added GLSL shader path for normal rendering stage, reworked a lot of things to do...
[xonotic/darkplaces.git] / r_light.c
index 572d6ed..343ac74 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -23,7 +23,6 @@ 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", "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"};
 
@@ -68,7 +67,6 @@ void r_light_newmap(void)
 
 void R_Light_Init(void)
 {
-       Cvar_RegisterVariable(&r_modellights);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&gl_flashblend);
        R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
@@ -131,239 +129,18 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
        else
                VectorSet(ambientcolor, 1, 1, 1);
 
-       // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
-       if (r_refdef.worldmodel->brushq1.numlights)
-       {
-               int i;
-               vec3_t v;
-               float f;
-               mlight_t *sl;
-               for (i = 0;i < r_refdef.worldmodel->brushq1.numlights;i++)
-               {
-                       sl = r_refdef.worldmodel->brushq1.lights + i;
-                       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 *= r_refdef.lightstylevalue[sl->style] * (1.0f / 65536.0f);
-                                       if (f > 0)
-                                               VectorMA(ambientcolor, f, sl->light, ambientcolor);
-                               }
-                       }
-               }
-       }
-
        if (dynamic)
        {
                int i;
                float f, v[3];
                dlight_t *light;
-               // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
-               // FIXME: this should be updated to match rtlight falloff!
                for (i = 0;i < r_refdef.numlights;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;
-                               if (f > 0)
-                                       VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
-                       }
+                       Matrix4x4_Transform(&light->rtlight.matrix_worldtolight, p, v);
+                       f = 1 - VectorLength2(v);
+                       if (f > 0 && CL_TraceBox(p, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->rtlight.currentcolor, ambientcolor);
                }
        }
 }
-
-typedef struct nearlight_s
-{
-       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, float *diffusecolor, float *diffusenormal, 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], tempdiffusenormal[3];
-       nearlight_t *nl;
-       mlight_t *sl;
-
-       nearlights = 0;
-       maxnearlights = r_modellights.integer;
-       ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
-       VectorClear(diffusecolor);
-       VectorClear(diffusenormal);
-       if (!(ent->flags & RENDER_LIGHT))
-       {
-               // highly rare
-               VectorSet(ambient4f, 1, 1, 1);
-               maxnearlights = 0;
-       }
-       else if (r_lightmapintensity <= 0)
-               maxnearlights = 0;
-       else
-       {
-               if (r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
-               {
-                       r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
-                       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
-                       VectorNormalize(diffusenormal);
-               }
-               else
-                       VectorSet(ambient4f, 1, 1, 1);
-       }
-
-       // 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;
-       // FIXME: no support for .lights on non-Q1BSP?
-       nl = &nearlight[0];
-       for (i = 0;i < ent->numentlights;i++)
-       {
-               sl = r_refdef.worldmodel->brushq1.lights + ent->entlights[i];
-               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);
-               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(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;
-               }
-       }
-       ambient4f[0] *= colorr;
-       ambient4f[1] *= colorg;
-       ambient4f[2] *= colorb;
-       ambient4f[3] = colora;
-       diffusecolor[0] *= colorr;
-       diffusecolor[1] *= colorg;
-       diffusecolor[2] *= colorb;
-       return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0;
-}
-
-void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
-{
-       int i, j, usediffuse;
-       float color[4], v[3], dot, dist2, f, dnormal[3];
-       nearlight_t *nl;
-       usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
-       // negate the diffuse normal to avoid the need to negate the
-       // dotproduct on each vertex
-       VectorNegate(diffusenormal, dnormal);
-       if (usediffuse)
-               VectorNormalize(dnormal);
-       // directional shading code here
-       for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-       {
-               VectorCopy4(ambientcolor4f, color);
-
-               // 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);
-               }
-
-               // pretty good lighting
-               for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
-               {
-                       VectorSubtract(nl->origin, vertex3f, v);
-                       // first eliminate negative lighting (back side)
-                       dot = DotProduct(normal3f, 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)
-                               {
-                                       // 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);
-                               }
-                       }
-               }
-               VectorCopy4(color, color4f);
-       }
-}
-
-void R_UpdateEntLights(entity_render_t *ent)
-{
-       int i;
-       const mlight_t *sl;
-       vec3_t v;
-       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))
-       {
-               ent->entlightstime = realtime + 0.1;
-               VectorCopy(ent->origin, ent->entlightsorigin);
-               ent->numentlights = 0;
-               if (r_refdef.worldmodel)
-                       for (i = 0, sl = r_refdef.worldmodel->brushq1.lights;i < r_refdef.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
-                               if (CL_TraceBox(ent->origin, vec3_origin, vec3_origin, sl->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
-                                       ent->entlights[ent->numentlights++] = i;
-       }
-       ent->entlightsframe = r_framecount;
-}
-