void R_DrawCoronas(void)
{
int i;
- rmeshstate_t m;
- float scale, viewdist, diff[3], dist;
+ float cscale, scale, viewdist, dist;
rdlight_t *rd;
if (!r_coronas.integer)
return;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ONE;
- m.depthdisable = true; // magic
- m.tex[0] = R_GetTexture(lightcorona);
R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
viewdist = DotProduct(r_origin, vpn);
- varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
- varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
- varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
- varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
for (i = 0;i < r_numdlights;i++)
{
rd = r_dlight + i;
dist = (DotProduct(rd->origin, vpn) - viewdist);
if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true, NULL) == 1)
{
- scale = r_colorscale * (1.0f / 131072.0f);
- if (gl_flashblend.integer)
- scale *= 4.0f;
- if (fogenabled)
- {
- VectorSubtract(rd->origin, r_origin, diff);
- scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
- GL_Color(rd->light[0] * scale, rd->light[1] * scale, rd->light[2] * scale, 1);
+ cscale = (1.0f / 131072.0f);
scale = rd->cullradius * 0.25f;
if (gl_flashblend.integer)
+ {
+ cscale *= 4.0f;
scale *= 2.0f;
- varray_vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
- varray_vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
- varray_vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
- varray_vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
- varray_vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
- varray_vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
- varray_vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
- varray_vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
- varray_vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
- varray_vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
- varray_vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
- varray_vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
- R_Mesh_Draw(4, 2, polygonelements);
+ }
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, vright, vup, scale, -scale, -scale, scale, rd->light[0] * cscale, rd->light[1] * cscale, rd->light[2] * cscale, 1);
}
}
}
// for comparisons to minimum acceptable light
maxdist = rd->cullradius2;
- surfacepvsframes = ent->model->surfacepvsframes;
+ surfacepvsframes = ent->model->brushq1.surfacepvsframes;
loc0:
if (node->contents < 0)
return;
}
// mark the polygons
- surf = ent->model->surfaces + node->firstsurface;
+ surf = ent->model->brushq1.surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
{
- if (surfacepvsframes[surf->number] != ent->model->pvsframecount)
+ if (surfacepvsframes[surf->number] != ent->model->brushq1.pvsframecount)
continue;
dist = ndist;
if (surf->flags & SURF_PLANEBACK)
int row;
float low[3], high[3], dist, maxdist;
- if (!r_dynamic.integer)
+ if (!r_dynamic.integer || !ent->model)
return;
Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
model = ent->model;
- pvsleaf = Mod_PointInLeaf (lightorigin, model);
+ pvsleaf = model->brushq1.PointInLeaf(model, lightorigin);
if (pvsleaf == NULL)
return;
if (!r_vismarklights.integer || !in)
{
// told not to use pvs, or there's no pvs to use
- R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
+ R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode);
return;
}
// for comparisons to minimum acceptable light
maxdist = rd->cullradius2;
- row = (model->numleafs+7)>>3;
- surfacepvsframes = model->surfacepvsframes;
+ row = (model->brushq1.numleafs+7)>>3;
+ surfacepvsframes = model->brushq1.surfacepvsframes;
k = 0;
while (k < row)
{
// warning to the clumsy: numleafs is one less than it should be, it only counts leafs with vis bits (skips leaf 0)
leafnum = (k << 3)+i+1;
- if (leafnum > model->numleafs)
+ if (leafnum > model->brushq1.numleafs)
return;
- leaf = &model->leafs[leafnum];
+ leaf = &model->brushq1.leafs[leafnum];
if (leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
|| leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
|| leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
mark = leaf->firstmarksurface;
do
{
- surf = model->surfaces + *mark++;
+ surf = model->brushq1.surfaces + *mark++;
// if not visible in current frame, or already marked because it was in another leaf we passed, skip
if (surf->lightframe == lightframe)
continue;
surf->lightframe = lightframe;
- if (surfacepvsframes[surf->number] != model->pvsframecount)
+ if (surfacepvsframes[surf->number] != model->brushq1.pvsframecount)
continue;
dist = PlaneDiff(lightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
int i, ds, dt;
msurface_t *surf;
- surf = cl.worldmodel->surfaces + node->firstsurface;
+ surf = cl.worldmodel->brushq1.surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
{
if (!(surf->flags & SURF_LIGHTMAP))
float f;
rdlight_t *rd;
mlight_t *sl;
- if (leaf == NULL)
- leaf = Mod_PointInLeaf(p, cl.worldmodel);
- if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata)
+ if (leaf == NULL && cl.worldmodel != NULL)
+ leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, p);
+ if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->brushq1.lightdata)
{
color[0] = color[1] = color[2] = 1;
return;
}
color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
- if (cl.worldmodel->numlights)
+ if (cl.worldmodel->brushq1.numlights)
{
- for (i = 0;i < cl.worldmodel->numlights;i++)
+ for (i = 0;i < cl.worldmodel->brushq1.numlights;i++)
{
- sl = cl.worldmodel->lights + i;
+ sl = cl.worldmodel->brushq1.lights + i;
if (d_lightstylevalue[sl->style] > 0)
{
VectorSubtract (p, sl->origin, v);
}
}
else
- RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+ RecursiveLightPoint (color, cl.worldmodel->brushq1.nodes, p[0], p[1], p[2], p[2] - 65536);
if (dynamic)
{
}
}
-void R_ModelLightPoint (const entity_render_t *ent, vec3_t color, const vec3_t p)
+typedef struct
{
- mleaf_t *leaf;
- leaf = Mod_PointInLeaf(p, cl.worldmodel);
- if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->lightdata)
- {
- color[0] = color[1] = color[2] = 1;
- return;
- }
-
- color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
- if (!cl.worldmodel->numlights && r_shadow_lightingmode < 2)
- RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+ vec3_t origin;
+ //vec_t cullradius2;
+ vec3_t light;
+ // how much this light would contribute to ambient if replaced
+ vec3_t ambientlight;
+ vec_t subtract;
+ vec_t falloff;
+ vec_t offset;
+ // used for choosing only the brightest lights
+ vec_t intensity;
}
+nearlight_t;
-void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords)
+static int nearlights;
+static nearlight_t nearlight[MAX_DLIGHTS];
+
+int R_LightModel(float *ambient4f, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
{
- int i, j, nearlights = 0, maxnearlights = r_modellights.integer;
- float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
- struct
- {
- vec3_t origin;
- //vec_t cullradius2;
- vec3_t light;
- // how much this light would contribute to ambient if replaced
- vec3_t ambientlight;
- vec_t subtract;
- vec_t falloff;
- vec_t offset;
- // used for choosing only the brightest lights
- vec_t intensity;
- }
- nearlight[MAX_DLIGHTS], *nl;
+ int i, j, maxnearlights;
+ float v[3], f, mscale, stylescale, intensity, ambientcolor[3];
+ nearlight_t *nl;
mlight_t *sl;
rdlight_t *rd;
- a = ent->alpha;
+ mleaf_t *leaf;
+
+ nearlights = 0;
+ maxnearlights = r_modellights.integer;
+ if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
+ {
+ // highly rare
+ ambient4f[0] = colorr;
+ ambient4f[1] = colorg;
+ ambient4f[2] = colorb;
+ ambient4f[3] = colora;
+ return false;
+ }
+ if (r_shadow_realtime_world.integer)
+ {
+ // user config choice
+ ambient4f[0] = r_ambient.value * (2.0f / 128.0f) * colorr;
+ ambient4f[1] = r_ambient.value * (2.0f / 128.0f) * colorg;
+ ambient4f[2] = r_ambient.value * (2.0f / 128.0f) * colorb;
+ ambient4f[3] = colora;
+ return false;
+ }
+ if (maxnearlights == 0)
+ {
+ // user config choice
+ R_CompleteLightPoint (ambient4f, ent->origin, true, NULL);
+ ambient4f[0] *= colorr;
+ ambient4f[1] *= colorg;
+ ambient4f[2] *= colorb;
+ ambient4f[3] = colora;
+ return false;
+ }
+ leaf = cl.worldmodel ? cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, ent->origin) : NULL;
+ if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->brushq1.lightdata)
+ ambient4f[0] = ambient4f[1] = ambient4f[2] = 1;
+ else
+ {
+ ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
+ if (!cl.worldmodel->brushq1.numlights)
+ RecursiveLightPoint (ambient4f, cl.worldmodel->brushq1.nodes, ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[2] - 65536);
+ }
// scale of the model's coordinate space, to alter light attenuation to match
// make the mscale squared so it can scale the squared distance results
mscale = ent->scale * ent->scale;
- if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
- VectorSet(basecolor, 1, 1, 1);
- else if (maxnearlights == 0 && r_shadow_lightingmode < 2)
- R_CompleteLightPoint (basecolor, ent->origin, true, NULL);
- else
+ nl = &nearlight[0];
+ for (i = 0;i < ent->numentlights;i++)
{
- R_ModelLightPoint(ent, basecolor, ent->origin);
-
- if (r_shadow_lightingmode < 2)
+ sl = cl.worldmodel->brushq1.lights + ent->entlights[i];
+ stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+ VectorSubtract (ent->origin, sl->origin, v);
+ f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
+ VectorScale(sl->light, f, ambientcolor);
+ intensity = DotProduct(ambientcolor, ambientcolor);
+ if (f < 0)
+ intensity *= -1.0f;
+ if (nearlights < maxnearlights)
+ j = nearlights++;
+ else
+ {
+ for (j = 0;j < maxnearlights;j++)
+ {
+ if (nearlight[j].intensity < intensity)
+ {
+ if (nearlight[j].intensity > 0)
+ VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
+ break;
+ }
+ }
+ }
+ if (j >= maxnearlights)
{
- nl = &nearlight[0];
- for (i = 0;i < ent->numentlights;i++)
+ // this light is less significant than all others,
+ // add it to ambient
+ if (intensity > 0)
+ VectorAdd(ambient4f, ambientcolor, ambient4f);
+ }
+ else
+ {
+ nl = nearlight + j;
+ nl->intensity = intensity;
+ // transform the light into the model's coordinate system
+ if (worldcoords)
+ VectorCopy(sl->origin, nl->origin);
+ else
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = sl->falloff * mscale;
+ VectorCopy(ambientcolor, nl->ambientlight);
+ nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
+ nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
+ nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
+ nl->subtract = sl->subtract;
+ nl->offset = sl->distbias;
+ }
+ }
+ if (!r_shadow_realtime_dlight.integer)
+ {
+ for (i = 0;i < r_numdlights;i++)
+ {
+ rd = r_dlight + i;
+ VectorCopy(rd->origin, v);
+ if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
+ if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
+ if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
+ VectorSubtract (v, rd->origin, v);
+ if (DotProduct(v, v) < rd->cullradius2)
{
- sl = cl.worldmodel->lights + ent->entlights[i];
- stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- VectorSubtract (ent->origin, sl->origin, v);
- f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
- VectorScale(sl->light, f, ambientcolor);
+ if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
+ continue;
+ VectorSubtract (ent->origin, rd->origin, v);
+ f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
+ VectorScale(rd->light, f, ambientcolor);
intensity = DotProduct(ambientcolor, ambientcolor);
if (f < 0)
intensity *= -1.0f;
if (nearlight[j].intensity < intensity)
{
if (nearlight[j].intensity > 0)
- VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+ VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
break;
}
}
// this light is less significant than all others,
// add it to ambient
if (intensity > 0)
- VectorAdd(basecolor, ambientcolor, basecolor);
+ VectorAdd(ambient4f, ambientcolor, ambient4f);
}
else
{
nl->intensity = intensity;
// transform the light into the model's coordinate system
if (worldcoords)
- VectorCopy(sl->origin, nl->origin);
+ VectorCopy(rd->origin, nl->origin);
else
- Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
- // integrate mscale into falloff, for maximum speed
- nl->falloff = sl->falloff * mscale;
- VectorCopy(ambientcolor, nl->ambientlight);
- nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
- nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
- nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
- nl->subtract = sl->subtract;
- nl->offset = sl->distbias;
- }
- }
- if (r_shadow_lightingmode < 1)
- {
- for (i = 0;i < r_numdlights;i++)
- {
- rd = r_dlight + i;
- VectorCopy(rd->origin, v);
- if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
- if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
- if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
- VectorSubtract (v, rd->origin, v);
- if (DotProduct(v, v) < rd->cullradius2)
{
- if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
- continue;
- VectorSubtract (ent->origin, rd->origin, v);
- f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
- VectorScale(rd->light, f, ambientcolor);
- intensity = DotProduct(ambientcolor, ambientcolor);
- if (f < 0)
- intensity *= -1.0f;
- if (nearlights < maxnearlights)
- j = nearlights++;
- else
- {
- for (j = 0;j < maxnearlights;j++)
- {
- if (nearlight[j].intensity < intensity)
- {
- if (nearlight[j].intensity > 0)
- VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
- break;
- }
- }
- }
- if (j >= maxnearlights)
- {
- // this light is less significant than all others,
- // add it to ambient
- if (intensity > 0)
- VectorAdd(basecolor, ambientcolor, basecolor);
- }
- else
- {
- nl = nearlight + j;
- nl->intensity = intensity;
- // transform the light into the model's coordinate system
- if (worldcoords)
- VectorCopy(rd->origin, nl->origin);
- else
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
- /*
- 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"
- , rd - r_dlight, ent->model->name
- , rd->origin[0], rd->origin[1], rd->origin[2]
- , nl->origin[0], nl->origin[1], nl->origin[2]
- , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
- , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
- , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
- , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
- */
- }
- // integrate mscale into falloff, for maximum speed
- nl->falloff = mscale;
- VectorCopy(ambientcolor, nl->ambientlight);
- nl->light[0] = rd->light[0] * colorr * 4.0f;
- nl->light[1] = rd->light[1] * colorg * 4.0f;
- nl->light[2] = rd->light[2] * colorb * 4.0f;
- nl->subtract = rd->subtract;
- nl->offset = LIGHTOFFSET;
- }
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
+ /*
+ 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"
+ , rd - r_dlight, ent->model->name
+ , rd->origin[0], rd->origin[1], rd->origin[2]
+ , nl->origin[0], nl->origin[1], nl->origin[2]
+ , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
+ , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
+ , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
+ , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
+ */
}
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = mscale;
+ VectorCopy(ambientcolor, nl->ambientlight);
+ nl->light[0] = rd->light[0] * colorr * 4.0f;
+ nl->light[1] = rd->light[1] * colorg * 4.0f;
+ nl->light[2] = rd->light[2] * colorb * 4.0f;
+ nl->subtract = rd->subtract;
+ nl->offset = LIGHTOFFSET;
}
}
}
}
- basecolor[0] *= colorr;
- basecolor[1] *= colorg;
- basecolor[2] *= colorb;
- avc = colors;
- if (nearlights)
+ ambient4f[0] *= colorr;
+ ambient4f[1] *= colorg;
+ ambient4f[2] *= colorb;
+ ambient4f[3] = colora;
+ return nearlights != 0;
+}
+
+void R_LightModel_CalcVertexColors(const float *ambientcolor4f, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
+{
+ int i, j;
+ float color[4], v[3], dot, dist2, f;
+ nearlight_t *nl;
+ // directional shading code here
+ for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
{
- GL_UseColorArray();
- av = vertices;
- avn = normals;
- for (i = 0;i < numverts;i++)
+ VectorCopy4(ambientcolor4f, color);
+ for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
- VectorCopy(basecolor, color);
- for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
+ VectorSubtract(vertex3f, nl->origin, v);
+ // first eliminate negative lighting (back side)
+ dot = DotProduct(normal3f, v);
+ if (dot > 0)
{
- VectorSubtract(av, nl->origin, v);
- // directional shading
- dot = DotProduct(avn,v);
- if (dot > 0)
+ // we'll need this again later to normalize the dotproduct
+ dist2 = DotProduct(v,v);
+ // do the distance attenuation math
+ f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
+ if (f > 0)
{
- // the vertex normal faces the light
-
- // do the distance attenuation
- dist2 = DotProduct(v,v);
- f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
- if (f > 0)
- {
- //#if SLOWMATH
- t = 1.0f / sqrt(dist2);
- //#else
- //*((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1);
- //t = t * (1.5f - (dist2 * 0.5f * t * t));
- //#endif
-
- // dot * t is dotproduct with a normalized v.
- // (the result would be -1 to +1, but we already
- // eliminated the <= 0 case, so it is 0 to 1)
-
- // the hardness variables are for backlighting/shinyness
- // these have been hardwired at * 0.5 + 0.5 to match
- // the quake map lighting utility's equations
- f *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset;
- VectorMA(color, f, nl->light, color);
- }
+ // we must divide dot by sqrt(dist2) to compensate for
+ // the fact we did not normalize v before doing the
+ // dotproduct, the result is in the range 0 to 1 (we
+ // eliminated negative numbers already)
+ f *= dot / sqrt(dist2);
+ // blend in the lighting
+ VectorMA(color, f, nl->light, color);
}
}
-
- VectorCopy(color, avc);
- avc[3] = a;
- avc += 4;
- av += 4;
- avn += 4;
}
+ VectorCopy4(color, color4f);
}
- else
- GL_Color(basecolor[0], basecolor[1], basecolor[2], a);
}
void R_UpdateEntLights(entity_render_t *ent)
int i;
const mlight_t *sl;
vec3_t v;
- if (r_shadow_lightingmode >= 2)
+ if (r_shadow_realtime_dlight.integer)
return;
VectorSubtract(ent->origin, ent->entlightsorigin, v);
if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
VectorCopy(ent->origin, ent->entlightsorigin);
ent->numentlights = 0;
if (cl.worldmodel)
- for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
+ for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false, NULL) == 1)
ent->entlights[ent->numentlights++] = i;
}