]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
optimized AngleVectors calls (pass NULL for vectors that should not be generated)
[xonotic/darkplaces.git] / r_light.c
index b71ce66acb482aeb6945ac2f4c19ccc6f42c1851..39cde86d07df028f448a88452603ea3c70aadaf3 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -22,7 +22,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 
 cvar_t r_lightmodels = {"r_lightmodels", "1"};
-cvar_t r_modelsdonttransformnormals = {"r_modelsdonttransformnormals", "0"};
+
+extern cvar_t gl_transform;
 
 void r_light_start()
 {
@@ -35,7 +36,6 @@ void r_light_shutdown()
 void R_Light_Init()
 {
        Cvar_RegisterVariable(&r_lightmodels);
-       Cvar_RegisterVariable(&r_modelsdonttransformnormals);
        R_RegisterModule("R_Light", r_light_start, r_light_shutdown);
 }
 
@@ -91,7 +91,7 @@ void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                return;
 
        // for comparisons to minimum acceptable light
-       maxdist = light->radius * light->radius * LIGHTSCALE;
+       maxdist = light->radius * light->radius;
 
        // clamp radius to avoid exceeding 32768 entry division table
        if (maxdist > 4194304)
@@ -139,7 +139,7 @@ loc0:
                if (surf->flags & SURF_PLANEBACK)
                        dist = -dist;
 
-               if (dist < -0.25f)
+               if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
                        continue;
 
                dist2 = dist * dist;
@@ -256,7 +256,9 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                int             row = (model->numleafs+7)>>3;
                float   low[3], high[3], radius, dist, maxdist;
 
-               radius = light->radius * LIGHTSCALE1;
+               lightframe++;
+
+               radius = light->radius * 2;
 
                // clamp radius to avoid exceeding 32768 entry division table
                if (radius > 2048)
@@ -268,7 +270,6 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                // for comparisons to minimum acceptable light
                maxdist = radius*radius;
 
-               lightframe++;
                k = 0;
                while (k < row)
                {
@@ -312,7 +313,7 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                                                                if (surf->flags & SURF_PLANEBACK)
                                                                        dist = -dist;
                                                                // LordHavoc: make sure it is infront of the surface and not too far away
-                                                               if (dist >= -0.25f && dist < radius)
+                                                               if ((dist >= -0.25f || (surf->flags & SURF_LIGHTBOTHSIDES)) && dist < radius)
                                                                {
                                                                        int d;
                                                                        float dist2, impact[3];
@@ -666,19 +667,6 @@ loc0:
        }
 }
 
-void R_LightPoint (vec3_t color, vec3_t p)
-{
-       if (r_fullbright.value || !cl.worldmodel->lightdata)
-       {
-               color[0] = color[1] = color[2] = 255;
-               return;
-       }
-       
-       color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
-       RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
-}
-
-// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
 {
        int             i, j, k;
@@ -694,15 +682,17 @@ void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
                {
                        for (i=0 ; i<32 ; i++)
                        {
-                               if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
+                               if (!((1 << i) & dlightbits[j]))
                                        continue;
                                k = (j<<5)+i;
+                               if (cl_dlights[k].die < cl.time || !cl_dlights[k].radius)
+                                       continue;
                                VectorSubtract (org, cl_dlights[k].origin, dist);
                                f = DotProduct(dist, dist) + LIGHTOFFSET;
-                               r = cl_dlights[k].radius*cl_dlights[k].radius*LIGHTSCALE;
+                               r = cl_dlights[k].radius*cl_dlights[k].radius;
                                if (f < r)
                                {
-                                       brightness = r * (256.0f / LIGHTSCALE2) / f;
+                                       brightness = r * 128.0f / f;
                                        color[0] += brightness * cl_dlights[k].color[0];
                                        color[1] += brightness * cl_dlights[k].color[1];
                                        color[2] += brightness * cl_dlights[k].color[2];
@@ -712,7 +702,65 @@ void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
        }
 }
 
-// same as above but no bitmask to check
+void R_CompleteLightPoint (vec3_t color, vec3_t p)
+{
+       mleaf_t *leaf;
+       leaf = Mod_PointInLeaf(p, cl.worldmodel);
+       if (leaf->contents == CONTENTS_SOLID)
+       {
+               color[0] = color[1] = color[2] = 0;
+               return;
+       }
+
+       if (r_fullbright.value || !cl.worldmodel->lightdata)
+       {
+               color[0] = color[1] = color[2] = 255;
+               return;
+       }
+       
+       color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
+       RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+
+       R_DynamicLightPoint(color, p, leaf->dlightbits);
+}
+
+void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
+{
+       mleaf_t *leaf;
+       leaf = Mod_PointInLeaf(p, cl.worldmodel);
+       if (leaf->contents == CONTENTS_SOLID)
+       {
+               color[0] = color[1] = color[2] = 0;
+               dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
+               return;
+       }
+
+       if (r_fullbright.value || !cl.worldmodel->lightdata)
+       {
+               color[0] = color[1] = color[2] = 255;
+               dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
+               return;
+       }
+       
+       color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
+       RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+
+       if (leaf->dlightframe == r_dlightframecount)
+       {
+               dlightbits[0] = leaf->dlightbits[0];
+               dlightbits[1] = leaf->dlightbits[1];
+               dlightbits[2] = leaf->dlightbits[2];
+               dlightbits[3] = leaf->dlightbits[3];
+               dlightbits[4] = leaf->dlightbits[4];
+               dlightbits[5] = leaf->dlightbits[5];
+               dlightbits[6] = leaf->dlightbits[6];
+               dlightbits[7] = leaf->dlightbits[7];
+       }
+       else
+               dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
+}
+
+/* // not currently used
 void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
 {
        int             i;
@@ -728,10 +776,10 @@ void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
                        continue;
                VectorSubtract (org, cl_dlights[i].origin, dist);
                f = DotProduct(dist, dist) + LIGHTOFFSET;
-               r = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
+               r = cl_dlights[i].radius*cl_dlights[i].radius;
                if (f < r)
                {
-                       brightness = r * (256.0f / LIGHTSCALE2) / f;
+                       brightness = r * 256.0f / f;
                        if (cl_dlights[i].dark)
                                brightness = -brightness;
                        color[0] += brightness * cl_dlights[i].color[0];
@@ -740,19 +788,12 @@ void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
                }
        }
 }
-
-void R_CompleteLightPoint (vec3_t color, vec3_t p)
-{
-       R_LightPoint(color, p);
-       R_DynamicLightPointNoMask(color, p);
-}
+*/
 
 extern float *aliasvert;
-extern float *modelaliasvert;
 extern float *aliasvertnorm;
 extern byte *aliasvertcolor;
 extern float modelalpha;
-extern int modeldlightbits[8];
 void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
 {
        // LordHavoc: warning: reliance on int being 4 bytes here (of course the d_8to24table relies on that too...)
@@ -765,31 +806,10 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                vec3_t color;
                vec3_t origin;
        } nearlight[MAX_DLIGHTS];
+       int modeldlightbits[8];
        avc = aliasvertcolor;
        avn = aliasvertnorm;
        a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
-       if (currententity->effects & EF_FULLBRIGHT)
-       {
-               if (lighthalf)
-               {
-                       ((byte *)&color)[0] = (byte) ((float) (128.0f * currententity->colormod[0]));
-                       ((byte *)&color)[1] = (byte) ((float) (128.0f * currententity->colormod[1]));
-                       ((byte *)&color)[2] = (byte) ((float) (128.0f * currententity->colormod[2]));
-               }
-               else
-               {
-                       ((byte *)&color)[0] = (byte) ((float) (255.0f * currententity->colormod[0]));
-                       ((byte *)&color)[1] = (byte) ((float) (255.0f * currententity->colormod[1]));
-                       ((byte *)&color)[2] = (byte) ((float) (255.0f * currententity->colormod[2]));
-               }
-               ((byte *)&color)[3] = a;
-               for (i = 0;i < numverts;i++)
-               {
-                       *((int *)avc) = color;
-                       avc += 4;
-               }
-               return;
-       }
        if (lighthalf)
        {
                mod[0] = currententity->colormod[0] * 0.5f;
@@ -802,37 +822,11 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                mod[1] = currententity->colormod[1];
                mod[2] = currententity->colormod[2];
        }
-       basecolor[0] *= mod[0];
-       basecolor[1] *= mod[1];
-       basecolor[2] *= mod[2];
-       if (!r_lightmodels.value)
+       if (currententity->effects & EF_FULLBRIGHT)
        {
-               for (i = 0;i < MAX_DLIGHTS;i++)
-               {
-                       if (!modeldlightbits[i >> 5])
-                       {
-                               i |= 31;
-                               continue;
-                       }
-                       if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
-                               continue;
-                       VectorSubtract (center, cl_dlights[i].origin, dist);
-                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
-                       t2 = DotProduct(dist,dist) * (1.0f / LIGHTSCALE) + LIGHTOFFSET;
-                       if (t2 < t1)
-                       {
-                               dist[0] = cl_dlights[i].color[0] * t1 * mod[0];
-                               dist[1] = cl_dlights[i].color[1] * t1 * mod[1];
-                               dist[2] = cl_dlights[i].color[2] * t1 * mod[2];
-                               t1 = (224.0f / LIGHTSCALE / LIGHTSCALE) / t2;
-                               basecolor[0] += dist[0] * t1;
-                               basecolor[1] += dist[1] * t1;
-                               basecolor[2] += dist[2] * t1;
-                       }
-               }
-               ((byte *)&color)[0] = bound(0, basecolor[0], 255);
-               ((byte *)&color)[1] = bound(0, basecolor[1], 255);
-               ((byte *)&color)[2] = bound(0, basecolor[2], 255);
+               ((byte *)&color)[0] = (byte) (255.0f * mod[0]);
+               ((byte *)&color)[1] = (byte) (255.0f * mod[1]);
+               ((byte *)&color)[2] = (byte) (255.0f * mod[2]);
                ((byte *)&color)[3] = a;
                for (i = 0;i < numverts;i++)
                {
@@ -841,36 +835,43 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                }
                return;
        }
-       else
+       R_ModelLightPoint(basecolor, center, modeldlightbits);
+
+       basecolor[0] *= mod[0];
+       basecolor[1] *= mod[1];
+       basecolor[2] *= mod[2];
+       for (i = 0;i < MAX_DLIGHTS;i++)
        {
-               for (i = 0;i < MAX_DLIGHTS;i++)
+               if (!modeldlightbits[i >> 5])
                {
-                       if (!modeldlightbits[i >> 5])
+                       i |= 31;
+                       continue;
+               }
+               if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
+                       continue;
+               VectorSubtract (center, cl_dlights[i].origin, dist);
+               t2 = DotProduct(dist,dist) + LIGHTOFFSET;
+               t1 = cl_dlights[i].radius*cl_dlights[i].radius;
+               if (t2 < t1)
+               {
+                       // transform the light into the model's coordinate system
+                       if (gl_transform.value)
+                               softwareuntransform(cl_dlights[i].origin, nearlight[nearlights].origin);
+                       else
                        {
-                               i |= 31;
-                               continue;
+                               VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
                        }
-                       if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
-                               continue;
-                       VectorSubtract (center, cl_dlights[i].origin, dist);
-                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
-                       t2 = DotProduct(dist,dist) * (1.0f / LIGHTSCALE) + LIGHTOFFSET;
-                       if (t2 < t1)
-                       {
-                               if (r_modelsdonttransformnormals.value)
-                                       softwareuntransform(cl_dlights[i].origin, nearlight[nearlights].origin);
-                               else
-                               {
-                                       VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
-                               }
-                               nearlight[nearlights].color[0] = cl_dlights[i].color[0] * t1 * mod[0];
-                               nearlight[nearlights].color[1] = cl_dlights[i].color[1] * t1 * mod[1];
-                               nearlight[nearlights].color[2] = cl_dlights[i].color[2] * t1 * mod[2];
-//                             t1 = (128.0f / LIGHTSCALE2) / t2;
-//                             basecolor[0] += nearlight[nearlights].color[0] * t1;
-//                             basecolor[1] += nearlight[nearlights].color[1] * t1;
-//                             basecolor[2] += nearlight[nearlights].color[2] * t1;
+                       nearlight[nearlights].color[0] = cl_dlights[i].color[0] * t1 * mod[0];
+                       nearlight[nearlights].color[1] = cl_dlights[i].color[1] * t1 * mod[1];
+                       nearlight[nearlights].color[2] = cl_dlights[i].color[2] * t1 * mod[2];
+                       if (r_lightmodels.value)
                                nearlights++;
+                       else
+                       {
+                               t1 = 1.0f / t2;
+                               basecolor[0] += nearlight[nearlights].color[0] * t1;
+                               basecolor[1] += nearlight[nearlights].color[1] * t1;
+                               basecolor[2] += nearlight[nearlights].color[2] * t1;
                        }
                }
        }
@@ -886,10 +887,7 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                int temp;
                vec3_t v;
                float *av;
-               if (r_modelsdonttransformnormals.value)
-                       av = modelaliasvert;
-               else
-                       av = aliasvert;
+               av = aliasvert;
                if (nearlights == 1)
                {
                        for (i = 0;i < numverts;i++)
@@ -898,10 +896,13 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                                t = DotProduct(avn,v);
                                if (t > 0)
                                {
-                                       t /= DotProduct(v,v);
-                                       temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[0] = temp;
-                                       temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[1] = temp;
-                                       temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[2] = temp;
+                                       t /= (DotProduct(v,v) + LIGHTOFFSET);
+                                       temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));
+                                       avc[0] = bound(0, temp, 255);
+                                       temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));
+                                       avc[1] = bound(0, temp, 255);
+                                       temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));
+                                       avc[2] = bound(0, temp, 255);
                                        avc[3] = a;
                                }
                                else
@@ -913,31 +914,35 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                }
                else
                {
-                       int i1, i2, i3, k;
                        for (i = 0;i < numverts;i++)
                        {
+                               int lit;
                                t1 = basecolor[0];
                                t2 = basecolor[1];
                                t3 = basecolor[2];
-                               k = false;
+                               lit = false;
                                for (j = 0;j < nearlights;j++)
                                {
                                        VectorSubtract(nearlight[j].origin, av, v);
                                        t = DotProduct(avn,v);
                                        if (t > 0)
                                        {
-                                               t /= DotProduct(v,v);
+                                               t /= (DotProduct(v,v) + LIGHTOFFSET);
                                                t1 += nearlight[j].color[0] * t;
                                                t2 += nearlight[j].color[1] * t;
                                                t3 += nearlight[j].color[2] * t;
-                                               k = true;
+                                               lit = true;
                                        }
                                }
-                               if (k)
+                               if (lit)
                                {
-                                       i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;avc[0] = i1;
-                                       i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;avc[1] = i2;
-                                       i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;avc[2] = i3;
+                                       int i1, i2, i3;
+                                       i1 = (int) t1;
+                                       avc[0] = bound(0, i1, 255);
+                                       i2 = (int) t2;
+                                       avc[1] = bound(0, i2, 255);
+                                       i3 = (int) t3;
+                                       avc[2] = bound(0, i3, 255);
                                        avc[3] = a;
                                }
                                else // dodge the costly float -> int conversions