int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
unsigned int *bl;
float dist, impact[3], local[3];
+ dlight_t *light;
lit = false;
tmax = (surf->extents[1] >> 4) + 1;
smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, light->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
- green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
- blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
- subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+ red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
+ green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
+ blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
+ subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
bl = intblocklights;
i = impactt;
{
int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+ dlight_t *light;
lit = false;
tmax = (surf->extents[1] >> 4) + 1;
smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, light->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0];
- green = r_dlight[lnum].light[1];
- blue = r_dlight[lnum].light[2];
- subtract = r_dlight[lnum].subtract * 32768.0f;
+ red = light->rtlight.lightmap_light[0];
+ green = light->rtlight.lightmap_light[1];
+ blue = light->rtlight.lightmap_light[2];
+ subtract = light->rtlight.lightmap_subtract * 32768.0f;
bl = floatblocklights;
td1 = impactt;
const float *v;
float *c;
int i, l, lit = false;
- const rdlight_t *rd;
+ const dlight_t *light;
vec3_t lightorigin;
for (l = 0;l < r_numdlights;l++)
{
if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- rd = &r_dlight[l];
- Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ light = &r_dlight[l];
+ Matrix4x4_Transform(matrix, light->origin, lightorigin);
for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
{
f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
- if (f < rd->cullradius2)
+ if (f < light->rtlight.lightmap_cullradius2)
{
- f = ((1.0f / f) - rd->subtract) * scale;
- VectorMA(c, f, rd->light, c);
+ f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+ VectorMA(c, f, light->rtlight.lightmap_light, c);
lit = true;
}
}
t = surf->texinfo->texture->currentframe;
if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
- R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+ R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
}
}
}
{
if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
return;
- R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
- R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
+ R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
}
void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)