X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_light.c;h=f06c41e0208bb07d7cae921c4a8c7aaa69bdb284;hb=cbb6c7c5b3dadfa4bf3bf06285722a69e4f93f51;hp=5c69018b3f2309f8283a65c1c54395b85cbc4542;hpb=b9616813f4f94820138fb14aa5fb0b6ced557f4f;p=xonotic%2Fdarkplaces.git diff --git a/r_light.c b/r_light.c index 5c69018b..f06c41e0 100644 --- a/r_light.c +++ b/r_light.c @@ -23,9 +23,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "cl_collision.h" #include "r_shadow.h" -cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"}; -cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"}; -cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0"}; +cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4", "how many lights from a .lights file (produced by hlight) are worthy of directional shading on a model (others are applied to the whole model as ambient lighting)"}; +cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; static rtexture_t *lightcorona; static rtexturepool_t *lighttexturepool; @@ -201,7 +201,6 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3]; nearlight_t *nl; mlight_t *sl; - dlight_t *light; nearlights = 0; maxnearlights = r_modellights.integer; @@ -214,7 +213,7 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co VectorSet(ambient4f, 1, 1, 1); maxnearlights = 0; } - else if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT)) + else if (r_lightmapintensity <= 0) maxnearlights = 0; else { @@ -283,81 +282,6 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co nl->offset = sl->distbias; } } - if (ent->flags & RENDER_TRANSPARENT) - { - // FIXME: this dlighting doesn't look like rtlights - for (i = 0;i < r_refdef.numlights;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]; - if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2]; - VectorSubtract (v, light->origin, v); - if (DotProduct(v, v) < light->rtlight.lightmap_cullradius2) - { - if (CL_TraceBox(ent->origin, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction != 1) - continue; - VectorSubtract (ent->origin, light->origin, v); - f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - light->rtlight.lightmap_subtract); - VectorScale(light->rtlight.lightmap_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) - { - // 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(light->origin, nl->origin); - else - { - 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 - 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] - , 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] = light->rtlight.lightmap_light[0] * colorr * 4.0f; - nl->light[1] = light->rtlight.lightmap_light[1] * colorg * 4.0f; - nl->light[2] = light->rtlight.lightmap_light[2] * colorb * 4.0f; - nl->subtract = light->rtlight.lightmap_subtract; - nl->offset = LIGHTOFFSET; - } - } - } - } ambient4f[0] *= colorr; ambient4f[1] *= colorg; ambient4f[2] *= colorb; @@ -387,9 +311,11 @@ void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *dif // 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 @@ -425,7 +351,7 @@ void R_UpdateEntLights(entity_render_t *ent) int i; const mlight_t *sl; vec3_t v; - if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT)) + if (r_lightmapintensity <= 0) return; VectorSubtract(ent->origin, ent->entlightsorigin, v); if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))