#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()
{
void R_Light_Init()
{
Cvar_RegisterVariable(&r_lightmodels);
- Cvar_RegisterVariable(&r_modelsdonttransformnormals);
R_RegisterModule("R_Light", r_light_start, r_light_shutdown);
}
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)
if (surf->flags & SURF_PLANEBACK)
dist = -dist;
- if (dist < -0.25f)
+ if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
continue;
dist2 = dist * dist;
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)
// for comparisons to minimum acceptable light
maxdist = radius*radius;
- lightframe++;
k = 0;
while (k < row)
{
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];
}
}
-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;
{
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];
}
}
-// 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;
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];
}
}
}
-
-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...)
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;
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++)
{
}
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;
}
}
}
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++)
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
}
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