]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
-Removed the NG Menu part, since it isnt used anymore (the old layout
[xonotic/darkplaces.git] / r_light.c
index f416eff29edc0ce2004d5e37f2e7b07c2f80529e..e3f53cb073f152644482b7a3275507b4a545b85c 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -86,11 +86,13 @@ R_UpdateLights
 */
 void R_UpdateLights(void)
 {
-       int i, j, k;
+       float frac;
+       int i, j, k, l;
 
 // light animations
 // 'm' is normal light, 'a' is no light, 'z' is double bright
        i = (int)(cl.time * 10);
+       frac = (cl.time * 10) - i;
        for (j = 0;j < MAX_LIGHTSTYLES;j++)
        {
                if (!cl_lightstyle || !cl_lightstyle[j].length)
@@ -99,9 +101,10 @@ void R_UpdateLights(void)
                        continue;
                }
                k = i % cl_lightstyle[j].length;
+               l = (i-1) % cl_lightstyle[j].length;
                k = cl_lightstyle[j].map[k] - 'a';
-               k = k*22;
-               d_lightstylevalue[j] = k;
+               l = cl_lightstyle[j].map[l] - 'a';
+               d_lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
        }
 
        r_numdlights = 0;
@@ -125,31 +128,29 @@ void R_UpdateLights(void)
 
 void R_DrawCoronas(void)
 {
-       int i, lnum;
+       int i, lnum, flag;
        float cscale, scale, viewdist, dist;
        dlight_t *light;
-       if (!r_coronas.integer)
+       if (r_coronas.value < 0.01)
                return;
        R_Mesh_Matrix(&r_identitymatrix);
        viewdist = DotProduct(r_vieworigin, r_viewforward);
-       if (r_shadow_realtime_world.integer)
+       flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++)
        {
-               for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++)
+               if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->rtlight.shadoworigin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
                {
-                       if (light->rtlight.corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->rtlight.shadoworigin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
-                       {
-                               cscale = light->rtlight.corona * r_coronas.value * 0.25f;
-                               scale = light->rtlight.radius * 0.25f;
-                               R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
-                       }
+                       cscale = light->rtlight.corona * r_coronas.value * 0.25f;
+                       scale = light->rtlight.radius * light->rtlight.coronasizescale;
+                       R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
                }
        }
        for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
        {
-               if (light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
+               if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
                {
                        cscale = light->corona * r_coronas.value * 0.25f;
-                       scale = light->radius * 0.25f;
+                       scale = light->rtlight.radius * light->rtlight.coronasizescale;
                        if (gl_flashblend.integer)
                        {
                                cscale *= 4.0f;
@@ -369,13 +370,13 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co
        ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
        VectorClear(diffusecolor);
        VectorClear(diffusenormal);
-       if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
+       if (!(ent->flags & RENDER_LIGHT))
        {
                // highly rare
                VectorSet(ambient4f, 1, 1, 1);
                maxnearlights = 0;
        }
-       else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+       else if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT))
                maxnearlights = 0;
        else
        {
@@ -444,8 +445,9 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co
                        nl->offset = sl->distbias;
                }
        }
-       if (!r_shadow_realtime_dlight.integer)
+       if (!r_rtdlight || (ent->flags & RENDER_TRANSPARENT))
        {
+               // FIXME: this dlighting doesn't look like rtlights
                for (i = 0;i < r_numdlights;i++)
                {
                        light = r_dlight + i;
@@ -555,7 +557,7 @@ void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *dif
                // pretty good lighting
                for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
                {
-                       VectorSubtract(vertex3f, nl->origin, v);
+                       VectorSubtract(nl->origin, vertex3f, v);
                        // first eliminate negative lighting (back side)
                        dot = DotProduct(normal3f, v);
                        if (dot > 0)
@@ -585,7 +587,7 @@ void R_UpdateEntLights(entity_render_t *ent)
        int i;
        const mlight_t *sl;
        vec3_t v;
-       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+       if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT))
                return;
        VectorSubtract(ent->origin, ent->entlightsorigin, v);
        if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))