]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
beginnings of qw protocol support
[xonotic/darkplaces.git] / r_light.c
index f8b99601c03d32d1818b71b75f64deb8c7225b6d..f06c41e0208bb07d7cae921c4a8c7aaa69bdb284 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -23,10 +23,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "cl_collision.h"
 #include "r_shadow.h"
 
-cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
-cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
-cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"};
-cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0"};
+cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4", "how many lights from a .lights file (produced by hlight) are worthy of directional shading on a model (others are applied to the whole model as ambient lighting)"};
+cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
 
 static rtexture_t *lightcorona;
 static rtexturepool_t *lighttexturepool;
@@ -70,7 +69,6 @@ void r_light_newmap(void)
 void R_Light_Init(void)
 {
        Cvar_RegisterVariable(&r_modellights);
-       Cvar_RegisterVariable(&r_vismarklights);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&gl_flashblend);
        R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
@@ -203,7 +201,6 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co
        float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
        nearlight_t *nl;
        mlight_t *sl;
-       dlight_t *light;
 
        nearlights = 0;
        maxnearlights = r_modellights.integer;
@@ -216,7 +213,7 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co
                VectorSet(ambient4f, 1, 1, 1);
                maxnearlights = 0;
        }
-       else if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT))
+       else if (r_lightmapintensity <= 0)
                maxnearlights = 0;
        else
        {
@@ -285,81 +282,6 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co
                        nl->offset = sl->distbias;
                }
        }
-       if (ent->flags & RENDER_TRANSPARENT)
-       {
-               // FIXME: this dlighting doesn't look like rtlights
-               for (i = 0;i < r_refdef.numlights;i++)
-               {
-                       light = r_refdef.lights[i];
-                       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;
@@ -389,9 +311,11 @@ void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *dif
                // 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);
+                       if (dot < 0)
+                               VectorMA(color, -dot, diffusecolor, color);
                }
 
                // pretty good lighting
@@ -427,7 +351,7 @@ void R_UpdateEntLights(entity_render_t *ent)
        int i;
        const mlight_t *sl;
        vec3_t v;
-       if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT))
+       if (r_lightmapintensity <= 0)
                return;
        VectorSubtract(ent->origin, ent->entlightsorigin, v);
        if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))