X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_light.c;h=f801562fb758ca66b34a6f2cb198e5349ed06635;hp=775beee83a9d2c52c4c6980bc7f60ed60ff12bce;hb=cf93d91077855abf71419763e56bc774bc3b244f;hpb=63b6ae30eb111258c230af6cf97f96f46ccc4c51 diff --git a/r_light.c b/r_light.c index 775beee8..f801562f 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 +20,56 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_light.c #include "quakedef.h" +#include "cl_collision.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"}; + +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_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE); +} + +void r_light_shutdown(void) +{ + lighttexturepool = NULL; + lightcorona = NULL; +} + +void r_light_newmap(void) { - Cvar_RegisterVariable(&r_lightmodels); } -int r_dlightframecount; +void R_Light_Init(void) +{ + Cvar_RegisterVariable(&r_modellights); + Cvar_RegisterVariable(&r_vismarklights); + R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap); +} /* ================== @@ -37,13 +78,13 @@ 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 * 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; + r_numdlights++; + c_dlights++; // count every dlight in use + } +} + +void R_DrawCoronas(void) +{ + int i; + rmeshbufferinfo_t m; + float scale, viewdist, diff[3], dist; + rdlight_t *rd; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ONE; + m.depthdisable = true; // magic + m.numtriangles = 2; + m.numverts = 4; + m.tex[0] = R_GetTexture(lightcorona); + 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 && R_Mesh_Draw_GetBuffer(&m, false)) + { + scale = m.colorscale * (1.0f / 131072.0f); + if (fogenabled) + { + VectorSubtract(rd->origin, r_origin, diff); + scale *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } + m.index[0] = 0; + m.index[1] = 1; + m.index[2] = 2; + m.index[3] = 0; + m.index[4] = 2; + m.index[5] = 3; + m.color[0] = m.color[4] = m.color[8] = m.color[12] = rd->light[0] * scale; + m.color[1] = m.color[5] = m.color[9] = m.color[13] = rd->light[1] * scale; + m.color[2] = m.color[6] = m.color[10] = m.color[14] = rd->light[2] * scale; + m.color[3] = m.color[7] = m.color[11] = m.color[15] = 1; + m.texcoords[0][0] = 0; + m.texcoords[0][1] = 0; + m.texcoords[0][2] = 0; + m.texcoords[0][3] = 1; + m.texcoords[0][4] = 1; + m.texcoords[0][5] = 1; + m.texcoords[0][6] = 1; + m.texcoords[0][7] = 0; + scale = rd->cullradius * 0.25f; + m.vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale; + m.vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale; + m.vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale; + m.vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale; + m.vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale; + m.vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale; + m.vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale; + m.vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale; + m.vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale; + m.vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale; + m.vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale; + m.vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale; + R_Mesh_Render(); + } + } + } } /* @@ -70,52 +212,97 @@ DYNAMIC LIGHTS R_MarkLights ============= */ -void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node) +static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node) { - float dist; - msurface_t *surf; - int i; + 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 = ent->model->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { - if (surf->dlightframe != r_dlightframecount) // not dynamic until now + 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; + + 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]; + + 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->dlightbits[bitindex] |= bit; } @@ -124,7 +311,7 @@ loc0: { if (node->children[1]->contents >= 0) { - R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]); + R_OldMarkLights (ent, lightorigin, rd, bit, bitindex, node->children[0]); node = node->children[1]; goto loc0; } @@ -141,125 +328,161 @@ 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); -} -void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model) +static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int bitindex) { - mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model); + 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; + + model = ent->model; + 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); + if (!r_vismarklights.integer) + { + R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); return; } - else + + pvsleaf = Mod_PointInLeaf (lightorigin, model); + if (pvsleaf == NULL) { - int i, k, l, m, c; - msurface_t *surf, **mark; - mleaf_t *leaf; - static int lightframe = 0; - 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) + Con_Printf("R_VisMarkLights: NULL leaf??\n"); + R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); + return; + } + + in = pvsleaf->compressed_vis; + if (!in) + { + // no vis info, so make all visible + R_OldMarkLights(ent, 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; + + // for comparisons to minimum acceptable light + maxdist = rd->cullradius2; + + row = (model->numleafs+7)>>3; + + k = 0; + while (k < row) + { + c = *in++; + if (c) { - c = *in++; - if (c) + for (i = 0;i < 8;i++) { - l = model->numleafs - (k << 3); - if (l > 8) - l = 8; - for (i=0 ; i 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) { - leaf = &model->leafs[(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)) + // 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 { - 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))) { - surf = *mark++; - if (surf->visframe != r_framecount || surf->lightframe == lightframe) + int d; + int impacts, impactt; + float dist2, impact[3]; + + dist2 = dist * dist; + + if (surf->plane->type < 3) + { + VectorCopy(rd->origin, impact); + impact[surf->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]; + 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; - surf->lightframe = lightframe; - if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDiff(lightorigin, surf->plane)) >= 0)) + + if (surf->dlightframe != r_framecount) // not dynamic until now { - 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; + 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); } + while (--m); } } - k++; - continue; } - - k += *in++; + k++; + continue; } + + k += *in++; } } - -/* -============= -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 (!r_dynamic.value) - return; - - l = cl_dlights; - - for (i=0 ; idie < 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); - } + int i; + for (i = 0;i < r_numdlights;i++) + R_VisMarkLights (ent, r_dlight + i, 1 << (i & 31), i >> 5); } - /* ============================================================================= @@ -268,381 +491,451 @@ 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) +static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz) { - float front, back, frac; - vec3_t mid; + int side, distz = endz - startz; + float front, back; + float 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); + + switch (node->plane->type) { - node = node->children[front < 0]; + case PLANE_X: + node = node->children[x < node->plane->dist]; goto loc0; + case PLANE_Y: + node = node->children[y < node->plane->dist]; + goto loc0; + case PLANE_Z: + side = startz < node->plane->dist; + if ((endz < node->plane->dist) == side) + { + node = node->children[side]; + goto loc0; + } + // found an intersection + mid = node->plane->dist; + break; + default: + back = front = x * node->plane->normal[0] + y * node->plane->normal[1]; + front += startz * node->plane->normal[2]; + back += endz * node->plane->normal[2]; + side = front < node->plane->dist; + if ((back < node->plane->dist) == side) + { + node = node->children[side]; + goto loc0; + } + // found an intersection + mid = startz + distz * (front - node->plane->dist) / (front - back); + break; } - - 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)) + + // go down front side + if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, 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++) + // check for impact on this node + if (node->numsurfaces) { - if (surf->flags & SURF_DRAWTILED) - continue; // no lightmaps + int i, ds, dt; + msurface_t *surf; - 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]); + surf = cl.worldmodel->surfaces + node->firstsurface; + for (i = 0;i < node->numsurfaces;i++, surf++) + { + if (!(surf->flags & SURF_LIGHTMAP)) + continue; // no lightmaps - 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; + 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]); + dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]); - 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; + if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) + continue; + + ds -= surf->texturemins[0]; + dt -= surf->texturemins[1]; - lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color + if (ds > surf->extents[0] || dt > surf->extents[1]) + continue; - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) + if (surf->samples) { - 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 - } + 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 + + 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++) + { + scale = d_lightstylevalue[surf->styles[maps]]; + r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale; + r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale; + r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale; + r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale; + 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; - 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))); +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 } - return true; // success } - // go down back side - return RecursiveLightPoint (color, node->children[front >= 0], mid, end); + // go down back side + node = node->children[side ^ 1]; + startz = mid; + distz = endz - startz; + goto loc0; } } -void R_LightPoint (vec3_t color, vec3_t p) +void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf) { - vec3_t end; - - if (r_fullbright.value || !cl.worldmodel->lightdata) + int i, *dlightbits; + vec3_t v; + float f; + rdlight_t *rd; + mlight_t *sl; + 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; } - - 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, 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])) + if (r_fullbright.integer || !cl.worldmodel->lightdata) + { + color[0] = color[1] = color[2] = 2; return; + } - for (j = 0;j < (MAX_DLIGHTS >> 5);j++) + color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f); + if (cl.worldmodel->numlights) { - if (dlightbits[j]) + for (i = 0;i < cl.worldmodel->numlights;i++) { - for (i=0 ; i<32 ; i++) + sl = cl.worldmodel->lights + i; + if (d_lightstylevalue[sl->style] > 0) { - 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) + 65536.0f; - r = cl_dlights[k].radius*cl_dlights[k].radius*16.0f; - if (f < r) + 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, 0, false) == 1) { - brightness = r * 16.0f / 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 *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f); + VectorMA(color, f, sl->light, color); } } } } -} - -// same as above but no bitmask to check -void R_DynamicLightPointNoMask(vec3_t color, vec3_t org) -{ - int i; - vec3_t dist; - float brightness, r, f; - - if (!r_dynamic.value) - return; + else + RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536); - for (i=0 ; idlightframe == r_framecount) { - if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) - continue; - VectorSubtract (org, cl_dlights[i].origin, dist); - f = DotProduct(dist, dist) + 65536.0f; - r = cl_dlights[i].radius*cl_dlights[i].radius*16.0f; - if (f < r) + dlightbits = leaf->dlightbits; + for (i = 0;i < r_numdlights;i++) { - brightness = r * 16.0f / 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]; + if (!(dlightbits[i >> 5] & (1 << (i & 31)))) + continue; + rd = r_dlight + i; + VectorSubtract (p, rd->origin, v); + f = DotProduct(v, v); + if (f < rd->cullradius2) + { + f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract; + VectorMA(color, f, rd->light, color); + } } } } -void R_CompleteLightPoint (vec3_t color, vec3_t p) +void R_ModelLightPoint (entity_render_t *ent, vec3_t color, vec3_t p, int *dlightbits) { - R_LightPoint(color, p); - R_DynamicLightPointNoMask(color, p); + 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; + } + + if (r_fullbright.integer || !cl.worldmodel->lightdata || ent->effects & EF_FULLBRIGHT) + { + 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; + } + + color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f); + if (!cl.worldmodel->numlights) + 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 vec_t shadecolor[]; -extern float modelalpha; -extern qboolean lighthalf; -extern int modeldlightbits[8]; -void R_LightModel(int numverts, vec3_t center) +void R_LightModel(entity_render_t *ent, int numverts, float colorr, float colorg, float colorb, int worldcoords) { - int i, j, nearlights = 0; - vec3_t dist; - float t, t1, t2, t3, *avn; - byte r,g,b,a, *avc; + int i, j, nearlights = 0, maxnearlights = r_modellights.integer; + float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3]; struct { - vec3_t color; vec3_t origin; - } nearlight[MAX_DLIGHTS]; - if (!lighthalf) - { - shadecolor[0] *= 2.0f; - shadecolor[1] *= 2.0f; - shadecolor[2] *= 2.0f; + //vec_t cullradius2; + vec3_t light; + // how much this light would contribute to ambient if replaced + vec3_t ambientlight; + vec_t subtract; + vec_t falloff; + vec_t offset; + // used for choosing only the brightest lights + vec_t intensity; } - avc = aliasvertcolor; - avn = aliasvertnorm; - a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255); - if (currententity->effects & EF_FULLBRIGHT) + nearlight[MAX_DLIGHTS], *nl; + int modeldlightbits[8]; + mlight_t *sl; + rdlight_t *rd; + a = ent->alpha; + // 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; + if ((maxnearlights != 0) && !r_fullbright.integer && !(ent->effects & EF_FULLBRIGHT)) { - if (lighthalf) - { - r = (byte) ((float) (128.0f * currententity->colormod[0])); - g = (byte) ((float) (128.0f * currententity->colormod[1])); - b = (byte) ((float) (128.0f * currententity->colormod[2])); - } - else + R_ModelLightPoint(ent, basecolor, ent->origin, modeldlightbits); + + nl = &nearlight[0]; + VectorSubtract(ent->origin, ent->entlightsorigin, v); + if ((realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f)) { - r = (byte) ((float) (255.0f * currententity->colormod[0])); - g = (byte) ((float) (255.0f * currententity->colormod[1])); - b = (byte) ((float) (255.0f * currententity->colormod[2])); + ent->numentlights = 0; + ent->entlightstime = realtime + 0.2; + VectorCopy(ent->origin, ent->entlightsorigin); + for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++) + if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false) == 1) + ent->entlights[ent->numentlights++] = i; } - for (i = 0;i < numverts;i++) + for (i = 0;i < ent->numentlights;i++) { - *avc++ = r; - *avc++ = g; - *avc++ = b; - *avc++ = a; - } - return; - } - 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; -// if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) -// continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f; - t2 = DotProduct(dist,dist) + 65536.0f; - if (t2 < t1) + sl = cl.worldmodel->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 { - 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 (lighthalf) + for (j = 0;j < maxnearlights;j++) { - nearlight[nearlights].color[0] *= 0.5f; - nearlight[nearlights].color[1] *= 0.5f; - nearlight[nearlights].color[2] *= 0.5f; + if (nearlight[j].intensity < intensity) + { + if (nearlight[j].intensity > 0) + VectorAdd(basecolor, nearlight[j].ambientlight, basecolor); + break; + } } - t1 = 0.5f / 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++; } - } - } - else - { - for (i = 0;i < MAX_DLIGHTS;i++) - { - if (!modeldlightbits[i >> 5]) + if (j >= maxnearlights) { - i |= 31; - continue; + // this light is less significant than all others, + // add it to ambient + if (intensity > 0) + VectorAdd(basecolor, ambientcolor, basecolor); } + else + { + nl = nearlight + j; + nl->intensity = intensity; + // transform the light into the model's coordinate system + if (worldcoords) + VectorCopy(sl->origin, nl->origin); + else + softwareuntransform(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; + } + } + for (i = 0;i < r_numdlights;i++) + { if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) continue; -// if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) -// continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - t2 = DotProduct(dist,dist) + 65536.0f; - t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f; - if (t2 < t1) + rd = r_dlight + i; + 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] = 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 (lighthalf) + for (j = 0;j < maxnearlights;j++) { - dist[0] *= 0.5f; - dist[1] *= 0.5f; - dist[2] *= 0.5f; + if (nearlight[j].intensity < intensity) + { + if (nearlight[j].intensity > 0) + VectorAdd(basecolor, nearlight[j].ambientlight, basecolor); + break; + } } - t1 = 0.75f / t2; - shadecolor[0] += dist[0] * t1; - shadecolor[1] += dist[1] * t1; - shadecolor[2] += dist[2] * t1; + } + if (j >= maxnearlights) + { + // this light is less significant than all others, + // add it to ambient + if (intensity > 0) + VectorAdd(basecolor, ambientcolor, basecolor); + } + else + { + nl = nearlight + j; + nl->intensity = intensity; + // transform the light into the model's coordinate system + if (worldcoords) + VectorCopy(rd->origin, nl->origin); + else + softwareuntransform(rd->origin, nl->origin); + // 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; } } } - 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; + else + { + R_CompleteLightPoint (basecolor, ent->origin, true, NULL); + } + basecolor[0] *= colorr; + basecolor[1] *= colorg; + basecolor[2] *= colorb; + avc = aliasvertcolor; if (nearlights) { - int temp; - vec3_t v; - float *av; av = aliasvert; - if (nearlights == 1) - { - 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; - } - } - else + avn = aliasvertnorm; + for (i = 0;i < numverts;i++) { - int i1, i2, i3; - for (i = 0;i < numverts;i++) + VectorCopy(basecolor, color); + for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) { - t1 = shadecolor[0]; - t2 = shadecolor[1]; - t3 = shadecolor[2]; - for (j = 0;j < nearlights;j++) + VectorSubtract(nl->origin, av, v); + // directional shading + dot = DotProduct(avn,v); + if (dot > 0) { - VectorSubtract(nearlight[j].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) + // the vertex normal faces the light + + // do the distance attenuation + dist2 = DotProduct(v,v); + f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract; + 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; + #if SLOWMATH + t = 1.0f / sqrt(dist2); + #else + *((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1); + t = t * (1.5f - (dist2 * 0.5f * t * t)); + #endif + + // 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 + // 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); } } - 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; } + + VectorCopy(color, avc); + avc[3] = a; + avc += 4; + av += 4; + avn += 3; } } else { for (i = 0;i < numverts;i++) { - *avc++ = r; - *avc++ = g; - *avc++ = b; - *avc++ = a; + VectorCopy(basecolor, avc); + avc[3] = a; + avc += 4; } } } +