split r_shadow_realtime into r_shadow_realtime_world (which requires stencil) and...
[xonotic/darkplaces.git] / r_light.c
index 2824929..8de4bdf 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -647,7 +647,7 @@ void R_ModelLightPoint (const entity_render_t *ent, vec3_t color, const vec3_t p
        }
 
        color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
-       if (!cl.worldmodel->numlights && r_shadow_lightingmode < 2)
+       if (!cl.worldmodel->numlights)
                RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
 }
 
@@ -676,137 +676,135 @@ void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, flo
        // make the mscale squared so it can scale the squared distance results
        mscale = ent->scale * ent->scale;
        if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
-               VectorSet(basecolor, 1, 1, 1);
-       else if (maxnearlights == 0 && r_shadow_lightingmode < 2)
+               basecolor[0] = basecolor[1] = basecolor[2] = 1.0f;
+       else if (r_shadow_realtime_world.integer)
+               basecolor[0] = basecolor[1] = basecolor[2] = r_ambient.value * (2.0f / 128.0f);
+       else if (maxnearlights == 0)
                R_CompleteLightPoint (basecolor, ent->origin, true, NULL);
        else
        {
                R_ModelLightPoint(ent, basecolor, ent->origin);
-
-               if (r_shadow_lightingmode < 2)
+               nl = &nearlight[0];
+               for (i = 0;i < ent->numentlights;i++)
                {
-                       nl = &nearlight[0];
-                       for (i = 0;i < ent->numentlights;i++)
+                       sl = cl.worldmodel->lights + ent->entlights[i];
+                       stylescale = d_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
                        {
-                               sl = cl.worldmodel->lights + ent->entlights[i];
-                               stylescale = d_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++)
                                {
-                                       for (j = 0;j < maxnearlights;j++)
+                                       if (nearlight[j].intensity < intensity)
                                        {
-                                               if (nearlight[j].intensity < intensity)
-                                               {
-                                                       if (nearlight[j].intensity > 0)
-                                                               VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
-                                                       break;
-                                               }
+                                               if (nearlight[j].intensity > 0)
+                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                               break;
                                        }
                                }
-                               if (j >= maxnearlights)
-                               {
-                                       // this light is less significant than all others,
-                                       // add it to ambient
-                                       if (intensity > 0)
-                                               VectorAdd(basecolor, ambientcolor, basecolor);
-                               }
+                       }
+                       if (j >= maxnearlights)
+                       {
+                               // this light is less significant than all others,
+                               // add it to ambient
+                               if (intensity > 0)
+                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                       }
+                       else
+                       {
+                               nl = nearlight + j;
+                               nl->intensity = intensity;
+                               // transform the light into the model's coordinate system
+                               if (worldcoords)
+                                       VectorCopy(sl->origin, nl->origin);
                                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;
-                               }
+                                       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;
                        }
-                       if (r_shadow_lightingmode < 1)
+               }
+               if (!r_shadow_realtime_dlight.integer)
+               {
+                       for (i = 0;i < r_numdlights;i++)
                        {
-                               for (i = 0;i < r_numdlights;i++)
+                               rd = r_dlight + i;
+                               VectorCopy(rd->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, rd->origin, v);
+                               if (DotProduct(v, v) < rd->cullradius2)
                                {
-                                       rd = r_dlight + i;
-                                       VectorCopy(rd->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, rd->origin, v);
-                                       if (DotProduct(v, v) < rd->cullradius2)
+                                       if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
+                                               continue;
+                                       VectorSubtract (ent->origin, rd->origin, v);
+                                       f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
+                                       VectorScale(rd->light, f, ambientcolor);
+                                       intensity = DotProduct(ambientcolor, ambientcolor);
+                                       if (f < 0)
+                                               intensity *= -1.0f;
+                                       if (nearlights < maxnearlights)
+                                               j = nearlights++;
+                                       else
                                        {
-                                               if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
-                                                       continue;
-                                               VectorSubtract (ent->origin, rd->origin, v);
-                                               f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
-                                               VectorScale(rd->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++)
                                                {
-                                                       for (j = 0;j < maxnearlights;j++)
+                                                       if (nearlight[j].intensity < intensity)
                                                        {
-                                                               if (nearlight[j].intensity < intensity)
-                                                               {
-                                                                       if (nearlight[j].intensity > 0)
-                                                                               VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
-                                                                       break;
-                                                               }
+                                                               if (nearlight[j].intensity > 0)
+                                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                                               break;
                                                        }
                                                }
-                                               if (j >= maxnearlights)
-                                               {
-                                                       // this light is less significant than all others,
-                                                       // add it to ambient
-                                                       if (intensity > 0)
-                                                               VectorAdd(basecolor, ambientcolor, basecolor);
-                                               }
+                                       }
+                                       if (j >= maxnearlights)
+                                       {
+                                               // this light is less significant than all others,
+                                               // add it to ambient
+                                               if (intensity > 0)
+                                                       VectorAdd(basecolor, ambientcolor, basecolor);
+                                       }
+                                       else
+                                       {
+                                               nl = nearlight + j;
+                                               nl->intensity = intensity;
+                                               // transform the light into the model's coordinate system
+                                               if (worldcoords)
+                                                       VectorCopy(rd->origin, nl->origin);
                                                else
                                                {
-                                                       nl = nearlight + j;
-                                                       nl->intensity = intensity;
-                                                       // transform the light into the model's coordinate system
-                                                       if (worldcoords)
-                                                               VectorCopy(rd->origin, nl->origin);
-                                                       else
-                                                       {
-                                                               Matrix4x4_Transform(&ent->inversematrix, rd->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 - r_dlight, ent->model->name
-                                                               , rd->origin[0], rd->origin[1], rd->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] = rd->light[0] * colorr * 4.0f;
-                                                       nl->light[1] = rd->light[1] * colorg * 4.0f;
-                                                       nl->light[2] = rd->light[2] * colorb * 4.0f;
-                                                       nl->subtract = rd->subtract;
-                                                       nl->offset = LIGHTOFFSET;
+                                                       Matrix4x4_Transform(&ent->inversematrix, rd->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 - r_dlight, ent->model->name
+                                                       , rd->origin[0], rd->origin[1], rd->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] = rd->light[0] * colorr * 4.0f;
+                                               nl->light[1] = rd->light[1] * colorg * 4.0f;
+                                               nl->light[2] = rd->light[2] * colorb * 4.0f;
+                                               nl->subtract = rd->subtract;
+                                               nl->offset = LIGHTOFFSET;
                                        }
                                }
                        }
@@ -874,7 +872,7 @@ void R_UpdateEntLights(entity_render_t *ent)
        int i;
        const mlight_t *sl;
        vec3_t v;
-       if (r_shadow_lightingmode >= 2)
+       if (r_shadow_realtime_dlight.integer)
                return;
        VectorSubtract(ent->origin, ent->entlightsorigin, v);
        if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))