/*
==================
-R_AnimateLight
+R_UpdateLights
==================
*/
-void R_AnimateLight (void)
+void R_UpdateLights(void)
{
int i, j, k;
+ dlight_t *cd;
+ rdlight_t *rd;
-//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int)(cl.time * 10);
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;
continue;
rd = &r_dlight[r_numdlights++];
VectorCopy(cd->origin, rd->origin);
- VectorScale(cd->color, cd->radius * 64.0f, rd->light);
+ VectorScale(cd->color, d_lightstylevalue[cd->style] * (1.0f / 256.0f), rd->color);
+ rd->radius = bound(0, cd->radius, 2048.0f);
+ VectorScale(rd->color, rd->radius * 64.0f, rd->light);
+#if 0
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->cullradius2 = bound(0, rd->cullradius2, 2048.0f*2048.0f);
rd->cullradius = sqrt(rd->cullradius2);
+#else
+ rd->cullradius = rd->radius;
+ rd->cullradius2 = rd->cullradius * rd->cullradius;
+#endif
rd->subtract = 1.0f / rd->cullradius2;
rd->ent = cd->ent;
+ rd->cubemapnum = cd->cubemapnum;
+ rd->shadow = cd->shadow;
+ rd->corona = cd->corona;
+
+ rd->matrix_lighttoworld = cd->matrix;
+ Matrix4x4_ConcatScale(&rd->matrix_lighttoworld, rd->cullradius);
+ Matrix4x4_Invert_Simple(&rd->matrix_worldtolight, &rd->matrix_lighttoworld);
+ Matrix4x4_Concat(&rd->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rd->matrix_worldtolight);
+ Matrix4x4_Concat(&rd->matrix_worldtoattenuationz, &matrix_attenuationz, &rd->matrix_worldtolight);
+
c_dlights++; // count every dlight in use
}
}
void R_DrawCoronas(void)
{
- int i;
+ int i, lnum;
float cscale, scale, viewdist, dist;
rdlight_t *rd;
+ worldlight_t *wl;
if (!r_coronas.integer)
return;
R_Mesh_Matrix(&r_identitymatrix);
- viewdist = DotProduct(r_origin, vpn);
+ viewdist = DotProduct(r_vieworigin, r_viewforward);
+ if (r_shadow_realtime_world.integer)
+ {
+ for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+ {
+ if (wl->corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(wl->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(wl->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
+ {
+ cscale = wl->corona * r_coronas.value * 0.25f;
+ scale = wl->radius * 0.25f;
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, wl->color[0] * cscale, wl->color[1] * cscale, wl->color[2] * cscale, 1);
+ }
+ }
+ }
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)
+ if (rd->corona * r_coronas.value > 0 && (dist = (DotProduct(rd->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(rd->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
{
- cscale = (1.0f / 131072.0f);
- scale = rd->cullradius * 0.25f;
+ cscale = rd->corona * r_coronas.value * 0.25f;
+ scale = rd->radius * 0.25f;
if (gl_flashblend.integer)
{
cscale *= 4.0f;
scale *= 2.0f;
}
- R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, vright, vup, scale, -scale, -scale, scale, rd->light[0] * cscale, rd->light[1] * cscale, rd->light[2] * cscale, 1);
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, rd->color[0] * cscale, rd->color[1] * cscale, rd->color[2] * cscale, 1);
}
}
}
{
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->cached_dlight = true;
}
surf->dlightbits[bitindex] |= bit;
}
int i, bit, bitindex;
rdlight_t *rd;
vec3_t lightorigin;
- if (!gl_flashblend.integer && r_dynamic.integer && ent->model)
+ if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.numleafs)
{
for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
{
{
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)
+ if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
{
f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
VectorMA(ambientcolor, f, sl->light, ambientcolor);
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)
+ if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
{
f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
VectorMA(ambientcolor, f, rd->light, ambientcolor);
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];
+ float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
nearlight_t *nl;
mlight_t *sl;
rdlight_t *rd;
VectorSet(ambient4f, 1, 1, 1);
maxnearlights = 0;
}
- else if (r_shadow_realtime_world.integer)
+ else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
maxnearlights = 0;
else
{
if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
- cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, diffusenormal);
+ {
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
+ VectorNormalize(diffusenormal);
+ }
else
VectorSet(ambient4f, 1, 1, 1);
}
VectorSubtract (v, rd->origin, v);
if (DotProduct(v, v) < rd->cullradius2)
{
- if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
+ if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1)
continue;
VectorSubtract (ent->origin, rd->origin, v);
f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
float color[4], v[3], dot, dist2, f, dnormal[3];
nearlight_t *nl;
usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
- VectorCopy(diffusenormal, dnormal);
+ // 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
int i;
const mlight_t *sl;
vec3_t v;
- if (r_shadow_realtime_dlight.integer || gl_flashblend.integer)
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
return;
VectorSubtract(ent->origin, ent->entlightsorigin, v);
if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
ent->numentlights = 0;
if (cl.worldmodel)
for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
- if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false, NULL) == 1)
+ if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
ent->entlights[ent->numentlights++] = i;
}
ent->entlightsframe = r_framecount;