light: light passing through glass lights up the back side, scaled by (1-alpha)

This commit is contained in:
Eric Wasylishen 2016-11-02 21:35:11 -06:00
parent 95d3c308c7
commit ee89d41b6d
2 changed files with 33 additions and 10 deletions

View File

@ -139,6 +139,7 @@ typedef struct {
/* for lit water. receive light from either front or back. */
bool twosided;
vec_t alpha;
// ray batch stuff
raystream_t *stream;
@ -215,7 +216,7 @@ public:
vec3_t offset;
public:
lockable_vec_t minlight, shadow, shadowself, dirt, phong, phong_angle;
lockable_vec_t minlight, shadow, shadowself, dirt, phong, phong_angle, alpha;
lockable_string_t minlight_exclude;
lockable_vec3_t minlight_color;
lockable_bool_t lightignore;
@ -241,17 +242,17 @@ public:
dirt { "dirt", 0 },
phong { "phong", 0 },
phong_angle { "phong_angle", 0 },
alpha { "alpha", 1.0f },
minlight_exclude { "minlight_exclude", "" },
minlight_color { strings{"minlight_color", "mincolor"}, 255, 255, 255, vec3_transformer_t::NORMALIZE_COLOR_TO_255 },
lightignore { "lightignore", false }
{
VectorSet(offset, 0, 0, 0);
}
settingsdict_t settings() {
return {{
&minlight, &shadow, &shadowself, &dirt, &phong, &phong_angle,
&minlight, &shadow, &shadowself, &dirt, &phong, &phong_angle, &alpha,
&minlight_exclude, &minlight_color, &lightignore
}};
}

View File

@ -762,6 +762,13 @@ Lightsurf_Init(const modelinfo_t *modelinfo, const bsp2_dface_t *face,
lightsurf->nodirt = true;
}
/* handle alpha */
lightsurf->alpha = modelinfo->alpha.floatValue();
if (lightsurf->alpha < 1) {
/* skip culling of rays coming from the back side of the face */
lightsurf->twosided = true;
}
/* Set up the plane, not including model offset */
plane_t *plane = &lightsurf->plane;
VectorCopy(bsp->dplanes[face->planenum].normal, plane->normal);
@ -948,7 +955,7 @@ GetLightValue(const globalconfig_t &cfg, const light_t *entity, vec_t dist)
}
float
GetLightValueWithAngle(const globalconfig_t &cfg, const light_t *entity, const vec3_t surfnorm, const vec3_t surfpointToLightDir, float dist, bool twosided)
GetLightValueWithAngle(const globalconfig_t &cfg, const light_t *entity, const vec3_t surfnorm, const vec3_t surfpointToLightDir, float dist, bool twosided, float alpha)
{
float angle = DotProduct(surfpointToLightDir, surfnorm);
if (entity->bleed.boolValue() || twosided) {
@ -980,7 +987,13 @@ GetLightValueWithAngle(const globalconfig_t &cfg, const light_t *entity, const v
}
}
float add = GetLightValue(cfg, entity, dist) * angle * spotscale;
/* Check glass transparency */
float glass_transparency = 1;
if (alpha < 1) {
glass_transparency = (1-alpha);
}
float add = GetLightValue(cfg, entity, dist) * angle * spotscale * glass_transparency;
return add;
}
@ -988,10 +1001,10 @@ static void LightFace_SampleMipTex(miptex_t *tex, const float *projectionmatrix,
void
GetLightContrib(const globalconfig_t &cfg, const light_t *entity, const vec3_t surfnorm, const vec3_t surfpoint, bool twosided,
vec3_t color_out, vec3_t surfpointToLightDir_out, vec3_t normalmap_addition_out, float *dist_out)
float alpha, vec3_t color_out, vec3_t surfpointToLightDir_out, vec3_t normalmap_addition_out, float *dist_out)
{
float dist = GetDir(surfpoint, *entity->origin.vec3Value(), surfpointToLightDir_out);
float add = GetLightValueWithAngle(cfg, entity, surfnorm, surfpointToLightDir_out, dist, twosided);
float add = GetLightValueWithAngle(cfg, entity, surfnorm, surfpointToLightDir_out, dist, twosided, alpha);
/* write out the final color */
if (entity->projectedmip) {
@ -1267,7 +1280,8 @@ GetDirectLighting(const globalconfig_t &cfg, raystream_t *rs, const vec3_t origi
continue;
}
GetLightContrib(cfg, &entity, normal, origin, false, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
// FIXME: handle glass
GetLightContrib(cfg, &entity, normal, origin, false, 1.0f, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
const float dirt = Dirt_GetScaleFactor(cfg, occlusion, &entity, /* FIXME: pass */ nullptr);
VectorScale(color, dirt, color);
@ -1302,6 +1316,8 @@ GetDirectLighting(const globalconfig_t &cfg, raystream_t *rs, const vec3_t origi
// apply anglescale
cosangle = (1.0 - sun.anglescale) + sun.anglescale * cosangle;
// FIXME: handle glass
if (!TestSky(origin, sun.sunvec, NULL)) {
continue;
}
@ -1366,7 +1382,7 @@ LightFace_Entity(const bsp2_t *bsp,
float surfpointToLightDist;
vec3_t color, normalcontrib;
GetLightContrib(cfg, entity, surfnorm, surfpoint, lightsurf->twosided, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
GetLightContrib(cfg, entity, surfnorm, surfpoint, lightsurf->twosided, lightsurf->alpha, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
const float occlusion = Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], entity, lightsurf);
VectorScale(color, occlusion, color);
@ -1425,6 +1441,12 @@ LightFace_Sky(const sun_t *sun, const lightsurf_t *lightsurf, lightmapdict_t *li
return;
}
/* Check glass transparency for lighting the back side of glass */
float glass_transparency = 1;
if (lightsurf->alpha < 1) {
glass_transparency = (1-lightsurf->alpha);
}
/* if sunlight is set, use a style 0 light map */
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, 0, lightsurf);
@ -1477,7 +1499,7 @@ LightFace_Sky(const sun_t *sun, const lightsurf_t *lightsurf, lightmapdict_t *li
}
angle = (1.0 - sun->anglescale) + sun->anglescale * angle;
float value = angle * sun->sunlight;
float value = angle * sun->sunlight * glass_transparency;
if (sun->dirt) {
value *= Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], NULL, lightsurf);
}