X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=d767804aab50365e83dbfe1cad80146272b956dc;hp=024fabac435b9dedf64805f3b5a0e53be53e8fa9;hb=fc2ec8a05d6ced30a4f3840752566f9460227247;hpb=f7750d34bc095248efb2aec0cefb2e3db367ab3b diff --git a/r_shadow.c b/r_shadow.c index 024fabac..d767804a 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -325,7 +325,7 @@ cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; -cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"}; +cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"}; cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; @@ -3879,10 +3879,10 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons RSurf_DrawBatch(); } -static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) +static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3]) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); + R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); } @@ -3975,29 +3975,26 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve } } -static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale) +static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3]) { // OpenGL 1.1 path (anything) float ambientcolorbase[3], diffusecolorbase[3]; float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; - const float *surfacecolor = rsurface.texture->dlightcolor; - const float *surfacepants = rsurface.colormap_pantscolor; - const float *surfaceshirt = rsurface.colormap_shirtcolor; + const float *surfacepants = rsurface.texture->render_colormap_pants; + const float *surfaceshirt = rsurface.texture->render_colormap_shirt; rtexture_t *basetexture = rsurface.texture->basetexture; rtexture_t *pantstexture = rsurface.texture->pantstexture; rtexture_t *shirttexture = rsurface.texture->shirttexture; qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f); qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f); - ambientscale *= 2 * r_refdef.view.colorscale; - diffusescale *= 2 * r_refdef.view.colorscale; - ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2]; - diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2]; + VectorCopy(ambientcolor, ambientcolorbase); + VectorCopy(diffusecolor, diffusecolorbase); ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2]; diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2]; ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2]; diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2]; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (VectorLength2(diffusecolor) > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4])); R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); @@ -4047,25 +4044,28 @@ static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const m extern cvar_t gl_lightmaps; void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist) { - float ambientscale, diffusescale, specularscale; qboolean negated; - float lightcolor[3]; - VectorCopy(rsurface.rtlight->currentcolor, lightcolor); - ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient; - diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient); - specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale; + float ambientcolor[3], diffusecolor[3], specularcolor[3]; + VectorM(rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient, rsurface.texture->render_rtlight_diffuse, ambientcolor); + VectorM(rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient), rsurface.texture->render_rtlight_diffuse, diffusecolor); + VectorM(rsurface.rtlight->specularscale, rsurface.texture->render_rtlight_specular, specularcolor); if (!r_shadow_usenormalmap.integer) { - ambientscale += 1.0f * diffusescale; - diffusescale = 0; - specularscale = 0; + VectorMAM(1.0f, ambientcolor, 1.0f, diffusecolor, ambientcolor); + VectorClear(diffusecolor); + VectorClear(specularcolor); } - if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f)) + VectorMultiply(ambientcolor, rsurface.rtlight->currentcolor, ambientcolor); + VectorMultiply(diffusecolor, rsurface.rtlight->currentcolor, diffusecolor); + VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor); + if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f)) return; - negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract; + negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0) && vid.support.ext_blend_subtract; if(negated) { - VectorNegate(lightcolor, lightcolor); + VectorNegate(ambientcolor, ambientcolor); + VectorNegate(diffusecolor, diffusecolor); + VectorNegate(specularcolor, specularcolor); GL_BlendEquationSubtract(true); } RSurf_SetupDepthAndCulling(); @@ -4076,13 +4076,13 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale); + R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN: case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale); + R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -4459,7 +4459,7 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist { shadowmesh_t *mesh; - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { @@ -4479,7 +4479,7 @@ static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist else if (r_refdef.scene.worldentity->model) r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) @@ -4494,7 +4494,7 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i) return; - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { @@ -4551,7 +4551,7 @@ static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacel r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); } - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_DrawEntityShadow(entity_render_t *ent) @@ -4577,7 +4577,7 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent) ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); break; } - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } void R_Shadow_SetupEntityLight(const entity_render_t *ent) @@ -4596,7 +4596,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns return; // set up properties for rendering light onto this entity - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight; Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight); Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight); @@ -4604,7 +4604,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_DrawEntityLight(entity_render_t *ent) @@ -4617,7 +4617,7 @@ static void R_Shadow_DrawEntityLight(entity_render_t *ent) model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } static void R_Shadow_PrepareLight(rtlight_t *rtlight) @@ -5567,7 +5567,7 @@ void R_Shadow_PrepareModelShadows(void) r_shadow_nummodelshadows = 0; r_shadow_shadowmapatlas_modelshadows_size = 0; - if (!r_refdef.scene.numentities || r_refdef.lightmapintensity <= 0.0f || r_shadows.integer <= 0) + if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0) return; switch (r_shadow_shadowmode) @@ -5595,7 +5595,7 @@ void R_Shadow_PrepareModelShadows(void) return; } - size = 2 * r_shadow_shadowmapmaxsize; + size = r_shadow_shadowmaptexturesize / 4; scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value; radius = 0.5f * size / scale; @@ -5735,7 +5735,7 @@ static void R_Shadow_DrawModelShadowMaps(void) relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2])); RSurf_ActiveModelEntity(ent, false, false, false); ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } #if 0 @@ -5832,45 +5832,14 @@ void R_Shadow_DrawModelShadows(void) Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection); else { - if(ent->entitynumber != 0) - { - if(ent->entitynumber >= MAX_EDICTS) // csqc entity - { - // FIXME handle this - VectorNegate(ent->modellight_lightdir, relativelightdirection); - } - else - { - // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities) - int entnum, entnum2, recursion; - entnum = entnum2 = ent->entitynumber; - for(recursion = 32; recursion > 0; --recursion) - { - entnum2 = cl.entities[entnum].state_current.tagentity; - if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2]) - entnum = entnum2; - else - break; - } - if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain - { - VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection); - // transform into modelspace of OUR entity - Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp); - Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); - } - else - VectorNegate(ent->modellight_lightdir, relativelightdirection); - } - } - else - VectorNegate(ent->modellight_lightdir, relativelightdirection); + VectorNegate(ent->render_modellight_lightdir, tmp); + Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection); } VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin); RSurf_ActiveModelEntity(ent, false, false, false); ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs); - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } // not really the right mode, but this will disable any silly stencil features @@ -6105,7 +6074,7 @@ void R_Shadow_DrawCoronas(void) qglGenQueriesARB(r_maxqueries - i, r_queries + i); CHECKGLERROR } - RSurf_ActiveWorldEntity(); + RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false); GL_BlendFunc(GL_ONE, GL_ZERO); GL_CullFace(GL_NONE); GL_DepthMask(false); @@ -7569,141 +7538,48 @@ LIGHT SAMPLING ============================================================================= */ -void R_LightPoint(float *color, const vec3_t p, const int flags) +void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity) { - int i, numlights, flag; - float f, relativepoint[3], dist, dist2, lightradius2; - vec3_t diffuse, n; - rtlight_t *light; - dlight_t *dlight; - - if (r_fullbright.integer) - { - VectorSet(color, 1, 1, 1); - return; - } - - VectorClear(color); - - if (flags & LP_LIGHTMAP) - { - if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - { - VectorClear(diffuse); - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n); - VectorAdd(color, diffuse, color); - } - else - VectorSet(color, 1, 1, 1); - color[0] += r_refdef.scene.ambient; - color[1] += r_refdef.scene.ambient; - color[2] += r_refdef.scene.ambient; - } - - if (flags & LP_RTWORLD) - { - flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); - for (i = 0; i < numlights; i++) - { - dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i); - if (!dlight) - continue; - light = &dlight->rtlight; - if (!(light->flags & flag)) - continue; - // sample - lightradius2 = light->radius * light->radius; - VectorSubtract(light->shadoworigin, p, relativepoint); - dist2 = VectorLength2(relativepoint); - if (dist2 >= lightradius2) - continue; - dist = sqrt(dist2) / light->radius; - f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; - if (f <= 0) - continue; - // todo: add to both ambient and diffuse - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) - VectorMA(color, f, light->currentcolor, color); - } - } - if (flags & LP_DYNLIGHT) - { - // sample dlights - for (i = 0;i < r_refdef.scene.numlights;i++) - { - light = r_refdef.scene.lights[i]; - // sample - lightradius2 = light->radius * light->radius; - VectorSubtract(light->shadoworigin, p, relativepoint); - dist2 = VectorLength2(relativepoint); - if (dist2 >= lightradius2) - continue; - dist = sqrt(dist2) / light->radius; - f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0; - if (f <= 0) - continue; - // todo: add to both ambient and diffuse - if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1) - VectorMA(color, f, light->color, color); - } - } -} - -void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags) -{ - int i, numlights, flag; + int i, numlights, flag, q; rtlight_t *light; dlight_t *dlight; float relativepoint[3]; float color[3]; - float dir[3]; float dist; float dist2; float intensity; - float sample[5*3]; + float sa[3], sx[3], sy[3], sz[3], sd[3]; float lightradius2; - if (r_fullbright.integer) - { - VectorSet(ambient, 1, 1, 1); - VectorClear(diffuse); - VectorClear(lightdir); - return; - } + // use first order spherical harmonics to combine directional lights + for (q = 0; q < 3; q++) + sa[q] = sx[q] = sy[q] = sz[q] = sd[q] = 0; - if (flags == LP_LIGHTMAP) + if (flags & LP_LIGHTMAP) { - VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); - VectorClear(diffuse); - VectorClear(lightdir); if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir); + { + float tempambient[3]; + for (q = 0; q < 3; q++) + tempambient[q] = color[q] = relativepoint[q] = 0; + r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint); + // calculate a weighted average light direction as well + intensity = VectorLength(color); + for (q = 0; q < 3; q++) + { + sa[q] += (0.5f * color[q] + tempambient[q]) * lightmapintensity; + sx[q] += (relativepoint[0] * color[q]) * lightmapintensity; + sy[q] += (relativepoint[1] * color[q]) * lightmapintensity; + sz[q] += (relativepoint[2] * color[q]) * lightmapintensity; + sd[q] += (intensity * relativepoint[q]) * lightmapintensity; + } + } else - VectorSet(ambient, 1, 1, 1); - return; - } - - memset(sample, 0, sizeof(sample)); - VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient); - - if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) - { - vec3_t tempambient; - VectorClear(tempambient); - VectorClear(color); - VectorClear(relativepoint); - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint); - VectorScale(tempambient, r_refdef.lightmapintensity, tempambient); - VectorScale(color, r_refdef.lightmapintensity, color); - VectorAdd(sample, tempambient, sample); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity = VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + { + // unlit map - fullbright but scaled by lightmapintensity + for (q = 0; q < 3; q++) + sa[q] += lightmapintensity; + } } if (flags & LP_RTWORLD) @@ -7730,17 +7606,18 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const continue; if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; - // scale down intensity to add to both ambient and diffuse - //intensity *= 0.5f; + for (q = 0; q < 3; q++) + color[q] = light->currentcolor[q] * intensity; + intensity = VectorLength(color); VectorNormalize(relativepoint); - VectorScale(light->currentcolor, intensity, color); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity *= VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + for (q = 0; q < 3; q++) + { + sa[q] += 0.5f * color[q]; + sx[q] += relativepoint[0] * color[q]; + sy[q] += relativepoint[1] * color[q]; + sz[q] += relativepoint[2] * color[q]; + sd[q] += intensity * relativepoint[q]; + } } // FIXME: sample bouncegrid too! } @@ -7763,30 +7640,30 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const continue; if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1) continue; - // scale down intensity to add to both ambient and diffuse - //intensity *= 0.5f; + for (q = 0; q < 3; q++) + color[q] = light->currentcolor[q] * intensity; + intensity = VectorLength(color); VectorNormalize(relativepoint); - VectorScale(light->currentcolor, intensity, color); - VectorMA(sample , 0.5f , color, sample ); - VectorMA(sample + 3, relativepoint[0], color, sample + 3); - VectorMA(sample + 6, relativepoint[1], color, sample + 6); - VectorMA(sample + 9, relativepoint[2], color, sample + 9); - // calculate a weighted average light direction as well - intensity *= VectorLength(color); - VectorMA(sample + 12, intensity, relativepoint, sample + 12); + for (q = 0; q < 3; q++) + { + sa[q] += 0.5f * color[q]; + sx[q] += relativepoint[0] * color[q]; + sy[q] += relativepoint[1] * color[q]; + sz[q] += relativepoint[2] * color[q]; + sd[q] += intensity * relativepoint[q]; + } } } - // calculate the direction we'll use to reduce the sample to a directional light source - VectorCopy(sample + 12, dir); - //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]); - VectorNormalize(dir); - // extract the diffuse color along the chosen direction and scale it - diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]); - diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]); - diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]); - // subtract some of diffuse from ambient - VectorMA(sample, -0.333f, diffuse, ambient); - // store the normalized lightdir - VectorCopy(dir, lightdir); + // calculate the weighted-average light direction (bentnormal) + for (q = 0; q < 3; q++) + lightdir[q] = sd[q]; + VectorNormalize(lightdir); + for (q = 0; q < 3; q++) + { + // extract the diffuse color along the chosen direction and scale it + diffuse[q] = (lightdir[0] * sx[q] + lightdir[1] * sy[q] + lightdir[2] * sz[q]); + // subtract some of diffuse from ambient + ambient[q] = sa[q] + -0.333f * diffuse[q] + ambientintensity; + } }