X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_light.c;h=ca6817ce95070febc83237109108d803f44a9499;hp=defa8f0d58ddc1463364dfed8351a0dee3f56af1;hb=b6958185ecd637a78cccd19d9a02e8bbcb1630bd;hpb=c19997f205e980d0968874e442aa3c39c9e93017 diff --git a/r_light.c b/r_light.c index defa8f0d..ca6817ce 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. @@ -20,15 +20,64 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_light.c #include "quakedef.h" +#include "cl_collision.h" +#include "r_shadow.h" -cvar_t r_lightmodels = {"r_lightmodels", "1"}; +rdlight_t r_dlight[MAX_DLIGHTS]; +int r_numdlights = 0; -void rlight_init() +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", "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))) * 32.0f / (1.0f / (1.0f + 0.2)); + a = bound(0, a, 255); + pixels[y][x][0] = a; + pixels[y][x][1] = a; + pixels[y][x][2] = a; + pixels[y][x][3] = 255; + } + } + lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL); +} + +void r_light_shutdown(void) +{ + lighttexturepool = NULL; + lightcorona = NULL; +} + +void r_light_newmap(void) { - Cvar_RegisterVariable(&r_lightmodels); + int i; + for (i = 0;i < 256;i++) + d_lightstylevalue[i] = 264; // normal light value } -int r_dlightframecount; +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); +} /* ================== @@ -37,15 +86,15 @@ 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 * 64.0f, rd->light); + rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f; + // clamp radius to avoid overflowing division table in lightmap code + if (rd->cullradius2 > (2048.0f * 2048.0f)) + rd->cullradius2 = (2048.0f * 2048.0f); + rd->cullradius = sqrt(rd->cullradius2); + rd->subtract = 1.0f / rd->cullradius2; + rd->ent = cd->ent; + c_dlights++; // count every dlight in use + } +} + +void R_DrawCoronas(void) +{ + int i; + float cscale, scale, viewdist, dist; + rdlight_t *rd; + if (!r_coronas.integer) + return; + R_Mesh_Matrix(&r_identitymatrix); + viewdist = DotProduct(r_vieworigin, r_viewforward); + for (i = 0;i < r_numdlights;i++) + { + rd = r_dlight + i; + dist = (DotProduct(rd->origin, r_viewforward) - viewdist); + if (dist >= 24.0f && CL_TraceLine(rd->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1) + { + cscale = (1.0f / 131072.0f); + scale = rd->cullradius * 0.25f; + if (gl_flashblend.integer) + { + cscale *= 4.0f; + scale *= 2.0f; + } + R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, rd->light[0] * cscale, rd->light[1] * cscale, rd->light[2] * cscale, 1); + } + } } /* @@ -65,133 +173,112 @@ DYNAMIC LIGHTS ============================================================================= */ +static int lightpvsbytes; +static qbyte lightpvs[(MAX_MAP_LEAFS+7)>>3]; + /* ============= R_MarkLights ============= */ -void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node) +static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits) { - float dist, l, maxdist; - msurface_t *surf; - int i, j, s, t; - vec3_t impact; - -loc0: - if (node->contents < 0) - return; + int i; + mleaf_t *leaf; + float dist; - dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist; - - if (dist > light->radius) + // for comparisons to minimum acceptable light + while(node->contents >= 0) { - if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame - { + dist = PlaneDiff(lightorigin, node->plane); + if (dist > rd->cullradius) node = node->children[0]; - goto loc0; - } - return; - } - if (dist < -light->radius) - { - if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame + else { + if (dist >= -rd->cullradius) + R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, node->children[0], pvs, pvsbits); node = node->children[1]; - goto loc0; } - return; } - maxdist = light->radius*light->radius; - -// mark the polygons - surf = cl.worldmodel->surfaces + node->firstsurface; - for (i=0 ; inumsurfaces ; i++, surf++) + // check if leaf is visible according to pvs + leaf = (mleaf_t *)node; + i = (leaf - ent->model->brushq1.leafs) - 1; + if (leaf->nummarksurfaces && (i >= pvsbits || pvs[i >> 3] & (1 << (i & 7)))) { - if (surf->flags & SURF_DRAWTURB) // water + int *surfacepvsframes, d, impacts, impactt; + float sdist, maxdist, dist2, impact[3]; + msurface_t *surf; + // mark the polygons + maxdist = rd->cullradius2; + surfacepvsframes = ent->model->brushq1.surfacepvsframes; + for (i = 0;i < leaf->nummarksurfaces;i++) { - if (surf->dlightframe != r_dlightframecount) // not dynamic until now + if (surfacepvsframes[leaf->firstmarksurface[i]] != ent->model->brushq1.pvsframecount) + continue; + surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[i]; + dist = sdist = PlaneDiff(lightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + dist = -dist; + + if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES)) + continue; + + dist2 = dist * dist; + if (dist2 >= maxdist) + continue; + + VectorCopy(lightorigin, impact); + if (surf->plane->type >= 3) + VectorMA(impact, -sdist, surf->plane->normal, impact); + else + impact[surf->plane->type] -= sdist; + + 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; + + 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->cached_dlight = true; } surf->dlightbits[bitindex] |= bit; } - // LordHavoc: MAJOR dynamic light speedup here, eliminates marking of surfaces that are too far away from light, thus preventing unnecessary uploads - else /*if (r_dynamicbothsides.value || (((surf->flags & SURF_PLANEBACK) && (dist < -BACKFACE_EPSILON)) || (!(surf->flags & SURF_PLANEBACK) && (dist > BACKFACE_EPSILON))))*/ - { - // passed the plane side check - for (j=0 ; j<3 ; j++) - impact[j] = lightorigin[j] - surf->plane->normal[j]*dist; - - // clamp center of light to corner and check brightness - l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0]; - s = l - s; - l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1]; - t = l - t; - // compare to minimum light - if ((s*s+t*t+dist*dist) < maxdist) - { - 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; - } - } - } - - if (node->children[0]->contents >= 0) - { - if (node->children[1]->contents >= 0) - { - R_MarkLights (lightorigin, light, bit, bitindex, node->children[0]); - node = node->children[1]; - goto loc0; - } - else - { - node = node->children[0]; - goto loc0; - } - } - else if (node->children[1]->contents >= 0) - { - node = node->children[1]; - goto loc0; } } - -/* -============= -R_PushDlights -============= -*/ -void R_PushDlights (void) +void R_MarkLights(entity_render_t *ent) { - int i; - dlight_t *l; - - r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame - - if (/*gl_flashblend.value ||*/ !r_dynamic.value) - return; - - l = cl_dlights; - - for (i=0 ; imodel && ent->model->brushq1.numleafs) { - if (l->die < cl.time || !l->radius) - continue; - R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes ); + for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++) + { + bit = 1 << (i & 31); + bitindex = i >> 5; + Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin); + lightpvsbytes = 0; + if (r_vismarklights.integer && ent->model->brush.FatPVS) + lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs)); + R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brushq1.visleafs)); + } } } - /* ============================================================================= @@ -200,367 +287,322 @@ LIGHT SAMPLING ============================================================================= */ -mplane_t *lightplane; -vec3_t lightspot; - -extern cvar_t r_ambient; - -int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf) { - float front, back, frac; - vec3_t mid; - -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); + VectorClear(diffusecolor); + VectorClear(diffusenormal); + + if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint) { - node = node->children[front < 0]; - goto loc0; + ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f); + cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); } - - 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; + VectorSet(ambientcolor, 1, 1, 1); - surf = cl.worldmodel->surfaces + node->firstsurface; - for (i = 0;i < node->numsurfaces;i++, surf++) + // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code + if (cl.worldmodel->brushq1.numlights) + { + int i; + vec3_t v; + float f; + mlight_t *sl; + for (i = 0;i < cl.worldmodel->brushq1.numlights;i++) { - if (surf->flags & SURF_DRAWTILED) - continue; // no lightmaps - - 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]); - - 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) + sl = cl.worldmodel->brushq1.lights + i; + if (d_lightstylevalue[sl->style] > 0) { - 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; - - lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color - - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) + VectorSubtract (p, sl->origin, v); + f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract); + if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1) { - 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 + f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f); + VectorMA(ambientcolor, f, sl->light, ambientcolor); } - - 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))); } - return true; // success } - - // go down back side - return RecursiveLightPoint (color, node->children[front >= 0], mid, end); } -} -void R_LightPoint (vec3_t color, vec3_t p) -{ - vec3_t end; - - if (r_fullbright.value || !cl.worldmodel->lightdata) + if (dynamic) { - 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); -} - -// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits) -{ - int i; - vec3_t dist; - float brightness, r, f; - - if (/*gl_flashblend.value ||*/ !r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7])) - return; - - for (i=0 ; i>5])) - continue; - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (org, cl_dlights[i].origin, dist); - if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius)) + int i; + float f, v[3]; + rdlight_t *rd; + // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow + for (i = 0;i < r_numdlights;i++) { - brightness = r * 16.0 / 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]; + rd = r_dlight + i; + VectorSubtract(p, rd->origin, v); + f = DotProduct(v, v); + if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1) + { + f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract; + VectorMA(ambientcolor, f, rd->light, ambientcolor); + } } } } -// same as above but no bitmask to check -void R_DynamicLightPointNoMask(vec3_t color, vec3_t org) +typedef struct { - int i; - vec3_t dist; - float brightness, r, f; - - if (/*gl_flashblend.value ||*/ !r_dynamic.value) - return; - - for (i=0 ; ieffects & EF_FULLBRIGHT)) { - vec3_t color; - vec3_t origin; - } nearlight[MAX_DLIGHTS]; - if (!lighthalf) - { - shadecolor[0] *= 2.0f; - shadecolor[1] *= 2.0f; - shadecolor[2] *= 2.0f; + // highly rare + VectorSet(ambient4f, 1, 1, 1); + maxnearlights = 0; } - avc = aliasvertcolor; - avn = aliasvertnorm; - a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255); - if (currententity->effects & EF_FULLBRIGHT) + else if (r_shadow_realtime_world.integer) + maxnearlights = 0; + else { - if (lighthalf) + if (cl.worldmodel && cl.worldmodel->brush.LightPoint) { - r = (byte) ((float) (128.0f * currententity->colormod[0])); - g = (byte) ((float) (128.0f * currententity->colormod[1])); - b = (byte) ((float) (128.0f * currententity->colormod[2])); + cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal); + Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal); + VectorNormalize(diffusenormal); } else - { - r = (byte) ((float) (255.0f * currententity->colormod[0])); - g = (byte) ((float) (255.0f * currententity->colormod[1])); - b = (byte) ((float) (255.0f * currententity->colormod[2])); - } - for (i = 0;i < numverts;i++) - { - *avc++ = r; - *avc++ = g; - *avc++ = b; - *avc++ = a; - } - return; + VectorSet(ambient4f, 1, 1, 1); } - if (r_lightmodels.value) + + // scale of the model's coordinate space, to alter light attenuation to match + // make the mscale squared so it can scale the squared distance results + mscale = ent->scale * ent->scale; + // FIXME: no support for .lights on non-Q1BSP? + nl = &nearlight[0]; + for (i = 0;i < ent->numentlights;i++) { - for (i = 0;i < MAX_DLIGHTS;i++) + sl = cl.worldmodel->brushq1.lights + ent->entlights[i]; + stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f); + VectorSubtract (ent->origin, sl->origin, v); + f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale; + VectorScale(sl->light, f, ambientcolor); + intensity = DotProduct(ambientcolor, ambientcolor); + if (f < 0) + intensity *= -1.0f; + if (nearlights < maxnearlights) + j = nearlights++; + else { - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - if ((t2 = DotProduct(dist,dist) + 16.0f) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius)) + for (j = 0;j < maxnearlights;j++) { - 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 * 0.5f; - nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - if (cl_dlights[i].dark) - { - nearlight[nearlights].color[0] = -nearlight[nearlights].color[0]; - nearlight[nearlights].color[1] = -nearlight[nearlights].color[1]; - nearlight[nearlights].color[2] = -nearlight[nearlights].color[2]; - } - if (lighthalf) + if (nearlight[j].intensity < intensity) { - nearlight[nearlights].color[0] *= 0.5f; - nearlight[nearlights].color[1] *= 0.5f; - nearlight[nearlights].color[2] *= 0.5f; + if (nearlight[j].intensity > 0) + VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); + break; } - t1 = 1.0f / t2; - shadecolor[0] += nearlight[nearlights].color[0] * t1; - shadecolor[1] += nearlight[nearlights].color[1] * t1; - shadecolor[2] += nearlight[nearlights].color[2] * t1; - nearlight[nearlights].color[0] *= currententity->colormod[0]; - nearlight[nearlights].color[1] *= currententity->colormod[1]; - nearlight[nearlights].color[2] *= currententity->colormod[2]; - nearlights++; } } + if (j >= maxnearlights) + { + // this light is less significant than all others, + // add it to ambient + if (intensity > 0) + VectorAdd(ambient4f, ambientcolor, ambient4f); + } + else + { + nl = nearlight + j; + nl->intensity = intensity; + // transform the light into the model's coordinate system + if (worldcoords) + VectorCopy(sl->origin, nl->origin); + else + Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin); + // integrate mscale into falloff, for maximum speed + nl->falloff = sl->falloff * mscale; + VectorCopy(ambientcolor, nl->ambientlight); + nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f; + nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f; + nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f; + nl->subtract = sl->subtract; + nl->offset = sl->distbias; + } } - else + if (!r_shadow_realtime_dlight.integer) { - for (i = 0;i < MAX_DLIGHTS;i++) + for (i = 0;i < r_numdlights;i++) { - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - if ((t2 = DotProduct(dist,dist)) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius)) + rd = r_dlight + i; + VectorCopy(rd->origin, v); + if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0]; + if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1]; + if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2]; + VectorSubtract (v, rd->origin, v); + if (DotProduct(v, v) < rd->cullradius2) { - dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - if (cl_dlights[i].dark) + if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1) + continue; + VectorSubtract (ent->origin, rd->origin, v); + f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract); + VectorScale(rd->light, f, ambientcolor); + intensity = DotProduct(ambientcolor, ambientcolor); + if (f < 0) + intensity *= -1.0f; + if (nearlights < maxnearlights) + j = nearlights++; + else { - dist[0] = -dist[0]; - dist[1] = -dist[1]; - dist[2] = -dist[2]; + for (j = 0;j < maxnearlights;j++) + { + if (nearlight[j].intensity < intensity) + { + if (nearlight[j].intensity > 0) + VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); + break; + } + } } - if (lighthalf) + if (j >= maxnearlights) { - dist[0] *= 0.5f; - dist[1] *= 0.5f; - dist[2] *= 0.5f; + // this light is less significant than all others, + // add it to ambient + if (intensity > 0) + VectorAdd(ambient4f, ambientcolor, ambient4f); + } + else + { + nl = nearlight + j; + nl->intensity = intensity; + // transform the light into the model's coordinate system + if (worldcoords) + VectorCopy(rd->origin, nl->origin); + else + { + Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin); + /* + Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n" + , rd - r_dlight, ent->model->name + , rd->origin[0], rd->origin[1], rd->origin[2] + , nl->origin[0], nl->origin[1], nl->origin[2] + , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3] + , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3] + , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3] + , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]); + */ + } + // integrate mscale into falloff, for maximum speed + nl->falloff = mscale; + VectorCopy(ambientcolor, nl->ambientlight); + nl->light[0] = rd->light[0] * colorr * 4.0f; + nl->light[1] = rd->light[1] * colorg * 4.0f; + nl->light[2] = rd->light[2] * colorb * 4.0f; + nl->subtract = rd->subtract; + nl->offset = LIGHTOFFSET; } - t1 = 1.5f / t2; - shadecolor[0] += dist[0] * t1; - shadecolor[1] += dist[1] * t1; - shadecolor[2] += dist[2] * t1; } } } - shadecolor[0] *= currententity->colormod[0]; - shadecolor[1] *= currententity->colormod[1]; - shadecolor[2] *= currententity->colormod[2]; - t1 = bound(0, shadecolor[0], 255);r = (byte) t1; - t1 = bound(0, shadecolor[1], 255);g = (byte) t1; - t1 = bound(0, shadecolor[2], 255);b = (byte) t1; - if (nearlights) + ambient4f[0] *= colorr; + ambient4f[1] *= colorg; + ambient4f[2] *= colorb; + ambient4f[3] = colora; + diffusecolor[0] *= colorr; + diffusecolor[1] *= colorg; + diffusecolor[2] *= colorb; + return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0; +} + +void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f) +{ + int i, j, usediffuse; + float color[4], v[3], dot, dist2, f, dnormal[3]; + nearlight_t *nl; + usediffuse = DotProduct(diffusecolor, diffusecolor) > 0; + // negate the diffuse normal to avoid the need to negate the + // dotproduct on each vertex + VectorNegate(diffusenormal, dnormal); + if (usediffuse) + VectorNormalize(dnormal); + // directional shading code here + for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { - int temp; - vec3_t v; - float *av; - av = aliasvert; - if (nearlights == 1) + VectorCopy4(ambientcolor4f, color); + + // silly directional diffuse shading + if (usediffuse) { - for (i = 0;i < numverts;i++) - { - VectorSubtract(nearlight[0].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) - { - t /= DotProduct(v,v); - temp = (int) ((float) (shadecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - temp = (int) ((float) (shadecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - temp = (int) ((float) (shadecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - } - else - { - *avc++ = r; - *avc++ = g; - *avc++ = b; - } - *avc++ = a; - av+=3; - avn+=3; - } + dot = DotProduct(normal3f, dnormal); + if (dot > 0) + VectorMA(color, dot, diffusecolor, color); } - else + + // pretty good lighting + for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) { - int i1, i2, i3; - for (i = 0;i < numverts;i++) + VectorSubtract(vertex3f, nl->origin, v); + // first eliminate negative lighting (back side) + dot = DotProduct(normal3f, v); + if (dot > 0) { - t1 = shadecolor[0]; - t2 = shadecolor[1]; - t3 = shadecolor[2]; - for (j = 0;j < nearlights;j++) + // we'll need this again later to normalize the dotproduct + dist2 = DotProduct(v,v); + // do the distance attenuation math + f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract; + if (f > 0) { - VectorSubtract(nearlight[j].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) - { - t /= DotProduct(v,v); - t1 += nearlight[j].color[0] * t; - t2 += nearlight[j].color[1] * t; - t3 += nearlight[j].color[2] * t; - } + // we must divide dot by sqrt(dist2) to compensate for + // the fact we did not normalize v before doing the + // dotproduct, the result is in the range 0 to 1 (we + // eliminated negative numbers already) + f *= dot / sqrt(dist2); + // blend in the lighting + VectorMA(color, f, nl->light, color); } - i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255; - i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255; - i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255; - *avc++ = i1; - *avc++ = i2; - *avc++ = i3; - *avc++ = a; } } + VectorCopy4(color, color4f); } - else +} + +void R_UpdateEntLights(entity_render_t *ent) +{ + int i; + const mlight_t *sl; + vec3_t v; + if (r_shadow_realtime_world.integer) + return; + VectorSubtract(ent->origin, ent->entlightsorigin, v); + if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f)) { - for (i = 0;i < numverts;i++) - { - *avc++ = r; - *avc++ = g; - *avc++ = b; - *avc++ = a; - } + ent->entlightstime = realtime + 0.1; + VectorCopy(ent->origin, ent->entlightsorigin); + ent->numentlights = 0; + if (cl.worldmodel) + for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++) + if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1) + ent->entlights[ent->numentlights++] = i; } + ent->entlightsframe = r_framecount; } +