#include "quakedef.h"
#include "cl_collision.h"
+#include "r_shadow.h"
rdlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
+cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"};
+cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "1"};
static rtexture_t *lightcorona;
static rtexturepool_t *lighttexturepool;
pixels[y][x][3] = 255;
}
}
- lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE);
+ lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
}
void r_light_shutdown(void)
void r_light_newmap(void)
{
+ int i;
+ for (i = 0;i < 256;i++)
+ d_lightstylevalue[i] = 264; // normal light value
}
void R_Light_Init(void)
{
Cvar_RegisterVariable(&r_modellights);
Cvar_RegisterVariable(&r_vismarklights);
+ Cvar_RegisterVariable(&r_coronas);
+ Cvar_RegisterVariable(&gl_flashblend);
R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
}
i = (int)(cl.time * 10);
for (j = 0;j < MAX_LIGHTSTYLES;j++)
{
- if (!cl_lightstyle[j].length)
+ if (!cl_lightstyle || !cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
r_numdlights = 0;
c_dlights = 0;
- if (!r_dynamic.integer)
+ if (!r_dynamic.integer || !cl_dlights)
return;
for (i = 0;i < MAX_DLIGHTS;i++)
rd->cullradius2 = (2048.0f * 2048.0f);
rd->cullradius = sqrt(rd->cullradius2);
rd->subtract = 1.0f / rd->cullradius2;
- //rd->ent = cd->ent;
- r_numdlights++;
+ rd->ent = cd->ent;
c_dlights++; // count every dlight in use
}
}
void R_DrawCoronas(void)
{
int i;
- rmeshbufferinfo_t m;
- float scale, viewdist, diff[3], dist;
+ float cscale, scale, viewdist, dist;
rdlight_t *rd;
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ONE;
- m.depthdisable = true; // magic
- m.numtriangles = 2;
- m.numverts = 4;
- m.tex[0] = R_GetTexture(lightcorona);
+ if (!r_coronas.integer)
+ return;
+ R_Mesh_Matrix(&r_identitymatrix);
viewdist = DotProduct(r_origin, vpn);
for (i = 0;i < r_numdlights;i++)
{
rd = r_dlight + i;
dist = (DotProduct(rd->origin, vpn) - viewdist);
- if (dist >= 24.0f)
+ if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true, NULL) == 1)
{
- // trace to a point just barely closer to the eye
- VectorSubtract(rd->origin, vpn, diff);
- if (CL_TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1 && R_Mesh_Draw_GetBuffer(&m))
+ cscale = (1.0f / 131072.0f);
+ scale = rd->cullradius * 0.25f;
+ if (gl_flashblend.integer)
{
- scale = m.colorscale * (1.0f / 131072.0f);
- if (fogenabled)
- {
- VectorSubtract(rd->origin, r_origin, diff);
- scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
- m.index[0] = 0;
- m.index[1] = 1;
- m.index[2] = 2;
- m.index[3] = 0;
- m.index[4] = 2;
- m.index[5] = 3;
- m.color[0] = m.color[4] = m.color[8] = m.color[12] = rd->light[0] * scale;
- m.color[1] = m.color[5] = m.color[9] = m.color[13] = rd->light[1] * scale;
- m.color[2] = m.color[6] = m.color[10] = m.color[14] = rd->light[2] * scale;
- m.color[3] = m.color[7] = m.color[11] = m.color[15] = 1;
- m.texcoords[0][0] = 0;
- m.texcoords[0][1] = 0;
- m.texcoords[0][2] = 0;
- m.texcoords[0][3] = 1;
- m.texcoords[0][4] = 1;
- m.texcoords[0][5] = 1;
- m.texcoords[0][6] = 1;
- m.texcoords[0][7] = 0;
- scale = rd->cullradius * 0.25f;
- m.vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
- m.vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
- m.vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
- m.vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
- m.vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
- m.vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
- m.vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
- m.vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
- m.vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
- m.vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
- m.vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
- m.vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
+ cscale *= 4.0f;
+ scale *= 2.0f;
}
+ 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);
}
}
}
R_MarkLights
=============
*/
-static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
+static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
{
float ndist, maxdist;
msurface_t *surf;
- mleaf_t *leaf;
- int i;
+ int i, *surfacepvsframes;
+ int d, impacts, impactt;
+ float dist, dist2, impact[3];
if (!r_dynamic.integer)
return;
// for comparisons to minimum acceptable light
maxdist = rd->cullradius2;
+ surfacepvsframes = ent->model->brushq1.surfacepvsframes;
loc0:
if (node->contents < 0)
- {
- if (node->contents != CONTENTS_SOLID)
- {
- leaf = (mleaf_t *)node;
- if (leaf->dlightframe != r_framecount) // not dynamic until now
- {
- leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
- leaf->dlightframe = r_framecount;
- }
- leaf->dlightbits[bitindex] |= bit;
- }
return;
- }
ndist = PlaneDiff(lightorigin, node->plane);
}
// mark the polygons
- surf = currentrenderentity->model->surfaces + node->firstsurface;
- for (i=0 ; i<node->numsurfaces ; i++, surf++)
+ surf = ent->model->brushq1.surfaces + node->firstsurface;
+ for (i = 0;i < node->numsurfaces;i++, surf++)
{
- int d, impacts, impactt;
- float dist, dist2, impact[3];
- if (surf->visframe != r_framecount)
+ if (surfacepvsframes[surf->number] != ent->model->brushq1.pvsframecount)
continue;
dist = ndist;
if (surf->flags & SURF_PLANEBACK)
if (node->plane->type < 3)
{
- VectorCopy(rd->origin, impact);
+ VectorCopy(lightorigin, impact);
impact[node->plane->type] -= dist;
}
else
{
- impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
- impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
- impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
+ impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
+ impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
+ impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
}
impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
{
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;
surf->dlightframe = r_framecount;
+ if (r_dlightmap.integer)
+ surf->cached_dlight = true;
}
surf->dlightbits[bitindex] |= bit;
}
{
if (node->children[1]->contents >= 0)
{
- R_OldMarkLights (lightorigin, rd, bit, bitindex, node->children[0]);
+ R_OldMarkLights (ent, lightorigin, rd, bit, bitindex, node->children[0]);
node = node->children[1];
goto loc0;
}
}
-static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
+static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int bitindex)
{
static int lightframe = 0;
mleaf_t *pvsleaf;
vec3_t lightorigin;
model_t *model;
- int i, k, m, c, leafnum;
- msurface_t *surf, **mark;
+ int i, k, m, c, leafnum, *surfacepvsframes, *mark;
+ msurface_t *surf;
mleaf_t *leaf;
qbyte *in;
int row;
float low[3], high[3], dist, maxdist;
- if (!r_dynamic.integer)
+ if (!r_dynamic.integer || !ent->model)
return;
- model = currentrenderentity->model;
- softwareuntransform(rd->origin, lightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
- if (!r_vismarklights.integer)
- {
- R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
- return;
- }
-
- pvsleaf = Mod_PointInLeaf (lightorigin, model);
+ model = ent->model;
+ pvsleaf = model->brushq1.PointInLeaf(model, lightorigin);
if (pvsleaf == NULL)
- {
- Con_Printf("R_VisMarkLights: NULL leaf??\n");
- R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
return;
- }
in = pvsleaf->compressed_vis;
- if (!in)
+ if (!r_vismarklights.integer || !in)
{
- // no vis info, so make all visible
- R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
+ // told not to use pvs, or there's no pvs to use
+ 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;
+ 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];
- if (leaf->visframe != r_framecount
- || leaf->contents == CONTENTS_SOLID
- || leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
+ 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])
continue;
- if (leaf->dlightframe != r_framecount)
- {
- // not dynamic until now
- leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
- leaf->dlightframe = r_framecount;
- }
- leaf->dlightbits[bitindex] |= bit;
if ((m = leaf->nummarksurfaces))
{
mark = leaf->firstmarksurface;
do
{
- surf = *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 (surf->visframe != r_framecount)
+ if (surfacepvsframes[surf->number] != model->brushq1.pvsframecount)
continue;
dist = PlaneDiff(lightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
if (surf->plane->type < 3)
{
- VectorCopy(rd->origin, impact);
+ VectorCopy(lightorigin, impact);
impact[surf->plane->type] -= dist;
}
else
{
- impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
- impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
- impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
+ impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
+ impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
+ impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
}
impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
{
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;
surf->dlightframe = r_framecount;
+ if (r_dlightmap.integer)
+ surf->cached_dlight = true;
}
surf->dlightbits[bitindex] |= bit;
}
}
}
-void R_MarkLights(void)
+void R_MarkLights(entity_render_t *ent)
{
int i;
- for (i = 0;i < r_numdlights;i++)
- R_VisMarkLights (r_dlight + i, 1 << (i & 31), i >> 5);
+ if (!gl_flashblend.integer)
+ for (i = 0;i < r_numdlights;i++)
+ R_VisMarkLights (ent, r_dlight + i, 1 << (i & 31), i >> 5);
}
/*
=============================================================================
*/
-static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
+static int RecursiveLightPoint (vec3_t color, const mnode_t *node, float x, float y, float startz, float endz)
{
int side, distz = endz - startz;
float front, back;
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))
}
}
-void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
+void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf)
{
- int i, *dlightbits;
+ int i;
vec3_t v;
float f;
rdlight_t *rd;
mlight_t *sl;
- if (leaf == NULL)
- leaf = Mod_PointInLeaf(p, cl.worldmodel);
-
- if (leaf->contents == CONTENTS_SOLID)
+ 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] = 0;
- return;
- }
-
- if (r_fullbright.integer || !cl.worldmodel->lightdata)
- {
- color[0] = color[1] = color[2] = 2;
+ 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);
f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
- if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
+ if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false, NULL) == 1)
{
f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
VectorMA(color, f, sl->light, color);
}
}
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 && leaf->dlightframe == r_framecount)
+ if (dynamic)
{
- dlightbits = leaf->dlightbits;
for (i = 0;i < r_numdlights;i++)
{
- if (!(dlightbits[i >> 5] & (1 << (i & 31))))
- continue;
rd = r_dlight + i;
VectorSubtract (p, rd->origin, v);
f = DotProduct(v, v);
- if (f < rd->cullradius2)
+ if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1)
{
f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
VectorMA(color, f, rd->light, color);
}
}
-void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
+typedef 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_t;
+
+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, maxnearlights;
+ float v[3], f, mscale, stylescale, intensity, ambientcolor[3];
+ nearlight_t *nl;
+ mlight_t *sl;
+ rdlight_t *rd;
mleaf_t *leaf;
- leaf = Mod_PointInLeaf(p, cl.worldmodel);
- if (leaf->contents == CONTENTS_SOLID)
+
+ nearlights = 0;
+ maxnearlights = r_modellights.integer;
+ if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
{
- color[0] = color[1] = color[2] = 0;
- dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
- return;
+ // highly rare
+ ambient4f[0] = colorr;
+ ambient4f[1] = colorg;
+ ambient4f[2] = colorb;
+ ambient4f[3] = colora;
+ return false;
}
-
- if (r_fullbright.integer || !cl.worldmodel->lightdata || currentrenderentity->effects & EF_FULLBRIGHT)
+ if (r_shadow_realtime_world.integer)
{
- color[0] = color[1] = color[2] = 2;
- dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
- return;
+ // 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;
}
-
- color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
- if (!cl.worldmodel->numlights)
- RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
-
- if (leaf->dlightframe == r_framecount)
+ if (maxnearlights == 0)
{
- dlightbits[0] = leaf->dlightbits[0];
- dlightbits[1] = leaf->dlightbits[1];
- dlightbits[2] = leaf->dlightbits[2];
- dlightbits[3] = leaf->dlightbits[3];
- dlightbits[4] = leaf->dlightbits[4];
- dlightbits[5] = leaf->dlightbits[5];
- dlightbits[6] = leaf->dlightbits[6];
- dlightbits[7] = leaf->dlightbits[7];
+ // 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
- dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
-}
-
-void R_LightModel(int numverts, float colorr, float colorg, float colorb, 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;
+ 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);
}
- nearlight[MAX_DLIGHTS], *nl;
- int modeldlightbits[8];
- mlight_t *sl;
- rdlight_t *rd;
- a = currentrenderentity->alpha;
// 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 = currentrenderentity->scale * currentrenderentity->scale;
- if ((maxnearlights != 0) && !r_fullbright.integer && !(currentrenderentity->effects & EF_FULLBRIGHT))
+ mscale = ent->scale * ent->scale;
+ nl = &nearlight[0];
+ for (i = 0;i < ent->numentlights;i++)
{
- R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
-
- nl = &nearlight[0];
- VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
- if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f))
- {
- currentrenderentity->numentlights = 0;
- currentrenderentity->entlightstime = realtime + 0.2;
- VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
- for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && currentrenderentity->numentlights < MAXENTLIGHTS;i++, sl++)
- if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
- currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
- }
- for (i = 0;i < currentrenderentity->numentlights;i++)
+ 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
{
- sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
- stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- VectorSubtract (currentrenderentity->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++)
{
- for (j = 0;j < maxnearlights;j++)
+ if (nearlight[j].intensity < intensity)
{
- if (nearlight[j].intensity < intensity)
- {
- if (nearlight[j].intensity > 0)
- VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
- break;
- }
+ if (nearlight[j].intensity > 0)
+ VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
+ break;
}
}
- if (j >= maxnearlights)
- {
- // this light is less significant than all others,
- // add it to ambient
- if (intensity > 0)
- VectorAdd(basecolor, ambientcolor, basecolor);
- }
+ }
+ if (j >= maxnearlights)
+ {
+ // 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
- {
- nl = nearlight + j;
- nl->intensity = intensity;
- // transform the light into the model's coordinate system
- if (worldcoords)
- VectorCopy(sl->origin, nl->origin);
- else
- softwareuntransform(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;
- }
+ 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++)
{
- if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
- continue;
rd = r_dlight + i;
- VectorSubtract (currentrenderentity->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
+ 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)
{
- for (j = 0;j < maxnearlights;j++)
+ 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
{
- if (nearlight[j].intensity < intensity)
+ for (j = 0;j < maxnearlights;j++)
{
- if (nearlight[j].intensity > 0)
- VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
- break;
+ if (nearlight[j].intensity < intensity)
+ {
+ if (nearlight[j].intensity > 0)
+ VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
+ 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);
+ if (j >= maxnearlights)
+ {
+ // this light is less significant than all others,
+ // add it to ambient
+ if (intensity > 0)
+ VectorAdd(ambient4f, ambientcolor, ambient4f);
+ }
else
- softwareuntransform(rd->origin, nl->origin);
- // 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;
+ {
+ 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;
+ }
}
}
}
- else
- {
- R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
- }
- basecolor[0] *= colorr;
- basecolor[1] *= colorg;
- basecolor[2] *= colorb;
- avc = aliasvertcolor;
- 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)
{
- av = aliasvert;
- avn = aliasvertnorm;
- 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(nl->origin, av, 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 += 3;
}
+ VectorCopy4(color, color4f);
}
- else
+}
+
+void R_UpdateEntLights(entity_render_t *ent)
+{
+ int i;
+ const mlight_t *sl;
+ vec3_t v;
+ 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))
{
- for (i = 0;i < numverts;i++)
- {
- VectorCopy(basecolor, avc);
- avc[3] = a;
- avc += 4;
- }
+ ent->entlightstime = realtime + 0.1;
+ VectorCopy(ent->origin, ent->entlightsorigin);
+ ent->numentlights = 0;
+ if (cl.worldmodel)
+ 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;
}
+ ent->entlightsframe = r_framecount;
}
-