]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
alias model (q1/q2/q3) rendering now supports gl_mesh_copyarrays 0 (even caches light...
[xonotic/darkplaces.git] / r_light.c
index 395af9ec520b35648e3105d125effeb9a3849932..d8708134d3aad0f207ed0e166a01116231270fd6 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -636,229 +636,241 @@ void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mlea
        }
 }
 
-void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords)
+typedef struct
 {
-       int i, j, nearlights = 0, maxnearlights = r_modellights.integer;
-       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
-       struct
-       {
-               vec3_t origin;
-               //vec_t cullradius2;
-               vec3_t light;
-               // how much this light would contribute to ambient if replaced
-               vec3_t ambientlight;
-               vec_t subtract;
-               vec_t falloff;
-               vec_t offset;
-               // used for choosing only the brightest lights
-               vec_t intensity;
-       }
-       nearlight[MAX_DLIGHTS], *nl;
+       vec3_t origin;
+       //vec_t cullradius2;
+       vec3_t light;
+       // how much this light would contribute to ambient if replaced
+       vec3_t ambientlight;
+       vec_t subtract;
+       vec_t falloff;
+       vec_t offset;
+       // used for choosing only the brightest lights
+       vec_t intensity;
+}
+nearlight_t;
+
+static int nearlights;
+static nearlight_t nearlight[MAX_DLIGHTS];
+
+int R_LightModel(float *ambient4f, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
+{
+       int i, j, maxnearlights;
+       float v[3], f, mscale, stylescale, intensity, ambientcolor[3];
+       nearlight_t *nl;
        mlight_t *sl;
        rdlight_t *rd;
        mleaf_t *leaf;
-       a = ent->alpha;
+
+       nearlights = 0;
+       maxnearlights = r_modellights.integer;
+       if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
+       {
+               // highly rare
+               ambient4f[0] = colorr;
+               ambient4f[1] = colorg;
+               ambient4f[2] = colorb;
+               ambient4f[3] = colora;
+               return false;
+       }
+       if (r_shadow_realtime_world.integer)
+       {
+               // user config choice
+               ambient4f[0] = r_ambient.value * (2.0f / 128.0f) * colorr;
+               ambient4f[1] = r_ambient.value * (2.0f / 128.0f) * colorg;
+               ambient4f[2] = r_ambient.value * (2.0f / 128.0f) * colorb;
+               ambient4f[3] = colora;
+               return false;
+       }
+       if (maxnearlights == 0)
+       {
+               // user config choice
+               R_CompleteLightPoint (ambient4f, ent->origin, true, NULL);
+               ambient4f[0] *= colorr;
+               ambient4f[1] *= colorg;
+               ambient4f[2] *= colorb;
+               ambient4f[3] = colora;
+               return false;
+       }
+       leaf = Mod_PointInLeaf(ent->origin, cl.worldmodel);
+       if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->lightdata)
+               ambient4f[0] = ambient4f[1] = ambient4f[2] = 1;
+       else
+       {
+               ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
+               if (!cl.worldmodel->numlights)
+                       RecursiveLightPoint (ambient4f, cl.worldmodel->nodes, ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[2] - 65536);
+       }
        // scale of the model's coordinate space, to alter light attenuation to match
        // 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))
-               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
+       nl = &nearlight[0];
+       for (i = 0;i < ent->numentlights;i++)
        {
-               leaf = Mod_PointInLeaf(ent->origin, cl.worldmodel);
-               if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->lightdata)
-                       basecolor[0] = basecolor[1] = basecolor[2] = 1;
+               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
                {
-                       basecolor[0] = basecolor[1] = basecolor[2] = r_ambient.value * (2.0f / 128.0f);
-                       if (!cl.worldmodel->numlights)
-                               RecursiveLightPoint (basecolor, cl.worldmodel->nodes, ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[2] - 65536);
-               }
-               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
+                       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(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(basecolor, ambientcolor, basecolor);
-                       }
+               }
+               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(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_realtime_dlight.integer)
+       }
+       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(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(basecolor, ambientcolor, basecolor);
-                                       }
+                               }
+                               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(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;
                                }
                        }
                }
        }
-       basecolor[0] *= colorr;
-       basecolor[1] *= colorg;
-       basecolor[2] *= colorb;
-       avc = colors;
-       if (nearlights)
+       ambient4f[0] *= colorr;
+       ambient4f[1] *= colorg;
+       ambient4f[2] *= colorb;
+       ambient4f[3] = colora;
+       return nearlights != 0;
+}
+
+void R_LightModel_CalcVertexColors(const float *ambientcolor4f, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
+{
+       int i, j;
+       float color[4], v[3], dot, dist2, f;
+       nearlight_t *nl;
+       // directional shading code here
+       for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               GL_UseColorArray();
-               av = vertices;
-               avn = normals;
-               for (i = 0;i < numverts;i++)
+               VectorCopy4(ambientcolor4f, color);
+               for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
                {
-                       VectorCopy(basecolor, color);
-                       for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
+                       VectorSubtract(vertex3f, nl->origin, v);
+                       // first eliminate negative lighting (back side)
+                       dot = DotProduct(normal3f, v);
+                       if (dot > 0)
                        {
-                               VectorSubtract(av, nl->origin, v);
-                               // directional shading
-                               dot = DotProduct(avn,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)
                                {
-                                       // the vertex normal faces the light
-
-                                       // do the distance attenuation
-                                       dist2 = DotProduct(v,v);
-                                       f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
-                                       if (f > 0)
-                                       {
-                                               //#if SLOWMATH
-                                               t = 1.0f / sqrt(dist2);
-                                               //#else
-                                               //*((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1);
-                                               //t = t * (1.5f - (dist2 * 0.5f * t * t));
-                                               //#endif
-
-                                               // dot * t is dotproduct with a normalized v.
-                                               // (the result would be -1 to +1, but we already
-                                               // eliminated the <= 0 case, so it is 0 to 1)
-
-                                               // the hardness variables are for backlighting/shinyness
-                                               // these have been hardwired at * 0.5 + 0.5 to match
-                                               // the quake map lighting utility's equations
-                                               f *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset;
-                                               VectorMA(color, f, nl->light, color);
-                                       }
+                                       // 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);
                                }
                        }
-
-                       VectorCopy(color, avc);
-                       avc[3] = a;
-                       avc += 4;
-                       av += 3;
-                       avn += 3;
                }
+               VectorCopy4(color, color4f);
        }
-       else
-               GL_Color(basecolor[0], basecolor[1], basecolor[2], a);
 }
 
 void R_UpdateEntLights(entity_render_t *ent)