- VectorCopy(light->origin, v);
- if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
- if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
- if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
- VectorSubtract (v, light->origin, v);
- if (DotProduct(v, v) < light->rtlight.lightmap_cullradius2)
- {
- if (CL_TraceBox(ent->origin, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction != 1)
- continue;
- VectorSubtract (ent->origin, light->origin, v);
- f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - light->rtlight.lightmap_subtract);
- VectorScale(light->rtlight.lightmap_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(light->origin, nl->origin);
- else
- {
- Matrix4x4_Transform(&ent->inversematrix, light->origin, nl->origin);
- /*
- Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
- , rd - cl_dlights, ent->model->name
- , light->origin[0], light->origin[1], light->origin[2]
- , nl->origin[0], nl->origin[1], nl->origin[2]
- , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
- , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
- , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
- , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
- */
- }
- // integrate mscale into falloff, for maximum speed
- nl->falloff = mscale;
- VectorCopy(ambientcolor, nl->ambientlight);
- nl->light[0] = light->rtlight.lightmap_light[0] * colorr * 4.0f;
- nl->light[1] = light->rtlight.lightmap_light[1] * colorg * 4.0f;
- nl->light[2] = light->rtlight.lightmap_light[2] * colorb * 4.0f;
- nl->subtract = light->rtlight.lightmap_subtract;
- nl->offset = LIGHTOFFSET;
- }
- }
- }
- }
- 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);
- }
- }