{
}
}
+void R_HDR_UpdateIrisAdaptation(const vec3_t point)
+{
+ if (r_hdr_irisadaptation.integer)
+ {
+ vec3_t ambient;
+ vec3_t diffuse;
+ vec3_t diffusenormal;
+ vec_t brightness;
+ vec_t goal;
+ vec_t adjust;
+ vec_t current;
+ R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+ brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
+ brightness = max(0.0000001f, brightness);
+ goal = r_hdr_irisadaptation_multiplier.value / brightness;
+ goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
+ adjust = r_hdr_irisadaptation_fade.value * cl.realframetime;
+ current = r_hdr_irisadaptation_value.value;
+ if (current < goal)
+ current = min(current + adjust, goal);
+ else if (current > goal)
+ current = max(current - adjust, goal);
+ if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
+ Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
+ }
+ else if (r_hdr_irisadaptation_value.value != 1.0f)
+ Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
+}
+
static void R_View_SetFrustum(const int *scissor)
{
int i;
return; //Host_Error ("R_RenderView: NULL worldmodel");
}
- r_refdef.view.colorscale = r_hdr_scenebrightness.value;
+ r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
R_RenderView_UpdateViewVectors();
=============================================================================
*/
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags)
+void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
{
int i, numlights, flag;
- float f, relativepoint[3], dist, dist2, lightradius2;
rtlight_t *light;
dlight_t *dlight;
+ float relativepoint[3];
+ float color[3];
+ float dir[3];
+ float dist;
+ float dist2;
+ float intensity;
+ float sample[5*3];
+ float lightradius2;
- VectorClear(diffusecolor);
- VectorClear(diffusenormal);
+ if (r_fullbright.integer)
+ {
+ VectorSet(ambient, 1, 1, 1);
+ VectorClear(diffuse);
+ VectorClear(lightdir);
+ return;
+ }
if (flags & LP_LIGHTMAP)
{
- if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
- {
- ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
- r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
- }
- else
- VectorSet(ambientcolor, 1, 1, 1);
+ VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+ VectorClear(diffuse);
+ VectorClear(lightdir);
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+ return;
}
+
+ memset(sample, 0, sizeof(sample));
+ VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+
+ if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ {
+ vec3_t tempambient;
+ VectorClear(tempambient);
+ VectorClear(color);
+ VectorClear(relativepoint);
+ r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+ VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
+ VectorScale(color, r_refdef.lightmapintensity, color);
+ VectorAdd(sample, tempambient, sample);
+ VectorMA(sample , 0.5f , color, sample );
+ VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+ VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+ VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+ // calculate a weighted average light direction as well
+ intensity = VectorLength(color);
+ VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+ }
+
if (flags & LP_RTWORLD)
{
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
if (dist2 >= lightradius2)
continue;
dist = sqrt(dist2) / light->radius;
- f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
- if (f <= 0)
+ intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
+ if (intensity <= 0.0f)
continue;
- // todo: add to both ambient and diffuse
- if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
- VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+ if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+ continue;
+ // scale down intensity to add to both ambient and diffuse
+ //intensity *= 0.5f;
+ VectorNormalize(relativepoint);
+ VectorScale(light->currentcolor, intensity, color);
+ VectorMA(sample , 0.5f , color, sample );
+ VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+ VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+ VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+ // calculate a weighted average light direction as well
+ intensity *= VectorLength(color);
+ VectorMA(sample + 12, intensity, relativepoint, sample + 12);
}
}
+
if (flags & LP_DYNLIGHT)
{
// sample dlights
if (dist2 >= lightradius2)
continue;
dist = sqrt(dist2) / light->radius;
- f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
- if (f <= 0)
+ intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
+ if (intensity <= 0.0f)
continue;
- // todo: add to both ambient and diffuse
- if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
- VectorMA(ambientcolor, f, light->color, ambientcolor);
+ if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+ continue;
+ // scale down intensity to add to both ambient and diffuse
+ //intensity *= 0.5f;
+ VectorNormalize(relativepoint);
+ VectorScale(light->currentcolor, intensity, color);
+ VectorMA(sample , 0.5f , color, sample );
+ VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+ VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+ VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+ // calculate a weighted average light direction as well
+ intensity *= VectorLength(color);
+ VectorMA(sample + 12, intensity, relativepoint, sample + 12);
}
}
+
+ // calculate the direction we'll use to reduce the sample to a directional light source
+ VectorCopy(sample + 12, dir);
+ //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+ VectorNormalize(dir);
+ // extract the diffuse color along the chosen direction and scale it
+ diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
+ diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+ diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+ // subtract some of diffuse from ambient
+ VectorMA(sample, -0.333f, diffuse, ambient);
+ // store the normalized lightdir
+ VectorCopy(dir, lightdir);
}