2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_collision.h"
26 rdlight_t r_dlight[MAX_DLIGHTS];
29 cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
30 cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
31 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"};
32 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "1"};
34 static rtexture_t *lightcorona;
35 static rtexturepool_t *lighttexturepool;
37 void r_light_start(void)
41 qbyte pixels[32][32][4];
42 lighttexturepool = R_AllocTexturePool();
43 for (y = 0;y < 32;y++)
45 dy = (y - 15.5f) * (1.0f / 16.0f);
46 for (x = 0;x < 32;x++)
48 dx = (x - 15.5f) * (1.0f / 16.0f);
49 a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2));
54 pixels[y][x][3] = 255;
57 lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
60 void r_light_shutdown(void)
62 lighttexturepool = NULL;
66 void r_light_newmap(void)
69 for (i = 0;i < 256;i++)
70 d_lightstylevalue[i] = 264; // normal light value
73 void R_Light_Init(void)
75 Cvar_RegisterVariable(&r_modellights);
76 Cvar_RegisterVariable(&r_vismarklights);
77 Cvar_RegisterVariable(&r_coronas);
78 Cvar_RegisterVariable(&gl_flashblend);
79 R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
87 void R_AnimateLight (void)
93 // 'm' is normal light, 'a' is no light, 'z' is double bright
94 i = (int)(cl.time * 10);
95 for (j = 0;j < MAX_LIGHTSTYLES;j++)
97 if (!cl_lightstyle || !cl_lightstyle[j].length)
99 d_lightstylevalue[j] = 256;
102 k = i % cl_lightstyle[j].length;
103 k = cl_lightstyle[j].map[k] - 'a';
105 d_lightstylevalue[j] = k;
110 void R_BuildLightList(void)
119 if (!r_dynamic.integer || !cl_dlights)
122 for (i = 0;i < MAX_DLIGHTS;i++)
127 rd = &r_dlight[r_numdlights++];
128 VectorCopy(cd->origin, rd->origin);
129 VectorScale(cd->color, cd->radius * 64.0f, rd->light);
130 rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
131 // clamp radius to avoid overflowing division table in lightmap code
132 if (rd->cullradius2 > (2048.0f * 2048.0f))
133 rd->cullradius2 = (2048.0f * 2048.0f);
134 rd->cullradius = sqrt(rd->cullradius2);
135 rd->subtract = 1.0f / rd->cullradius2;
137 c_dlights++; // count every dlight in use
141 void R_DrawCoronas(void)
145 float scale, viewdist, diff[3], dist;
147 if (!r_coronas.integer)
149 memset(&m, 0, sizeof(m));
150 m.blendfunc1 = GL_ONE;
151 m.blendfunc2 = GL_ONE;
152 m.depthdisable = true; // magic
153 m.tex[0] = R_GetTexture(lightcorona);
154 R_Mesh_Matrix(&r_identitymatrix);
156 viewdist = DotProduct(r_origin, vpn);
157 for (i = 0;i < r_numdlights;i++)
160 dist = (DotProduct(rd->origin, vpn) - viewdist);
161 if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true, NULL) == 1)
163 scale = r_colorscale * (1.0f / 131072.0f);
164 if (gl_flashblend.integer)
168 VectorSubtract(rd->origin, r_origin, diff);
169 scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
171 GL_Color(rd->light[0] * scale, rd->light[1] * scale, rd->light[2] * scale, 1);
172 scale = rd->cullradius * 0.25f;
173 if (gl_flashblend.integer)
175 R_DrawSpriteMesh(rd->origin, vright, vup, scale, -scale, -scale, scale);
181 =============================================================================
185 =============================================================================
193 static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
195 float ndist, maxdist;
197 int i, *surfacepvsframes;
198 int d, impacts, impactt;
199 float dist, dist2, impact[3];
201 if (!r_dynamic.integer)
204 // for comparisons to minimum acceptable light
205 maxdist = rd->cullradius2;
207 surfacepvsframes = ent->model->surfacepvsframes;
209 if (node->contents < 0)
212 ndist = PlaneDiff(lightorigin, node->plane);
214 if (ndist > rd->cullradius)
216 node = node->children[0];
219 if (ndist < -rd->cullradius)
221 node = node->children[1];
226 surf = ent->model->surfaces + node->firstsurface;
227 for (i = 0;i < node->numsurfaces;i++, surf++)
229 if (surfacepvsframes[surf->number] != ent->model->pvsframecount)
232 if (surf->flags & SURF_PLANEBACK)
235 if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
239 if (dist2 >= maxdist)
242 if (node->plane->type < 3)
244 VectorCopy(lightorigin, impact);
245 impact[node->plane->type] -= dist;
249 impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
250 impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
251 impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
254 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
256 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
261 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
263 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
268 if (surf->dlightframe != r_framecount) // not dynamic until now
270 surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
271 surf->dlightframe = r_framecount;
272 if (r_dlightmap.integer)
273 surf->cached_dlight = true;
275 surf->dlightbits[bitindex] |= bit;
278 if (node->children[0]->contents >= 0)
280 if (node->children[1]->contents >= 0)
282 R_OldMarkLights (ent, lightorigin, rd, bit, bitindex, node->children[0]);
283 node = node->children[1];
288 node = node->children[0];
292 else if (node->children[1]->contents >= 0)
294 node = node->children[1];
300 static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int bitindex)
302 static int lightframe = 0;
306 int i, k, m, c, leafnum, *surfacepvsframes, *mark;
311 float low[3], high[3], dist, maxdist;
313 if (!r_dynamic.integer)
316 Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
319 pvsleaf = Mod_PointInLeaf (lightorigin, model);
323 in = pvsleaf->compressed_vis;
324 if (!r_vismarklights.integer || !in)
326 // told not to use pvs, or there's no pvs to use
327 R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
333 low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius;
334 high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius;
336 // for comparisons to minimum acceptable light
337 maxdist = rd->cullradius2;
339 row = (model->numleafs+7)>>3;
340 surfacepvsframes = model->surfacepvsframes;
348 for (i = 0;i < 8;i++)
352 // warning to the clumsy: numleafs is one less than it should be, it only counts leafs with vis bits (skips leaf 0)
353 leafnum = (k << 3)+i+1;
354 if (leafnum > model->numleafs)
356 leaf = &model->leafs[leafnum];
357 if (leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
358 || leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
359 || leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
361 if ((m = leaf->nummarksurfaces))
363 mark = leaf->firstmarksurface;
366 surf = model->surfaces + *mark++;
367 // if not visible in current frame, or already marked because it was in another leaf we passed, skip
368 if (surf->lightframe == lightframe)
370 surf->lightframe = lightframe;
371 if (surfacepvsframes[surf->number] != model->pvsframecount)
373 dist = PlaneDiff(lightorigin, surf->plane);
374 if (surf->flags & SURF_PLANEBACK)
376 // LordHavoc: make sure it is infront of the surface and not too far away
377 if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius)))
380 int impacts, impactt;
381 float dist2, impact[3];
385 if (surf->plane->type < 3)
387 VectorCopy(lightorigin, impact);
388 impact[surf->plane->type] -= dist;
392 impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
393 impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
394 impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
397 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
398 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
403 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
404 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
409 if (surf->dlightframe != r_framecount) // not dynamic until now
411 surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
412 surf->dlightframe = r_framecount;
413 if (r_dlightmap.integer)
414 surf->cached_dlight = true;
416 surf->dlightbits[bitindex] |= bit;
431 void R_MarkLights(entity_render_t *ent)
434 if (!gl_flashblend.integer)
435 for (i = 0;i < r_numdlights;i++)
436 R_VisMarkLights (ent, r_dlight + i, 1 << (i & 31), i >> 5);
440 =============================================================================
444 =============================================================================
447 static int RecursiveLightPoint (vec3_t color, const mnode_t *node, float x, float y, float startz, float endz)
449 int side, distz = endz - startz;
454 if (node->contents < 0)
455 return false; // didn't hit anything
457 switch (node->plane->type)
460 node = node->children[x < node->plane->dist];
463 node = node->children[y < node->plane->dist];
466 side = startz < node->plane->dist;
467 if ((endz < node->plane->dist) == side)
469 node = node->children[side];
472 // found an intersection
473 mid = node->plane->dist;
476 back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
477 front += startz * node->plane->normal[2];
478 back += endz * node->plane->normal[2];
479 side = front < node->plane->dist;
480 if ((back < node->plane->dist) == side)
482 node = node->children[side];
485 // found an intersection
486 mid = startz + distz * (front - node->plane->dist) / (front - back);
490 // go down front side
491 if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
492 return true; // hit something
495 // check for impact on this node
496 if (node->numsurfaces)
501 surf = cl.worldmodel->surfaces + node->firstsurface;
502 for (i = 0;i < node->numsurfaces;i++, surf++)
504 if (!(surf->flags & SURF_LIGHTMAP))
505 continue; // no lightmaps
507 ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
508 dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]);
510 if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
513 ds -= surf->texturemins[0];
514 dt -= surf->texturemins[1];
516 if (ds > surf->extents[0] || dt > surf->extents[1])
522 int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
523 line3 = ((surf->extents[0]>>4)+1)*3;
524 size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
526 lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
528 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
530 scale = d_lightstylevalue[surf->styles[maps]];
531 r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale;
532 r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale;
533 r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
534 r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
539 LordHavoc: here's the readable version of the interpolation
540 code, not quite as easy for the compiler to optimize...
542 dsfrac is the X position in the lightmap pixel, * 16
543 dtfrac is the Y position in the lightmap pixel, * 16
544 r00 is top left corner, r01 is top right corner
545 r10 is bottom left corner, r11 is bottom right corner
546 g and b are the same layout.
547 r0 and r1 are the top and bottom intermediate results
549 first we interpolate the top two points, to get the top
552 r0 = (((r01-r00) * dsfrac) >> 4) + r00;
553 g0 = (((g01-g00) * dsfrac) >> 4) + g00;
554 b0 = (((b01-b00) * dsfrac) >> 4) + b00;
556 then we interpolate the bottom two points, to get the
559 r1 = (((r11-r10) * dsfrac) >> 4) + r10;
560 g1 = (((g11-g10) * dsfrac) >> 4) + g10;
561 b1 = (((b11-b10) * dsfrac) >> 4) + b10;
563 then we interpolate the top and bottom samples to get the
564 middle sample (the one which was requested)
566 r = (((r1-r0) * dtfrac) >> 4) + r0;
567 g = (((g1-g0) * dtfrac) >> 4) + g0;
568 b = (((b1-b0) * dtfrac) >> 4) + b0;
571 color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
572 color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
573 color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
575 return true; // success
580 node = node->children[side ^ 1];
582 distz = endz - startz;
587 void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf)
595 leaf = Mod_PointInLeaf(p, cl.worldmodel);
596 if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata)
598 color[0] = color[1] = color[2] = 1;
602 color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
603 if (cl.worldmodel->numlights)
605 for (i = 0;i < cl.worldmodel->numlights;i++)
607 sl = cl.worldmodel->lights + i;
608 if (d_lightstylevalue[sl->style] > 0)
610 VectorSubtract (p, sl->origin, v);
611 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
612 if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false, NULL) == 1)
614 f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
615 VectorMA(color, f, sl->light, color);
621 RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
625 for (i = 0;i < r_numdlights;i++)
628 VectorSubtract (p, rd->origin, v);
629 f = DotProduct(v, v);
630 if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1)
632 f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
633 VectorMA(color, f, rd->light, color);
644 // how much this light would contribute to ambient if replaced
649 // used for choosing only the brightest lights
654 static int nearlights;
655 static nearlight_t nearlight[MAX_DLIGHTS];
657 int R_LightModel(float *ambient4f, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
659 int i, j, maxnearlights;
660 float v[3], f, mscale, stylescale, intensity, ambientcolor[3];
667 maxnearlights = r_modellights.integer;
668 if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
671 ambient4f[0] = colorr;
672 ambient4f[1] = colorg;
673 ambient4f[2] = colorb;
674 ambient4f[3] = colora;
677 if (r_shadow_realtime_world.integer)
679 // user config choice
680 ambient4f[0] = r_ambient.value * (2.0f / 128.0f) * colorr;
681 ambient4f[1] = r_ambient.value * (2.0f / 128.0f) * colorg;
682 ambient4f[2] = r_ambient.value * (2.0f / 128.0f) * colorb;
683 ambient4f[3] = colora;
686 if (maxnearlights == 0)
688 // user config choice
689 R_CompleteLightPoint (ambient4f, ent->origin, true, NULL);
690 ambient4f[0] *= colorr;
691 ambient4f[1] *= colorg;
692 ambient4f[2] *= colorb;
693 ambient4f[3] = colora;
696 leaf = Mod_PointInLeaf(ent->origin, cl.worldmodel);
697 if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->lightdata)
698 ambient4f[0] = ambient4f[1] = ambient4f[2] = 1;
701 ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
702 if (!cl.worldmodel->numlights)
703 RecursiveLightPoint (ambient4f, cl.worldmodel->nodes, ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[2] - 65536);
705 // scale of the model's coordinate space, to alter light attenuation to match
706 // make the mscale squared so it can scale the squared distance results
707 mscale = ent->scale * ent->scale;
709 for (i = 0;i < ent->numentlights;i++)
711 sl = cl.worldmodel->lights + ent->entlights[i];
712 stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
713 VectorSubtract (ent->origin, sl->origin, v);
714 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
715 VectorScale(sl->light, f, ambientcolor);
716 intensity = DotProduct(ambientcolor, ambientcolor);
719 if (nearlights < maxnearlights)
723 for (j = 0;j < maxnearlights;j++)
725 if (nearlight[j].intensity < intensity)
727 if (nearlight[j].intensity > 0)
728 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
733 if (j >= maxnearlights)
735 // this light is less significant than all others,
738 VectorAdd(ambient4f, ambientcolor, ambient4f);
743 nl->intensity = intensity;
744 // transform the light into the model's coordinate system
746 VectorCopy(sl->origin, nl->origin);
748 Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
749 // integrate mscale into falloff, for maximum speed
750 nl->falloff = sl->falloff * mscale;
751 VectorCopy(ambientcolor, nl->ambientlight);
752 nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
753 nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
754 nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
755 nl->subtract = sl->subtract;
756 nl->offset = sl->distbias;
759 if (!r_shadow_realtime_dlight.integer)
761 for (i = 0;i < r_numdlights;i++)
764 VectorCopy(rd->origin, v);
765 if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
766 if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
767 if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
768 VectorSubtract (v, rd->origin, v);
769 if (DotProduct(v, v) < rd->cullradius2)
771 if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
773 VectorSubtract (ent->origin, rd->origin, v);
774 f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
775 VectorScale(rd->light, f, ambientcolor);
776 intensity = DotProduct(ambientcolor, ambientcolor);
779 if (nearlights < maxnearlights)
783 for (j = 0;j < maxnearlights;j++)
785 if (nearlight[j].intensity < intensity)
787 if (nearlight[j].intensity > 0)
788 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
793 if (j >= maxnearlights)
795 // this light is less significant than all others,
798 VectorAdd(ambient4f, ambientcolor, ambient4f);
803 nl->intensity = intensity;
804 // transform the light into the model's coordinate system
806 VectorCopy(rd->origin, nl->origin);
809 Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
811 Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
812 , rd - r_dlight, ent->model->name
813 , rd->origin[0], rd->origin[1], rd->origin[2]
814 , nl->origin[0], nl->origin[1], nl->origin[2]
815 , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
816 , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
817 , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
818 , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
821 // integrate mscale into falloff, for maximum speed
822 nl->falloff = mscale;
823 VectorCopy(ambientcolor, nl->ambientlight);
824 nl->light[0] = rd->light[0] * colorr * 4.0f;
825 nl->light[1] = rd->light[1] * colorg * 4.0f;
826 nl->light[2] = rd->light[2] * colorb * 4.0f;
827 nl->subtract = rd->subtract;
828 nl->offset = LIGHTOFFSET;
833 ambient4f[0] *= colorr;
834 ambient4f[1] *= colorg;
835 ambient4f[2] *= colorb;
836 ambient4f[3] = colora;
837 return nearlights != 0;
840 void R_LightModel_CalcVertexColors(const float *ambientcolor4f, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
843 float color[4], v[3], dot, dist2, f;
845 // directional shading code here
846 for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
848 VectorCopy4(ambientcolor4f, color);
849 for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
851 VectorSubtract(vertex3f, nl->origin, v);
852 // first eliminate negative lighting (back side)
853 dot = DotProduct(normal3f, v);
856 // we'll need this again later to normalize the dotproduct
857 dist2 = DotProduct(v,v);
858 // do the distance attenuation math
859 f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
862 // we must divide dot by sqrt(dist2) to compensate for
863 // the fact we did not normalize v before doing the
864 // dotproduct, the result is in the range 0 to 1 (we
865 // eliminated negative numbers already)
866 f *= dot / sqrt(dist2);
867 // blend in the lighting
868 VectorMA(color, f, nl->light, color);
872 VectorCopy4(color, color4f);
876 void R_UpdateEntLights(entity_render_t *ent)
881 if (r_shadow_realtime_dlight.integer)
883 VectorSubtract(ent->origin, ent->entlightsorigin, v);
884 if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
886 ent->entlightstime = realtime + 0.1;
887 VectorCopy(ent->origin, ent->entlightsorigin);
888 ent->numentlights = 0;
890 for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
891 if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false, NULL) == 1)
892 ent->entlights[ent->numentlights++] = i;
894 ent->entlightsframe = r_framecount;