]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
mostly dynamic GL binding (more needs to be done, but it's closer)
[xonotic/darkplaces.git] / r_light.c
index 395c68c6dbe04f4b7b2f1b88124edd6bae4dc314..a7e392c7522b9987d3d287486dafeccc368a7ca0 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -26,14 +26,38 @@ int r_numdlights = 0;
 
 cvar_t r_lightmodels = {CVAR_SAVE, "r_lightmodels", "1"};
 cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
-cvar_t r_lightmodelhardness = {CVAR_SAVE, "r_lightmodelhardness", "0.9"};
+//cvar_t r_lightmodelhardness = {CVAR_SAVE, "r_lightmodelhardness", "1"};
+
+static rtexture_t *lightcorona;
+static rtexturepool_t *lighttexturepool;
 
 void r_light_start(void)
 {
+       float dx, dy;
+       int x, y, a;
+       qbyte pixels[32][32][4];
+       lighttexturepool = R_AllocTexturePool();
+       for (y = 0;y < 32;y++)
+       {
+               dy = (y - 15.5f) * (1.0f / 16.0f);
+               for (x = 0;x < 32;x++)
+               {
+                       dx = (x - 15.5f) * (1.0f / 16.0f);
+                       a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 64.0f / (1.0f / (1.0f + 0.2));
+                       a = bound(0, a, 255);
+                       pixels[y][x][0] = 255;
+                       pixels[y][x][1] = 255;
+                       pixels[y][x][2] = 255;
+                       pixels[y][x][3] = a;
+               }
+       }
+       lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_ALPHA);
 }
 
 void r_light_shutdown(void)
 {
+       lighttexturepool = NULL;
+       lightcorona = NULL;
 }
 
 void r_light_newmap(void)
@@ -43,7 +67,7 @@ void r_light_newmap(void)
 void R_Light_Init(void)
 {
        Cvar_RegisterVariable(&r_lightmodels);
-       Cvar_RegisterVariable(&r_lightmodelhardness);
+       //Cvar_RegisterVariable(&r_lightmodelhardness);
        Cvar_RegisterVariable(&r_vismarklights);
        R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
 }
@@ -95,8 +119,8 @@ void R_BuildLightList(void)
                        continue;
                rd = &r_dlight[r_numdlights++];
                VectorCopy(cd->origin, rd->origin);
-               VectorScale(cd->color, cd->radius * 256.0f, rd->light);
-               rd->cullradius = (1.0f / 256.0f) * sqrt(DotProduct(rd->light, rd->light));
+               VectorScale(cd->color, cd->radius * 128.0f, rd->light);
+               rd->cullradius = (1.0f / 128.0f) * sqrt(DotProduct(rd->light, rd->light));
                // clamp radius to avoid overflowing division table in lightmap code
                if (rd->cullradius > 2048.0f)
                        rd->cullradius = 2048.0f;
@@ -108,6 +132,76 @@ void R_BuildLightList(void)
        }
 }
 
+static int coronapolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawCoronas(void)
+{
+       int i;
+       rmeshinfo_t m;
+       float tvxyz[4][4], tvst[4][2], scale, viewdist, diff[3], dist;
+       rdlight_t *rd;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.depthdisable = true; // magic
+       m.numtriangles = 2;
+       m.numverts = 4;
+       m.index = coronapolyindex;
+       m.vertex = &tvxyz[0][0];
+       m.vertexstep = sizeof(float[4]);
+       m.tex[0] = R_GetTexture(lightcorona);
+       m.texcoords[0] = &tvst[0][0];
+       m.texcoordstep[0] = sizeof(float[2]);
+       tvst[0][0] = 0;
+       tvst[0][1] = 0;
+       tvst[1][0] = 0;
+       tvst[1][1] = 1;
+       tvst[2][0] = 1;
+       tvst[2][1] = 1;
+       tvst[3][0] = 1;
+       tvst[3][1] = 0;
+       viewdist = DotProduct(r_origin, vpn);
+       for (i = 0;i < r_numdlights;i++)
+       {
+               rd = r_dlight + i;
+               dist = (DotProduct(rd->origin, vpn) - viewdist);
+               if (dist >= 24.0f)
+               {
+                       // trace to a point just barely closer to the eye
+                       VectorSubtract(rd->origin, vpn, diff);
+                       if (TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
+                       {
+                               scale = 1.0f / 262144.0f;
+                               //scale = 64.0f / (DotProduct(diff,diff) + 1024.0f);
+                               m.cr = rd->light[0] * scale;
+                               m.cg = rd->light[1] * scale;
+                               m.cb = rd->light[2] * scale;
+                               m.ca = 1;
+                               if (fogenabled)
+                               {
+                                       VectorSubtract(rd->origin, r_origin, diff);
+                                       m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+                               }
+                               scale = rd->cullradius * 0.25f;
+                               tvxyz[0][0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
+                               tvxyz[0][1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
+                               tvxyz[0][2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
+                               tvxyz[1][0] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
+                               tvxyz[1][1] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
+                               tvxyz[1][2] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
+                               tvxyz[2][0] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
+                               tvxyz[2][1] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
+                               tvxyz[2][2] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
+                               tvxyz[3][0] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
+                               tvxyz[3][1] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
+                               tvxyz[3][2] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
+                               R_Mesh_Draw(&m);
+                       }
+               }
+       }
+}
+
 /*
 =============================================================================
 
@@ -164,7 +258,7 @@ loc0:
        }
 
 // mark the polygons
-       surf = cl.worldmodel->surfaces + node->firstsurface;
+       surf = currentrenderentity->model->surfaces + node->firstsurface;
        for (i=0 ; i<node->numsurfaces ; i++, surf++)
        {
                int d, impacts, impactt;
@@ -301,7 +395,7 @@ static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
        int             i, k, m, c, leafnum;
        msurface_t *surf, **mark;
        mleaf_t *leaf;
-       byte    *in;
+       qbyte   *in;
        int             row;
        float   low[3], high[3], dist, maxdist;
 
@@ -568,7 +662,7 @@ loc0:
 
                                if (surf->samples)
                                {
-                                       byte *lightmap;
+                                       qbyte *lightmap;
                                        int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
                                        line3 = ((surf->extents[0]>>4)+1)*3;
                                        size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
@@ -710,10 +804,10 @@ void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
                dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
 }
 
-void R_LightModel(int numverts)
+void R_LightModel(int numverts, float colorr, float colorg, float colorb, int worldcoords)
 {
        int i, j, nearlights = 0;
-       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f, hardness, hardnessoffset, dist2;
+       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f/*, hardness, hardnessoffset*/, dist2;
        struct
        {
                vec3_t origin;
@@ -726,7 +820,11 @@ void R_LightModel(int numverts)
        //staticlight_t *sl;
        a = currentrenderentity->alpha;
        if (currentrenderentity->effects & EF_FULLBRIGHT)
-               basecolor[0] = basecolor[1] = basecolor[2] = 1;
+       {
+               basecolor[0] = colorr;
+               basecolor[1] = colorg;
+               basecolor[2] = colorb;
+       }
        else
        {
                if (r_lightmodels.integer)
@@ -743,7 +841,11 @@ void R_LightModel(int numverts)
                                        nl->fadetype = sl->fadetype;
                                        nl->distancescale = sl->distancescale;
                                        nl->radius = sl->radius;
-                                       VectorCopy(sl->origin, nl->origin);
+                                       // transform the light into the model's coordinate system
+                                       if (worldcoords)
+                                               VectorCopy(sl->origin, nl->origin);
+                                       else
+                                               softwareuntransform(sl->origin, nl->origin);
                                        VectorCopy(sl->color, nl->light);
                                        nl->cullradius2 = 99999999;
                                        nl->lightsubtract = 0;
@@ -768,12 +870,14 @@ void R_LightModel(int numverts)
                                        //if (TraceLine(currentrenderentity->origin, r_dlight[i].origin, NULL, NULL, 0) == 1)
                                        {
                                                // transform the light into the model's coordinate system
-                                               //if (gl_transform.integer)
-                                               //      softwareuntransform(r_dlight[i].origin, nl->origin);
-                                               //else
+                                               if (worldcoords)
                                                        VectorCopy(r_dlight[i].origin, nl->origin);
+                                               else
+                                                       softwareuntransform(r_dlight[i].origin, nl->origin);
                                                nl->cullradius2 = r_dlight[i].cullradius2;
-                                               VectorCopy(r_dlight[i].light, nl->light);
+                                               nl->light[0] = r_dlight[i].light[0] * colorr;
+                                               nl->light[1] = r_dlight[i].light[1] * colorg;
+                                               nl->light[2] = r_dlight[i].light[2] * colorb;
                                                nl->lightsubtract = r_dlight[i].lightsubtract;
                                                nl++;
                                                nearlights++;
@@ -784,13 +888,16 @@ void R_LightModel(int numverts)
                else
                        R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
        }
+       basecolor[0] *= colorr;
+       basecolor[1] *= colorg;
+       basecolor[2] *= colorb;
        avc = aliasvertcolor;
        if (nearlights)
        {
                av = aliasvert;
                avn = aliasvertnorm;
-               hardness = r_lightmodelhardness.value;
-               hardnessoffset = (1.0f - hardness);
+               //hardness = r_lightmodelhardness.value;
+               //hardnessoffset = (1.0f - hardness);
                for (i = 0;i < numverts;i++)
                {
                        VectorCopy(basecolor, color);
@@ -809,12 +916,12 @@ void R_LightModel(int numverts)
                                                t = 1.0f / sqrt(dist2);
                                                #else
                                                number = DotProduct(v, v);
-                                               *((long *)&t) = 0x5f3759df - ((* (long *) &number) >> 1);
+                                               *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
                                                t = t * (1.5f - (number * 0.5f * t * t));
                                                #endif
                                                // DotProduct(avn,v) * t is dotproduct with a normalized v,
                                                // the hardness variables are for backlighting/shinyness
-                                               f *= DotProduct(avn,v) * t * hardness + hardnessoffset;
+                                               f *= DotProduct(avn,v) * t;// * hardness + hardnessoffset;
                                                if (f > 0)
                                                        VectorMA(color, f, nl->light, color);
                                        }
@@ -824,7 +931,7 @@ void R_LightModel(int numverts)
                        VectorCopy(color, avc);
                        avc[3] = a;
                        avc += 4;
-                       av += 3;
+                       av += 4;
                        avn += 3;
                }
        }