/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_light.c #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; void r_light_start(void) { float dx, dy; int x, y, a; qbyte pixels[32][32][4]; lighttexturepool = R_AllocTexturePool(); for (y = 0;y < 32;y++) { dy = (y - 15.5f) * (1.0f / 16.0f); for (x = 0;x < 32;x++) { dx = (x - 15.5f) * (1.0f / 16.0f); a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)); a = bound(0, a, 255); pixels[y][x][0] = a; pixels[y][x][1] = a; pixels[y][x][2] = a; pixels[y][x][3] = 255; } } lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL); } void r_light_shutdown(void) { lighttexturepool = NULL; lightcorona = NULL; } 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); } /* ================== R_AnimateLight ================== */ void R_AnimateLight (void) { int i, j, k; // // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright i = (int)(cl.time * 10); 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; k = cl_lightstyle[j].map[k] - 'a'; k = k*22; d_lightstylevalue[j] = k; } } void R_BuildLightList(void) { int i; dlight_t *cd; rdlight_t *rd; r_numdlights = 0; c_dlights = 0; if (!r_dynamic.integer || !cl_dlights) return; for (i = 0;i < MAX_DLIGHTS;i++) { cd = cl_dlights + i; if (cd->radius <= 0) continue; rd = &r_dlight[r_numdlights++]; VectorCopy(cd->origin, rd->origin); VectorScale(cd->color, cd->radius * 64.0f, rd->light); rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f; // clamp radius to avoid overflowing division table in lightmap code if (rd->cullradius2 > (2048.0f * 2048.0f)) rd->cullradius2 = (2048.0f * 2048.0f); rd->cullradius = sqrt(rd->cullradius2); rd->subtract = 1.0f / rd->cullradius2; rd->ent = cd->ent; c_dlights++; // count every dlight in use } } void R_DrawCoronas(void) { int i; rmeshstate_t m; float scale, viewdist, diff[3], 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); scale = rd->cullradius * 0.25f; if (gl_flashblend.integer) 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); } } } /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ============= R_MarkLights ============= */ 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; 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->surfacepvsframes; loc0: if (node->contents < 0) return; ndist = PlaneDiff(lightorigin, node->plane); if (ndist > rd->cullradius) { node = node->children[0]; goto loc0; } if (ndist < -rd->cullradius) { node = node->children[1]; goto loc0; } // mark the polygons surf = ent->model->surfaces + node->firstsurface; for (i = 0;i < node->numsurfaces;i++, surf++) { if (surfacepvsframes[surf->number] != ent->model->pvsframecount) continue; dist = ndist; if (surf->flags & SURF_PLANEBACK) dist = -dist; if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES)) continue; dist2 = dist * dist; if (dist2 >= maxdist) continue; if (node->plane->type < 3) { VectorCopy(lightorigin, impact); impact[node->plane->type] -= dist; } else { 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]; d = bound(0, impacts, surf->extents[0] + 16) - impacts; dist2 += d * d; if (dist2 > maxdist) continue; impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; d = bound(0, impactt, surf->extents[1] + 16) - impactt; dist2 += d * d; if (dist2 > maxdist) continue; if (surf->dlightframe != r_framecount) // not dynamic until now { 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[0]->contents >= 0) { if (node->children[1]->contents >= 0) { R_OldMarkLights (ent, lightorigin, rd, bit, bitindex, node->children[0]); node = node->children[1]; goto loc0; } else { node = node->children[0]; goto loc0; } } else if (node->children[1]->contents >= 0) { node = node->children[1]; goto loc0; } } 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, *surfacepvsframes, *mark; msurface_t *surf; mleaf_t *leaf; qbyte *in; int row; float low[3], high[3], dist, maxdist; if (!r_dynamic.integer) return; Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin); model = ent->model; pvsleaf = Mod_PointInLeaf (lightorigin, model); if (pvsleaf == NULL) return; in = pvsleaf->compressed_vis; 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); return; } lightframe++; low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius; high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius; // for comparisons to minimum acceptable light maxdist = rd->cullradius2; row = (model->numleafs+7)>>3; surfacepvsframes = model->surfacepvsframes; k = 0; while (k < row) { c = *in++; if (c) { for (i = 0;i < 8;i++) { if (c & (1< model->numleafs) return; leaf = &model->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 ((m = leaf->nummarksurfaces)) { mark = leaf->firstmarksurface; do { surf = model->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) continue; dist = PlaneDiff(lightorigin, surf->plane); if (surf->flags & SURF_PLANEBACK) dist = -dist; // LordHavoc: make sure it is infront of the surface and not too far away if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius))) { int d; int impacts, impactt; float dist2, impact[3]; dist2 = dist * dist; if (surf->plane->type < 3) { VectorCopy(lightorigin, impact); impact[surf->plane->type] -= dist; } else { 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]; d = bound(0, impacts, surf->extents[0] + 16) - impacts; dist2 += d * d; if (dist2 > maxdist) continue; impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; d = bound(0, impactt, surf->extents[1] + 16) - impactt; dist2 += d * d; if (dist2 > maxdist) continue; if (surf->dlightframe != r_framecount) // not dynamic until now { 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; } } while (--m); } } } k++; continue; } k += *in++; } } void R_MarkLights(entity_render_t *ent) { int i; if (!gl_flashblend.integer) for (i = 0;i < r_numdlights;i++) R_VisMarkLights (ent, r_dlight + i, 1 << (i & 31), i >> 5); } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ 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; float mid; loc0: if (node->contents < 0) return false; // didn't hit anything switch (node->plane->type) { case PLANE_X: node = node->children[x < node->plane->dist]; goto loc0; case PLANE_Y: node = node->children[y < node->plane->dist]; goto loc0; case PLANE_Z: side = startz < node->plane->dist; if ((endz < node->plane->dist) == side) { node = node->children[side]; goto loc0; } // found an intersection mid = node->plane->dist; break; default: back = front = x * node->plane->normal[0] + y * node->plane->normal[1]; front += startz * node->plane->normal[2]; back += endz * node->plane->normal[2]; side = front < node->plane->dist; if ((back < node->plane->dist) == side) { node = node->children[side]; goto loc0; } // found an intersection mid = startz + distz * (front - node->plane->dist) / (front - back); break; } // go down front side if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid)) return true; // hit something else { // check for impact on this node if (node->numsurfaces) { int i, ds, dt; msurface_t *surf; surf = cl.worldmodel->surfaces + node->firstsurface; for (i = 0;i < node->numsurfaces;i++, surf++) { if (!(surf->flags & SURF_LIGHTMAP)) continue; // no lightmaps 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]); 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]); if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) continue; ds -= surf->texturemins[0]; dt -= surf->texturemins[1]; if (ds > surf->extents[0] || dt > surf->extents[1]) continue; if (surf->samples) { qbyte *lightmap; 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; line3 = ((surf->extents[0]>>4)+1)*3; size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) { scale = d_lightstylevalue[surf->styles[maps]]; r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale; r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale; r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale; r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale; lightmap += size3; } /* LordHavoc: here's the readable version of the interpolation code, not quite as easy for the compiler to optimize... dsfrac is the X position in the lightmap pixel, * 16 dtfrac is the Y position in the lightmap pixel, * 16 r00 is top left corner, r01 is top right corner r10 is bottom left corner, r11 is bottom right corner g and b are the same layout. r0 and r1 are the top and bottom intermediate results first we interpolate the top two points, to get the top edge sample r0 = (((r01-r00) * dsfrac) >> 4) + r00; g0 = (((g01-g00) * dsfrac) >> 4) + g00; b0 = (((b01-b00) * dsfrac) >> 4) + b00; then we interpolate the bottom two points, to get the bottom edge sample r1 = (((r11-r10) * dsfrac) >> 4) + r10; g1 = (((g11-g10) * dsfrac) >> 4) + g10; b1 = (((b11-b10) * dsfrac) >> 4) + b10; then we interpolate the top and bottom samples to get the middle sample (the one which was requested) r = (((r1-r0) * dtfrac) >> 4) + r0; g = (((g1-g0) * dtfrac) >> 4) + g0; b = (((b1-b0) * dtfrac) >> 4) + b0; */ color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f); color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f); color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f); } return true; // success } } // go down back side node = node->children[side ^ 1]; startz = mid; distz = endz - startz; goto loc0; } } void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf) { int i; vec3_t v; 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) { 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) { for (i = 0;i < cl.worldmodel->numlights;i++) { sl = cl.worldmodel->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, 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); if (dynamic) { for (i = 0;i < r_numdlights;i++) { rd = r_dlight + i; VectorSubtract (p, rd->origin, v); f = DotProduct(v, v); 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 (const entity_render_t *ent, vec3_t color, const vec3_t p) { 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); } void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, 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; } nearlight[MAX_DLIGHTS], *nl; mlight_t *sl; rdlight_t *rd; a = ent->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 = 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 { R_ModelLightPoint(ent, basecolor, ent->origin); if (r_shadow_lightingmode < 2) { nl = &nearlight[0]; for (i = 0;i < ent->numentlights;i++) { 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); 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(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_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; } } } } } } basecolor[0] *= colorr; basecolor[1] *= colorg; basecolor[2] *= colorb; avc = colors; if (nearlights) { GL_UseColorArray(); av = vertices; avn = normals; for (i = 0;i < numverts;i++) { VectorCopy(basecolor, color); for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) { VectorSubtract(av, nl->origin, v); // directional shading dot = DotProduct(avn,v); if (dot > 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); } } } VectorCopy(color, avc); avc[3] = a; avc += 4; av += 4; avn += 4; } } 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) return; VectorSubtract(ent->origin, ent->entlightsorigin, v); if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f)) { ent->entlightstime = realtime + 0.1; 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++) if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false, NULL) == 1) ent->entlights[ent->numentlights++] = i; } ent->entlightsframe = r_framecount; }