#include "cl_collision.h"
#include "r_shadow.h"
-dlight_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", "0"};
{
float dx, dy;
int x, y, a;
- qbyte pixels[32][32][4];
+ unsigned char pixels[32][32][4];
lighttexturepool = R_AllocTexturePool();
for (y = 0;y < 32;y++)
{
{
int i;
for (i = 0;i < 256;i++)
- d_lightstylevalue[i] = 264; // normal light value
+ r_refdef.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);
}
-/*
-==================
-R_UpdateLights
-==================
-*/
-void R_UpdateLights(void)
-{
- float frac;
- int i, j, k, l;
-
-// light animations
-// 'm' is normal light, 'a' is no light, 'z' is double bright
- i = (int)(cl.time * 10);
- frac = (cl.time * 10) - i;
- for (j = 0;j < MAX_LIGHTSTYLES;j++)
- {
- if (!cl_lightstyle || !cl_lightstyle[j].length)
- {
- d_lightstylevalue[j] = 256;
- continue;
- }
- k = i % cl_lightstyle[j].length;
- l = (i-1) % cl_lightstyle[j].length;
- k = cl_lightstyle[j].map[k] - 'a';
- l = cl_lightstyle[j].map[l] - 'a';
- d_lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
- }
-
- r_numdlights = 0;
- c_dlights = 0;
-
- if (!r_dynamic.integer || !cl_dlights)
- return;
-
- // TODO: optimize to not scan whole cl_dlights array if possible
- for (i = 0;i < MAX_DLIGHTS;i++)
- {
- if (cl_dlights[i].radius > 0)
- {
- R_RTLight_UpdateFromDLight(&cl_dlights[i].rtlight, &cl_dlights[i], false);
- // FIXME: use pointer instead of copy
- r_dlight[r_numdlights++] = cl_dlights[i];
- c_dlights++; // count every dlight in use
- }
- }
-}
-
void R_DrawCoronas(void)
{
int i, lnum, flag;
{
cscale = light->rtlight.corona * r_coronas.value * 0.25f;
scale = light->rtlight.radius * light->rtlight.coronasizescale;
- R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, NULL, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
}
}
- for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
+ for (i = 0;i < r_refdef.numlights;i++)
{
+ light = r_refdef.lights[i];
if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
{
cscale = light->corona * r_coronas.value * 0.25f;
cscale *= 4.0f;
scale *= 2.0f;
}
- R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->color[0] * cscale, light->color[1] * cscale, light->color[2] * cscale, 1);
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, NULL, true, light->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->color[0] * cscale, light->color[1] * cscale, light->color[2] * cscale, 1);
}
}
}
for (i = 0;i < r_refdef.worldmodel->brushq1.numlights;i++)
{
sl = r_refdef.worldmodel->brushq1.lights + i;
- if (d_lightstylevalue[sl->style] > 0)
+ if (r_refdef.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_TraceBox(p, vec3_origin, vec3_origin, sl->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
{
- f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- VectorMA(ambientcolor, f, sl->light, ambientcolor);
+ f *= r_refdef.lightstylevalue[sl->style] * (1.0f / 65536.0f);
+ if (f > 0)
+ VectorMA(ambientcolor, f, sl->light, ambientcolor);
}
}
}
float f, v[3];
dlight_t *light;
// FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
- for (i = 0;i < r_numdlights;i++)
+ // FIXME: this should be updated to match rtlight falloff!
+ for (i = 0;i < r_refdef.numlights;i++)
{
- light = r_dlight + i;
+ light = r_refdef.lights[i];
VectorSubtract(p, light->origin, v);
f = DotProduct(v, v);
if (f < light->rtlight.lightmap_cullradius2 && CL_TraceBox(p, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
{
f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract;
- VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
+ if (f > 0)
+ VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
}
}
}
}
-typedef struct
+typedef struct nearlight_s
{
vec3_t origin;
//vec_t cullradius2;
for (i = 0;i < ent->numentlights;i++)
{
sl = r_refdef.worldmodel->brushq1.lights + ent->entlights[i];
- stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+ stylescale = r_refdef.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 (ent->flags & RENDER_TRANSPARENT)
{
// FIXME: this dlighting doesn't look like rtlights
- for (i = 0;i < r_numdlights;i++)
+ for (i = 0;i < r_refdef.numlights;i++)
{
- light = r_dlight + i;
+ light = r_refdef.lights[i];
VectorCopy(light->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];
Matrix4x4_Transform(&ent->inversematrix, light->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 - cl_dlights, ent->model->name
, light->origin[0], light->origin[1], light->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]
// silly directional diffuse shading
if (usediffuse)
{
+ // we have to negate this result because it is the incoming light
+ // direction, not simply the normal to dotproduct with.
dot = DotProduct(normal3f, dnormal);
- if (dot > 0)
- VectorMA(color, dot, diffusecolor, color);
+ if (dot < 0)
+ VectorMA(color, -dot, diffusecolor, color);
}
// pretty good lighting