]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
now entirely dynamic OpenGL binding
[xonotic/darkplaces.git] / r_light.c
index 395c68c6dbe04f4b7b2f1b88124edd6bae4dc314..fd18b086f2d48425f3ac35d32cbf13ebffd55d7e 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -20,20 +20,44 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_light.c
 
 #include "quakedef.h"
+#include "cl_collision.h"
 
 rdlight_t r_dlight[MAX_DLIGHTS];
 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"};
+
+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))) * 32.0f / (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 +67,6 @@ void r_light_newmap(void)
 void R_Light_Init(void)
 {
        Cvar_RegisterVariable(&r_lightmodels);
-       Cvar_RegisterVariable(&r_lightmodelhardness);
        Cvar_RegisterVariable(&r_vismarklights);
        R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
 }
@@ -95,19 +118,88 @@ 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;
                rd->cullradius2 = rd->cullradius * rd->cullradius;
                rd->lightsubtract = 1.0f / rd->cullradius2;
-               rd->ent = cd->ent;
+               //rd->ent = cd->ent;
                r_numdlights++;
                c_dlights++; // count every dlight in use
        }
 }
 
+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 (CL_TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
+                       {
+                               scale = 1.0f / 131072.0f;
+                               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 +256,7 @@ 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;
@@ -182,9 +274,17 @@ loc0:
                if (dist2 >= maxdist)
                        continue;
 
-               impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
-               impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
-               impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
+               if (node->plane->type < 3)
+               {
+                       VectorCopy(rd->origin, impact);
+                       impact[node->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
+                       impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
+                       impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
+               }
 
                impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
 
@@ -200,65 +300,12 @@ loc0:
                if (dist2 > maxdist)
                        continue;
 
-
-               /*
-               d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-
-               if (d < 0)
-               {
-                       dist2 += d * d;
-                       if (dist2 >= maxdist)
-                               continue;
-               }
-               else
-               {
-                       d -= surf->extents[0] + 16;
-                       if (d > 0)
-                       {
-                               dist2 += d * d;
-                               if (dist2 >= maxdist)
-                                       continue;
-                       }
-               }
-
-               d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-
-               if (d < 0)
-               {
-                       dist2 += d * d;
-                       if (dist2 >= maxdist)
-                               continue;
-               }
-               else
-               {
-                       d -= surf->extents[1] + 16;
-                       if (d > 0)
-                       {
-                               dist2 += d * d;
-                               if (dist2 >= maxdist)
-                                       continue;
-                       }
-               }
-               */
-
                if (surf->dlightframe != r_framecount) // not dynamic until now
                {
                        surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
                        surf->dlightframe = r_framecount;
                }
                surf->dlightbits[bitindex] |= bit;
-
-               /*
-               if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist))
-               {
-                       if (surf->dlightframe != r_framecount) // not dynamic until now
-                       {
-                               surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
-                               surf->dlightframe = r_framecount;
-                       }
-                       surf->dlightbits[bitindex] |= bit;
-               }
-               */
        }
 
        if (node->children[0]->contents >= 0)
@@ -282,15 +329,6 @@ loc0:
        }
 }
 
-/*
-static void R_NoVisMarkLights (rdlight_t *rd, int bit, int bitindex)
-{
-       vec3_t lightorigin;
-       softwareuntransform(rd->origin, lightorigin);
-
-       R_OldMarkLights(lightorigin, rd, bit, bitindex, currentrenderentity->model->nodes + currentrenderentity->model->hulls[0].firstclipnode);
-}
-*/
 
 static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
 {
@@ -301,7 +339,7 @@ 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;
 
@@ -395,49 +433,18 @@ static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
 
                                                                dist2 = dist * dist;
 
-                                                               impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
-                                                               impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
-                                                               impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
-
-#if 0
-                                                               d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-                                                               if (d < 0)
+                                                               if (surf->plane->type < 3)
                                                                {
-                                                                       dist2 += d * d;
-                                                                       if (dist2 > maxdist)
-                                                                               continue;
+                                                                       VectorCopy(rd->origin, impact);
+                                                                       impact[surf->plane->type] -= dist;
                                                                }
                                                                else
                                                                {
-                                                                       d -= surf->extents[0];
-                                                                       if (d < 0)
-                                                                       {
-                                                                               dist2 += d * d;
-                                                                               if (dist2 > maxdist)
-                                                                                       continue;
-                                                                       }
+                                                                       impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
+                                                                       impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
+                                                                       impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
                                                                }
 
-                                                               d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-                                                               if (d < 0)
-                                                               {
-                                                                       dist2 += d * d;
-                                                                       if (dist2 > maxdist)
-                                                                               continue;
-                                                               }
-                                                               else
-                                                               {
-                                                                       d -= surf->extents[1];
-                                                                       if (d < 0)
-                                                                       {
-                                                                               dist2 += d * d;
-                                                                               if (dist2 > maxdist)
-                                                                                       continue;
-                                                                       }
-                                                               }
-
-#else
-
                                                                impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
                                                                d = bound(0, impacts, surf->extents[0] + 16) - impacts;
                                                                dist2 += d * d;
@@ -450,8 +457,6 @@ static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
                                                                if (dist2 > maxdist)
                                                                        continue;
 
-#endif
-
                                                                if (surf->dlightframe != r_framecount) // not dynamic until now
                                                                {
                                                                        surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0;
@@ -513,11 +518,6 @@ loc0:
                        goto loc0;
                }
                // found an intersection
-//             mid = startz + (endz - startz) * (startz - node->plane->dist) / (startz - endz);
-//             mid = startz + distz * (startz - node->plane->dist) / (-distz);
-//             mid = startz + (-(startz - node->plane->dist));
-//             mid = startz - (startz - node->plane->dist);
-//             mid = startz + node->plane->dist - startz;
                mid = node->plane->dist;
                break;
        default:
@@ -531,8 +531,6 @@ loc0:
                        goto loc0;
                }
                // found an intersection
-//             mid = startz + (endz - startz) * ((front - node->plane->dist) / ((front - node->plane->dist) - (back - node->plane->dist)));
-//             mid = startz + (endz - startz) * ((front - node->plane->dist) / (front - back));
                mid = startz + distz * (front - node->plane->dist) / (front - back);
                break;
        }
@@ -568,7 +566,7 @@ 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
@@ -585,33 +583,38 @@ loc0:
                                                lightmap += size3;
                                        }
 
-                                       /*
-                                       // LordHavoc: here's the readable version of the interpolation
-                                       // code, not quite as easy for the compiler to optimize...
-
-                                       // dsfrac is the X position in the lightmap pixel, * 16
-                                       // dtfrac is the Y position in the lightmap pixel, * 16
-                                       // r00 is top left corner, r01 is top right corner
-                                       // r10 is bottom left corner, r11 is bottom right corner
-                                       // g and b are the same layout.
-                                       // r0 and r1 are the top and bottom intermediate results
-
-                                       // first we interpolate the top two points, to get the top
-                                       // edge sample
-                                       r0 = (((r01-r00) * dsfrac) >> 4) + r00;
-                                       g0 = (((g01-g00) * dsfrac) >> 4) + g00;
-                                       b0 = (((b01-b00) * dsfrac) >> 4) + b00;
-                                       // then we interpolate the bottom two points, to get the
-                                       // bottom edge sample
-                                       r1 = (((r11-r10) * dsfrac) >> 4) + r10;
-                                       g1 = (((g11-g10) * dsfrac) >> 4) + g10;
-                                       b1 = (((b11-b10) * dsfrac) >> 4) + b10;
-                                       // then we interpolate the top and bottom samples to get the
-                                       // middle sample (the one which was requested)
-                                       r = (((r1-r0) * dtfrac) >> 4) + r0;
-                                       g = (((g1-g0) * dtfrac) >> 4) + g0;
-                                       b = (((b1-b0) * dtfrac) >> 4) + b0;
-                                       */
+/*
+LordHavoc: here's the readable version of the interpolation
+code, not quite as easy for the compiler to optimize...
+
+dsfrac is the X position in the lightmap pixel, * 16
+dtfrac is the Y position in the lightmap pixel, * 16
+r00 is top left corner, r01 is top right corner
+r10 is bottom left corner, r11 is bottom right corner
+g and b are the same layout.
+r0 and r1 are the top and bottom intermediate results
+
+first we interpolate the top two points, to get the top
+edge sample
+
+       r0 = (((r01-r00) * dsfrac) >> 4) + r00;
+       g0 = (((g01-g00) * dsfrac) >> 4) + g00;
+       b0 = (((b01-b00) * dsfrac) >> 4) + b00;
+
+then we interpolate the bottom two points, to get the
+bottom edge sample
+
+       r1 = (((r11-r10) * dsfrac) >> 4) + r10;
+       g1 = (((g11-g10) * dsfrac) >> 4) + g10;
+       b1 = (((b11-b10) * dsfrac) >> 4) + b10;
+
+then we interpolate the top and bottom samples to get the
+middle sample (the one which was requested)
+
+       r = (((r1-r0) * dtfrac) >> 4) + r0;
+       g = (((g1-g0) * dtfrac) >> 4) + g0;
+       b = (((b1-b0) * dtfrac) >> 4) + b0;
+*/
 
                                        color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
                                        color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
@@ -626,7 +629,6 @@ loc0:
                startz = mid;
                distz = endz - startz;
                goto loc0;
-//             return RecursiveLightPoint (color, node->children[side ^ 1], x, y, mid, endz);
        }
 }
 
@@ -636,6 +638,7 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
        vec3_t dist;
        float f;
        rdlight_t *rd;
+       mlight_t *sl;
        if (leaf == NULL)
                leaf = Mod_PointInLeaf(p, cl.worldmodel);
 
@@ -652,7 +655,30 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
        }
 
        color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
-       RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+       if (cl.worldmodel->numlights)
+       {
+               for (i = 0;i < cl.worldmodel->numlights;i++)
+               {
+                       sl = cl.worldmodel->lights + i;
+                       if (d_lightstylevalue[sl->style] > 0)
+                       {
+                               VectorSubtract (p, sl->origin, dist);
+                               f = DotProduct(dist, dist) + sl->distbias;
+                               f = (1.0f / f) - sl->subtract;
+                               if (f > 0)
+                               {
+                                       if (CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
+                                       {
+                                               f *= d_lightstylevalue[sl->style] * (1.0f / 16384.0f);
+                                               VectorMA(color, f, sl->light, color);
+                                       }
+                               }
+                       }
+
+               }
+       }
+       else
+               RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
 
        if (dynamic && leaf->dlightframe == r_framecount)
        {
@@ -693,7 +719,8 @@ void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
        }
 
        color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
-       RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+       if (!cl.worldmodel->numlights)
+               RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
 
        if (leaf->dlightframe == r_framecount)
        {
@@ -710,23 +737,32 @@ 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, f, dist2, mscale, dot;
        struct
        {
                vec3_t origin;
-               vec_t cullradius2;
+               //vec_t cullradius2;
                vec3_t light;
                vec_t lightsubtract;
+               vec_t falloff;
+               vec_t offset;
        }
        nearlight[MAX_DLIGHTS], *nl;
        int modeldlightbits[8];
-       //staticlight_t *sl;
+       mlight_t *sl;
        a = currentrenderentity->alpha;
-       if (currentrenderentity->effects & EF_FULLBRIGHT)
-               basecolor[0] = basecolor[1] = basecolor[2] = 1;
+       // 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 = currentrenderentity->scale * currentrenderentity->scale;
+       if (r_fullbright.integer || r_ambient.value > 128.0f || currentrenderentity->effects & EF_FULLBRIGHT)
+       {
+               basecolor[0] = colorr * 2.0f;
+               basecolor[1] = colorg * 2.0f;
+               basecolor[2] = colorb * 2.0f;
+       }
        else
        {
                if (r_lightmodels.integer)
@@ -734,28 +770,67 @@ void R_LightModel(int numverts)
                        R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
 
                        nl = &nearlight[0];
-                       /*
-                       // this code is unused for now
-                       for (i = 0, sl = staticlight;i < staticlights && nearlights < MAX_DLIGHTS;i++, sl++)
+                       VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
+                       if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f) || currentrenderentity->numentlights >= MAXENTLIGHTS)
+                       {
+                               currentrenderentity->numentlights = 0;
+                               currentrenderentity->entlightstime = realtime + 0.2;
+                               VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
+                               for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
+                               {
+                                       if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+                                       {
+                                               if (currentrenderentity->numentlights < MAXENTLIGHTS)
+                                                       currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
+
+                                               // integrate mscale into falloff, for maximum speed
+                                               nl->falloff = mscale * sl->falloff;
+                                               // transform the light into the model's coordinate system
+                                               if (worldcoords)
+                                                       VectorCopy(sl->origin, nl->origin);
+                                               else
+                                                       softwareuntransform(sl->origin, nl->origin);
+                                               f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                                               nl->light[0] = sl->light[0] * f * colorr;
+                                               nl->light[1] = sl->light[1] * f * colorg;
+                                               nl->light[2] = sl->light[2] * f * colorb;
+                                               //nl->cullradius2 = 99999999;
+                                               nl->lightsubtract = sl->subtract;
+                                               nl->offset = sl->distbias;
+                                               nl++;
+                                               nearlights++;
+                                       }
+                               }
+                       }
+                       else
                        {
-                               if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1)
+                               for (i = 0;i < currentrenderentity->numentlights && nearlights < MAX_DLIGHTS;i++)
                                {
-                                       nl->fadetype = sl->fadetype;
-                                       nl->distancescale = sl->distancescale;
-                                       nl->radius = sl->radius;
-                                       VectorCopy(sl->origin, nl->origin);
-                                       VectorCopy(sl->color, nl->light);
-                                       nl->cullradius2 = 99999999;
-                                       nl->lightsubtract = 0;
+                                       sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
+
+                                       // integrate mscale into falloff, for maximum speed
+                                       nl->falloff = mscale * sl->falloff;
+                                       // transform the light into the model's coordinate system
+                                       if (worldcoords)
+                                               VectorCopy(sl->origin, nl->origin);
+                                       else
+                                               softwareuntransform(sl->origin, nl->origin);
+                                       f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+                                       nl->light[0] = sl->light[0] * f * colorr;
+                                       nl->light[1] = sl->light[1] * f * colorg;
+                                       nl->light[2] = sl->light[2] * f * colorb;
+                                       //nl->cullradius2 = 99999999;
+                                       nl->lightsubtract = sl->subtract;
+                                       nl->offset = sl->distbias;
                                        nl++;
                                        nearlights++;
                                }
                        }
-                       */
                        for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
                        {
                                if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
                                        continue;
+                               /*
                                if (currentrenderentity == r_dlight[i].ent)
                                {
                                        f = (1.0f / LIGHTOFFSET) - nl->lightsubtract;
@@ -764,59 +839,70 @@ void R_LightModel(int numverts)
                                }
                                else
                                {
-                                       // convert 0-255 radius coloring to 0-1, while also amplifying the brightness by 16
-                                       //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
-                                                       VectorCopy(r_dlight[i].origin, nl->origin);
-                                               nl->cullradius2 = r_dlight[i].cullradius2;
-                                               VectorCopy(r_dlight[i].light, nl->light);
-                                               nl->lightsubtract = r_dlight[i].lightsubtract;
-                                               nl++;
-                                               nearlights++;
-                                       }
-                               }
+                               */
+                                       // transform the light into the model's coordinate system
+                                       if (worldcoords)
+                                               VectorCopy(r_dlight[i].origin, nl->origin);
+                                       else
+                                               softwareuntransform(r_dlight[i].origin, nl->origin);
+                                       // integrate mscale into falloff, for maximum speed
+                                       nl->falloff = mscale;
+                                       // scale the cullradius so culling by distance is done before mscale is applied
+                                       //nl->cullradius2 = r_dlight[i].cullradius2 * currentrenderentity->scale * currentrenderentity->scale;
+                                       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->offset = LIGHTOFFSET;
+                                       nl++;
+                                       nearlights++;
+                               //}
                        }
                }
                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);
                for (i = 0;i < numverts;i++)
                {
                        VectorCopy(basecolor, color);
                        for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
                        {
-                               // distance attenuation
                                VectorSubtract(nl->origin, av, v);
-                               dist2 = DotProduct(v,v);
-                               if (dist2 < nl->cullradius2)
+                               // directional shading
+                               dot = DotProduct(avn,v);
+                               if (dot > 0)
                                {
-                                       f = (1.0f / (dist2 + LIGHTOFFSET)) - nl->lightsubtract;
+                                       // the vertex normal faces the light
+
+                                       // do the distance attenuation
+                                       dist2 = DotProduct(v,v);
+                                       f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->lightsubtract;
                                        if (f > 0)
                                        {
-                                               // directional shading
                                                #if SLOWMATH
                                                t = 1.0f / sqrt(dist2);
                                                #else
-                                               number = DotProduct(v, v);
-                                               *((long *)&t) = 0x5f3759df - ((* (long *) &number) >> 1);
-                                               t = t * (1.5f - (number * 0.5f * t * t));
+                                               *((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1);
+                                               t = t * (1.5f - (dist2 * 0.5f * t * t));
                                                #endif
-                                               // DotProduct(avn,v) * t is dotproduct with a normalized v,
+
+                                               // 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
-                                               f *= DotProduct(avn,v) * t * hardness + hardnessoffset;
-                                               if (f > 0)
-                                                       VectorMA(color, f, nl->light, color);
+                                               // 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);
                                        }
                                }
                        }
@@ -824,7 +910,7 @@ void R_LightModel(int numverts)
                        VectorCopy(color, avc);
                        avc[3] = a;
                        avc += 4;
-                       av += 3;
+                       av += 4;
                        avn += 3;
                }
        }
@@ -838,3 +924,4 @@ void R_LightModel(int numverts)
                }
        }
 }
+