X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_light.c;h=a7e392c7522b9987d3d287486dafeccc368a7ca0;hp=04504d212b91b1bc36b31615b56ecf6adb95005f;hb=f8b3aa66d600adec1c48753320d207b2817188d4;hpb=73adb98f44f142d436db71bdef5a9d3609b7127e diff --git a/r_light.c b/r_light.c index 04504d21..a7e392c7 100644 --- a/r_light.c +++ b/r_light.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -21,24 +21,57 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -cvar_t r_lightmodels = {"r_lightmodels", "1"}; +rdlight_t r_dlight[MAX_DLIGHTS]; +int r_numdlights = 0; -void r_light_start() +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", "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_shutdown() +void r_light_newmap(void) { } -void R_Light_Init() +void R_Light_Init(void) { Cvar_RegisterVariable(&r_lightmodels); - R_RegisterModule("R_Light", r_light_start, r_light_shutdown); + //Cvar_RegisterVariable(&r_lightmodelhardness); + Cvar_RegisterVariable(&r_vismarklights); + R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap); } -int r_dlightframecount; - /* ================== R_AnimateLight @@ -46,13 +79,13 @@ R_AnimateLight */ void R_AnimateLight (void) { - int i,j,k; - + int i, j, k; + // // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright - i = (int)(cl.time*10); - for (j=0 ; jradius <= 0) + continue; + rd = &r_dlight[r_numdlights++]; + VectorCopy(cd->origin, rd->origin); + 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; + 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 (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); + } + } + } } /* @@ -79,64 +215,151 @@ DYNAMIC LIGHTS R_MarkLights ============= */ -void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node) +static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node) { - float dist; + float ndist, maxdist; msurface_t *surf; + mleaf_t *leaf; int i; -loc0: - if (node->contents < 0) + if (!r_dynamic.integer) return; - dist = PlaneDiff(lightorigin, node->plane); - - if (dist > light->radius) + // for comparisons to minimum acceptable light + maxdist = rd->cullradius2; + +loc0: + if (node->contents < 0) { - if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame + if (node->contents != CONTENTS_SOLID) { - node = node->children[0]; - goto loc0; + leaf = (mleaf_t *)node; + if (leaf->dlightframe != r_framecount) // not dynamic until now + { + leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0; + leaf->dlightframe = r_framecount; + } + leaf->dlightbits[bitindex] |= bit; } return; } - if (dist < -light->radius) + + ndist = PlaneDiff(lightorigin, node->plane); + + if (ndist > rd->cullradius) { - if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame - { - node = node->children[1]; - goto loc0; - } - return; + node = node->children[0]; + goto loc0; } - - if (node->dlightframe != r_dlightframecount) // not dynamic until now + if (ndist < -rd->cullradius) { - node->dlightbits[0] = node->dlightbits[1] = node->dlightbits[2] = node->dlightbits[3] = node->dlightbits[4] = node->dlightbits[5] = node->dlightbits[6] = node->dlightbits[7] = 0; - node->dlightframe = r_dlightframecount; + node = node->children[1]; + goto loc0; } - node->dlightbits[bitindex] |= bit; // mark the polygons - surf = cl.worldmodel->surfaces + node->firstsurface; + surf = currentrenderentity->model->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { + int d, impacts, impactt; + float dist, dist2, impact[3]; + if (surf->visframe != r_framecount) + continue; + dist = ndist; + if (surf->flags & SURF_PLANEBACK) + dist = -dist; + + if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES)) + continue; + + dist2 = dist * dist; + 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; + + 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; + if (dist2 > maxdist) + continue; + + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + d = bound(0, impactt, surf->extents[1] + 16) - impactt; + dist2 += d * d; + 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_dlightframecount) // not dynamic until now + 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_dlightframecount; + surf->dlightframe = r_framecount; } surf->dlightbits[bitindex] |= bit; } + */ } if (node->children[0]->contents >= 0) { if (node->children[1]->contents >= 0) { - R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]); + R_OldMarkLights (lightorigin, rd, bit, bitindex, node->children[0]); node = node->children[1]; goto loc0; } @@ -153,265 +376,212 @@ loc0: } } -void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model) -{ - R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); -} - -int lightframe = 0; -void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model) +/* +static void R_NoVisMarkLights (rdlight_t *rd, int bit, int bitindex) { - mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model); + vec3_t lightorigin; + softwareuntransform(rd->origin, lightorigin); - if (!pvsleaf->compressed_vis) - { // no vis info, so make all visible - R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); - return; - } - else - { - int i, k, l, m, c; - msurface_t *surf, **mark; - mleaf_t *leaf; - byte *in = pvsleaf->compressed_vis; - int row = (model->numleafs+7)>>3; - float low[3], high[3], radius; - - radius = light->radius * 4.0f; - low[0] = lightorigin[0] - radius;low[1] = lightorigin[1] - radius;low[2] = lightorigin[2] - radius; - high[0] = lightorigin[0] + radius;high[1] = lightorigin[1] + radius;high[2] = lightorigin[2] + radius; - - lightframe++; - k = 0; - while (k < row) - { - c = *in++; - if (c) - { - l = model->numleafs - (k << 3); - if (l > 8) - l = 8; - for (i=0 ; ileafs[(k << 3)+i+1]; - leaf->lightframe = lightframe; - if (leaf->visframe != r_visframecount) - continue; - if (leaf->contents == CONTENTS_SOLID) - continue; - // if out of the light radius, skip - /* - if (leaf->minmaxs[0] > high[0] || leaf->minmaxs[3] < low[0] - || leaf->minmaxs[1] > high[1] || leaf->minmaxs[4] < low[1] - || leaf->minmaxs[2] > high[2] || leaf->minmaxs[5] < low[2]) - continue; - */ - if (leaf->dlightframe != r_dlightframecount) // not dynamic until now - { - leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0; - leaf->dlightframe = r_dlightframecount; - } - leaf->dlightbits[bitindex] |= bit; - if ((m = leaf->nummarksurfaces)) - { - mark = leaf->firstmarksurface; - do - { - surf = *mark++; - if (surf->visframe != r_framecount || surf->lightframe == lightframe) - continue; - surf->lightframe = lightframe; - if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist)) - { - if (surf->dlightframe != r_dlightframecount) // 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_dlightframecount; - } - surf->dlightbits[bitindex] |= bit; - } - } - while (--m); - } - } - } - k++; - continue; - } - - k += *in++; - } - } + R_OldMarkLights(lightorigin, rd, bit, bitindex, currentrenderentity->model->nodes + currentrenderentity->model->hulls[0].firstclipnode); } - - -/* -============= -R_PushDlights -============= */ -void R_PushDlights (void) + +static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex) { - int i; - dlight_t *l; + static int lightframe = 0; + mleaf_t *pvsleaf; + vec3_t lightorigin; + model_t *model; + int i, k, m, c, leafnum; + msurface_t *surf, **mark; + mleaf_t *leaf; + qbyte *in; + int row; + float low[3], high[3], dist, maxdist; + + if (!r_dynamic.integer) + return; - r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame + model = currentrenderentity->model; + softwareuntransform(rd->origin, lightorigin); - if (!r_dynamic.value) + if (!r_vismarklights.integer) + { + R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); return; + } - l = cl_dlights; + pvsleaf = Mod_PointInLeaf (lightorigin, model); + if (pvsleaf == NULL) + { + Con_Printf("R_VisMarkLights: NULL leaf??\n"); + R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); + return; + } - for (i=0 ; icompressed_vis; + if (!in) { - if (l->die < cl.time || !l->radius) - continue; -// R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes ); - R_VisMarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel); + // no vis info, so make all visible + R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); + return; } -} + lightframe++; -/* -============================================================================= + low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius; + high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius; -LIGHT SAMPLING + // for comparisons to minimum acceptable light + maxdist = rd->cullradius2; -============================================================================= -*/ + row = (model->numleafs+7)>>3; -mplane_t *lightplane; -vec3_t lightspot; + k = 0; + while (k < row) + { + c = *in++; + if (c) + { + for (i = 0;i < 8;i++) + { + if (c & (1< model->numleafs) + return; + leaf = &model->leafs[leafnum]; + if (leaf->visframe != r_framecount + || leaf->contents == CONTENTS_SOLID + || leaf->mins[0] > high[0] || leaf->maxs[0] < low[0] + || leaf->mins[1] > high[1] || leaf->maxs[1] < low[1] + || leaf->mins[2] > high[2] || leaf->maxs[2] < low[2]) + continue; + if (leaf->dlightframe != r_framecount) + { + // not dynamic until now + leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0; + leaf->dlightframe = r_framecount; + } + leaf->dlightbits[bitindex] |= bit; + if ((m = leaf->nummarksurfaces)) + { + mark = leaf->firstmarksurface; + do + { + surf = *mark++; + // if not visible in current frame, or already marked because it was in another leaf we passed, skip + if (surf->lightframe == lightframe) + continue; + surf->lightframe = lightframe; + if (surf->visframe != r_framecount) + continue; + dist = PlaneDiff(lightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + dist = -dist; + // LordHavoc: make sure it is infront of the surface and not too far away + if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius))) + { + int d; + int impacts, impactt; + float dist2, impact[3]; -extern cvar_t r_ambient; + dist2 = dist * dist; -/* -int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) -{ - float front, back, frac; - vec3_t mid; + 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; -loc0: - if (node->contents < 0) - return false; // didn't hit anything - -// calculate mid point - front = PlaneDiff (start, node->plane); - back = PlaneDiff (end, node->plane); - - // LordHavoc: optimized recursion - if ((back < 0) == (front < 0)) -// return RecursiveLightPoint (color, node->children[front < 0], start, end); - { - node = node->children[front < 0]; - goto loc0; - } - - frac = front / (front-back); - mid[0] = start[0] + (end[0] - start[0])*frac; - mid[1] = start[1] + (end[1] - start[1])*frac; - mid[2] = start[2] + (end[2] - start[2])*frac; - -// go down front side - if (RecursiveLightPoint (color, node->children[front < 0], start, mid)) - return true; // hit something - else - { - int i, ds, dt; - msurface_t *surf; - // check for impact on this node - VectorCopy (mid, lightspot); - lightplane = node->plane; - - surf = cl.worldmodel->surfaces + node->firstsurface; - for (i = 0;i < node->numsurfaces;i++, surf++) - { - if (surf->flags & SURF_DRAWTILED) - continue; // no lightmaps +#if 0 + 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]; + if (d < 0) + { + dist2 += d * d; + if (dist2 > maxdist) + continue; + } + } - ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]); - dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]); + 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; + } + } - if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) - continue; - - ds -= surf->texturemins[0]; - dt -= surf->texturemins[1]; - - if (ds > surf->extents[0] || dt > surf->extents[1]) - continue; +#else - if (surf->samples) - { - byte *lightmap; - int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0; - float scale; - line3 = ((surf->extents[0]>>4)+1)*3; + 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; + if (dist2 > maxdist) + continue; - lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + d = bound(0, impactt, surf->extents[1] + 16) - impactt; + dist2 += d * d; + if (dist2 > maxdist) + continue; - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) - { - scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0; - r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale; - r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale; - r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale; - r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale; - lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting - } +#endif - color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00))); - color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00))); - color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00))); + 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; + } + } + while (--m); + } + } } - return true; // success + k++; + continue; } - // go down back side - return RecursiveLightPoint (color, node->children[front >= 0], mid, end); + k += *in++; } } -void R_LightPoint (vec3_t color, vec3_t p) +void R_MarkLights(void) { - vec3_t end; - - if (r_fullbright.value || !cl.worldmodel->lightdata) - { - color[0] = color[1] = color[2] = 255; - return; - } - - end[0] = p[0]; - end[1] = p[1]; - end[2] = p[2] - 2048; - - color[0] = color[1] = color[2] = r_ambient.value * 2.0f; - RecursiveLightPoint (color, cl.worldmodel->nodes, p, end); + int i; + for (i = 0;i < r_numdlights;i++) + R_VisMarkLights (r_dlight + i, 1 << (i & 31), i >> 5); } -void SV_LightPoint (vec3_t color, vec3_t p) -{ - vec3_t end; - - if (!sv.worldmodel->lightdata) - { - color[0] = color[1] = color[2] = 255; - return; - } - - end[0] = p[0]; - end[1] = p[1]; - end[2] = p[2] - 2048; +/* +============================================================================= - color[0] = color[1] = color[2] = 0; - RecursiveLightPoint (color, sv.worldmodel->nodes, p, end); -} +LIGHT SAMPLING + +============================================================================= */ -int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz) +static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz) { int side, distz = endz - startz; float front, back; @@ -460,7 +630,7 @@ loc0: mid = startz + distz * (front - node->plane->dist) / (front - back); break; } - + // go down front side if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid)) return true; // hit something @@ -471,15 +641,11 @@ loc0: { int i, ds, dt; msurface_t *surf; - lightspot[0] = x; - lightspot[1] = y; - lightspot[2] = mid; - lightplane = node->plane; surf = cl.worldmodel->surfaces + node->firstsurface; for (i = 0;i < node->numsurfaces;i++, surf++) { - if (surf->flags & SURF_DRAWTILED) + if (!(surf->flags & SURF_LIGHTMAP)) continue; // no lightmaps ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]); @@ -487,16 +653,16 @@ loc0: if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) continue; - + ds -= surf->texturemins[0]; dt -= surf->texturemins[1]; - + if (ds > surf->extents[0] || dt > surf->extents[1]) continue; 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 @@ -513,9 +679,37 @@ loc0: lightmap += size3; } - color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 256.0f); - color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 256.0f); - color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 256.0f); + /* + // 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); + color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f); } return true; // success } @@ -530,285 +724,223 @@ loc0: } } -void R_LightPoint (vec3_t color, vec3_t p) +void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf) { - if (r_fullbright.value || !cl.worldmodel->lightdata) + int i, *dlightbits; + vec3_t dist; + float f; + rdlight_t *rd; + if (leaf == NULL) + leaf = Mod_PointInLeaf(p, cl.worldmodel); + + if (leaf->contents == CONTENTS_SOLID) { - color[0] = color[1] = color[2] = 255; + color[0] = color[1] = color[2] = 0; return; } - - color[0] = color[1] = color[2] = r_ambient.value * 2.0f; - RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536); -} -// LordHavoc: added light checking to the server -void SV_LightPoint (vec3_t color, vec3_t p) -{ - if (!sv.worldmodel->lightdata) + if (r_fullbright.integer || !cl.worldmodel->lightdata) { - color[0] = color[1] = color[2] = 255; + color[0] = color[1] = color[2] = 2; return; } - - color[0] = color[1] = color[2] = 0; - RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536); -} -// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits) -{ - int i, j, k; - vec3_t dist; - float brightness, r, f; - - if (!r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7])) - return; + 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); - for (j = 0;j < (MAX_DLIGHTS >> 5);j++) + if (dynamic && leaf->dlightframe == r_framecount) { - if (dlightbits[j]) + dlightbits = leaf->dlightbits; + for (i = 0;i < r_numdlights;i++) { - for (i=0 ; i<32 ; i++) + if (!(dlightbits[i >> 5] & (1 << (i & 31)))) + continue; + rd = r_dlight + i; + VectorSubtract (p, rd->origin, dist); + f = DotProduct(dist, dist) + LIGHTOFFSET; + if (f < rd->cullradius2) { - if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - k = (j<<5)+i; - VectorSubtract (org, cl_dlights[k].origin, dist); - f = DotProduct(dist, dist) + LIGHTOFFSET; - r = cl_dlights[k].radius*cl_dlights[k].radius*LIGHTSCALE; - if (f < r) - { - brightness = r * (256.0f / LIGHTSCALE2) / f; - color[0] += brightness * cl_dlights[k].color[0]; - color[1] += brightness * cl_dlights[k].color[1]; - color[2] += brightness * cl_dlights[k].color[2]; - } + f = (1.0f / f) - rd->lightsubtract; + if (f > 0) + VectorMA(color, f, rd->light, color); } } } } -// same as above but no bitmask to check -void R_DynamicLightPointNoMask(vec3_t color, vec3_t org) +void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits) { - int i; - vec3_t dist; - float brightness, r, f; - - if (!r_dynamic.value) + mleaf_t *leaf; + leaf = Mod_PointInLeaf(p, cl.worldmodel); + if (leaf->contents == CONTENTS_SOLID) + { + color[0] = color[1] = color[2] = 0; + dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0; return; + } - for (i=0 ; ilightdata) { - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (org, cl_dlights[i].origin, dist); - f = DotProduct(dist, dist) + LIGHTOFFSET; - r = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE; - if (f < r) - { - brightness = r * (256.0f / LIGHTSCALE2) / f; - if (cl_dlights[i].dark) - brightness = -brightness; - color[0] += brightness * cl_dlights[i].color[0]; - color[1] += brightness * cl_dlights[i].color[1]; - color[2] += brightness * cl_dlights[i].color[2]; - } + color[0] = color[1] = color[2] = 2; + dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0; + return; } -} -void R_CompleteLightPoint (vec3_t color, vec3_t p) -{ - R_LightPoint(color, p); - R_DynamicLightPointNoMask(color, p); + 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 (leaf->dlightframe == r_framecount) + { + dlightbits[0] = leaf->dlightbits[0]; + dlightbits[1] = leaf->dlightbits[1]; + dlightbits[2] = leaf->dlightbits[2]; + dlightbits[3] = leaf->dlightbits[3]; + dlightbits[4] = leaf->dlightbits[4]; + dlightbits[5] = leaf->dlightbits[5]; + dlightbits[6] = leaf->dlightbits[6]; + dlightbits[7] = leaf->dlightbits[7]; + } + else + dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0; } -extern float *aliasvert; -extern float *aliasvertnorm; -extern byte *aliasvertcolor; -extern float modelalpha; -extern int modeldlightbits[8]; -void R_LightModel(int numverts, vec3_t center, vec3_t basecolor) +void R_LightModel(int numverts, float colorr, float colorg, float colorb, int worldcoords) { - // LordHavoc: warning: reliance on int being 4 bytes here (of course the d_8to24table relies on that too...) - int i, j, nearlights = 0, color; - vec3_t dist, mod; - float t, t1, t2, t3, *avn; - byte r,g,b,a, *avc; + int i, j, nearlights = 0; + float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f/*, hardness, hardnessoffset*/, dist2; struct { - vec3_t color; vec3_t origin; - } nearlight[MAX_DLIGHTS]; - avc = aliasvertcolor; - avn = aliasvertnorm; - a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255); - if (currententity->effects & EF_FULLBRIGHT) - { - if (lighthalf) - { - ((byte *)&color)[0] = (byte) ((float) (128.0f * currententity->colormod[0])); - ((byte *)&color)[1] = (byte) ((float) (128.0f * currententity->colormod[1])); - ((byte *)&color)[2] = (byte) ((float) (128.0f * currententity->colormod[2])); - } - else - { - ((byte *)&color)[0] = (byte) ((float) (255.0f * currententity->colormod[0])); - ((byte *)&color)[1] = (byte) ((float) (255.0f * currententity->colormod[1])); - ((byte *)&color)[2] = (byte) ((float) (255.0f * currententity->colormod[2])); - } - ((byte *)&color)[3] = a; - for (i = 0;i < numverts;i++) - { - *((int *)avc) = color; - avc += 4; - } - return; + vec_t cullradius2; + vec3_t light; + vec_t lightsubtract; } - if (lighthalf) + nearlight[MAX_DLIGHTS], *nl; + int modeldlightbits[8]; + //staticlight_t *sl; + a = currentrenderentity->alpha; + if (currentrenderentity->effects & EF_FULLBRIGHT) { - mod[0] = currententity->colormod[0] * 0.5f; - mod[1] = currententity->colormod[1] * 0.5f; - mod[2] = currententity->colormod[2] * 0.5f; - } - else - { - mod[0] = currententity->colormod[0]; - mod[1] = currententity->colormod[1]; - mod[2] = currententity->colormod[2]; - } - basecolor[0] *= mod[0]; - basecolor[1] *= mod[1]; - basecolor[2] *= mod[2]; - if (r_lightmodels.value) - { - for (i = 0;i < MAX_DLIGHTS;i++) - { - if (!modeldlightbits[i >> 5]) - { - i |= 31; - continue; - } - if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) - continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE; - t2 = DotProduct(dist,dist) + LIGHTOFFSET; - if (t2 < t1) - { - VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin); - nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0]; - nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1]; - nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2]; - t1 = (128.0f / LIGHTSCALE2) / t2; - basecolor[0] += nearlight[nearlights].color[0] * t1; - basecolor[1] += nearlight[nearlights].color[1] * t1; - basecolor[2] += nearlight[nearlights].color[2] * t1; - nearlights++; - } - } + basecolor[0] = colorr; + basecolor[1] = colorg; + basecolor[2] = colorb; } else { - for (i = 0;i < MAX_DLIGHTS;i++) + if (r_lightmodels.integer) { - if (!modeldlightbits[i >> 5]) - { - i |= 31; - continue; - } - if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) - continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE; - t2 = DotProduct(dist,dist) + LIGHTOFFSET; - if (t2 < t1) + 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++) { - dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0]; - dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1]; - dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2]; - t1 = (224.0f / LIGHTSCALE2) / t2; - basecolor[0] += dist[0] * t1; - basecolor[1] += dist[1] * t1; - basecolor[2] += dist[2] * t1; + if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1) + { + nl->fadetype = sl->fadetype; + nl->distancescale = sl->distancescale; + nl->radius = sl->radius; + // 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; + nl++; + nearlights++; + } } - } - } - t1 = bound(0, basecolor[0], 255);r = (byte) t1; - t1 = bound(0, basecolor[1], 255);g = (byte) t1; - t1 = bound(0, basecolor[2], 255);b = (byte) t1; - ((byte *)&color)[0] = r; - ((byte *)&color)[1] = g; - ((byte *)&color)[2] = b; - ((byte *)&color)[3] = a; - if (nearlights) - { - int temp; - vec3_t v; - float *av; - av = aliasvert; - if (nearlights == 1) - { - for (i = 0;i < numverts;i++) + */ + for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++) { - VectorSubtract(nearlight[0].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) + if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) + continue; + if (currentrenderentity == r_dlight[i].ent) { - t /= DotProduct(v,v); - temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[0] = temp; - temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[1] = temp; - temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[2] = temp; - avc[3] = a; + f = (1.0f / LIGHTOFFSET) - nl->lightsubtract; + if (f > 0) + VectorMA(basecolor, f, r_dlight[i].light, basecolor); } else - *((int *)avc) = color; - avc += 4; - av+=3; - avn+=3; + { + // 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 (worldcoords) + VectorCopy(r_dlight[i].origin, nl->origin); + else + softwareuntransform(r_dlight[i].origin, nl->origin); + nl->cullradius2 = r_dlight[i].cullradius2; + 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++; + } + } } } 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++) { - int i1, i2, i3, k; - for (i = 0;i < numverts;i++) + VectorCopy(basecolor, color); + for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) { - t1 = basecolor[0]; - t2 = basecolor[1]; - t3 = basecolor[2]; - k = false; - for (j = 0;j < nearlights;j++) + // distance attenuation + VectorSubtract(nl->origin, av, v); + dist2 = DotProduct(v,v); + if (dist2 < nl->cullradius2) { - VectorSubtract(nearlight[j].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) + f = (1.0f / (dist2 + LIGHTOFFSET)) - nl->lightsubtract; + if (f > 0) { - t /= DotProduct(v,v); - t1 += nearlight[j].color[0] * t; - t2 += nearlight[j].color[1] * t; - t3 += nearlight[j].color[2] * t; - k = true; + // directional shading + #if SLOWMATH + t = 1.0f / sqrt(dist2); + #else + number = DotProduct(v, v); + *((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; + if (f > 0) + VectorMA(color, f, nl->light, color); } } - if (k) // dodge the costly float -> int conversions - { - i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;avc[0] = i1; - i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;avc[1] = i2; - i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;avc[2] = i3; - avc[3] = a; - } - else - *((int *)avc) = color; - avc += 4; } + + VectorCopy(color, avc); + avc[3] = a; + avc += 4; + av += 4; + avn += 3; } } else { for (i = 0;i < numverts;i++) { - *((int *)avc) = color; + VectorCopy(basecolor, avc); + avc[3] = a; avc += 4; } }