#include "cl_collision.h"
#include "r_shadow.h"
-cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4", "how many lights from a .lights file (produced by hlight) are worthy of directional shading on a model (others are applied to the whole model as ambient lighting)"};
cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
void R_Light_Init(void)
{
- Cvar_RegisterVariable(&r_modellights);
Cvar_RegisterVariable(&r_coronas);
Cvar_RegisterVariable(&gl_flashblend);
R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
else
VectorSet(ambientcolor, 1, 1, 1);
- // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
- if (r_refdef.worldmodel->brushq1.numlights)
- {
- int i;
- vec3_t v;
- float f;
- mlight_t *sl;
- for (i = 0;i < r_refdef.worldmodel->brushq1.numlights;i++)
- {
- sl = r_refdef.worldmodel->brushq1.lights + i;
- if (r_refdef.lightstylevalue[sl->style] > 0)
- {
- VectorSubtract (p, sl->origin, v);
- f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
- if (f > 0 && CL_TraceBox(p, vec3_origin, vec3_origin, sl->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
- {
- f *= r_refdef.lightstylevalue[sl->style] * (1.0f / 65536.0f);
- if (f > 0)
- VectorMA(ambientcolor, f, sl->light, ambientcolor);
- }
- }
- }
- }
-
if (dynamic)
{
int i;
float f, v[3];
dlight_t *light;
- // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
- // FIXME: this should be updated to match rtlight falloff!
for (i = 0;i < r_refdef.numlights;i++)
{
light = r_refdef.lights[i];
- VectorSubtract(p, light->origin, v);
- f = DotProduct(v, v);
- if (f < light->rtlight.lightmap_cullradius2 && CL_TraceBox(p, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
- {
- f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract;
- if (f > 0)
- VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
- }
+ Matrix4x4_Transform(&light->rtlight.matrix_worldtolight, p, v);
+ f = 1 - VectorLength2(v);
+ if (f > 0 && CL_TraceBox(p, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
+ VectorMA(ambientcolor, f, light->rtlight.currentcolor, ambientcolor);
}
}
}
-
-typedef struct nearlight_s
-{
- vec3_t origin;
- //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;
-}
-nearlight_t;
-
-static int nearlights;
-static nearlight_t nearlight[MAX_DLIGHTS];
-
-int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
-{
- int i, j, maxnearlights;
- float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
- nearlight_t *nl;
- mlight_t *sl;
-
- nearlights = 0;
- maxnearlights = r_modellights.integer;
- ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
- VectorClear(diffusecolor);
- VectorClear(diffusenormal);
- if (!(ent->flags & RENDER_LIGHT))
- {
- // highly rare
- VectorSet(ambient4f, 1, 1, 1);
- maxnearlights = 0;
- }
- else if (r_lightmapintensity <= 0)
- maxnearlights = 0;
- else
- {
- if (r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
- {
- r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
- Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
- VectorNormalize(diffusenormal);
- }
- else
- VectorSet(ambient4f, 1, 1, 1);
- }
-
- // scale of the model's coordinate space, to alter light attenuation to match
- // make the mscale squared so it can scale the squared distance results
- mscale = ent->scale * ent->scale;
- // FIXME: no support for .lights on non-Q1BSP?
- nl = &nearlight[0];
- for (i = 0;i < ent->numentlights;i++)
- {
- sl = r_refdef.worldmodel->brushq1.lights + ent->entlights[i];
- stylescale = r_refdef.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
- {
- for (j = 0;j < maxnearlights;j++)
- {
- if (nearlight[j].intensity < intensity)
- {
- if (nearlight[j].intensity > 0)
- VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
- break;
- }
- }
- }
- 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;
- }
- }
- 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)
- {
- VectorCopy4(ambientcolor4f, color);
-
- // silly directional diffuse shading
- if (usediffuse)
- {
- // we have to negate this result because it is the incoming light
- // direction, not simply the normal to dotproduct with.
- dot = DotProduct(normal3f, dnormal);
- if (dot < 0)
- VectorMA(color, -dot, diffusecolor, color);
- }
-
- // pretty good lighting
- for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
- {
- VectorSubtract(nl->origin, vertex3f, v);
- // first eliminate negative lighting (back side)
- dot = DotProduct(normal3f, v);
- if (dot > 0)
- {
- // 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)
- {
- // 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);
- }
- }
- }
- VectorCopy4(color, color4f);
- }
-}
-
-void R_UpdateEntLights(entity_render_t *ent)
-{
- int i;
- const mlight_t *sl;
- vec3_t v;
- if (r_lightmapintensity <= 0)
- return;
- VectorSubtract(ent->origin, ent->entlightsorigin, v);
- if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
- {
- ent->entlightstime = realtime + 0.1;
- VectorCopy(ent->origin, ent->entlightsorigin);
- ent->numentlights = 0;
- if (r_refdef.worldmodel)
- for (i = 0, sl = r_refdef.worldmodel->brushq1.lights;i < r_refdef.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
- if (CL_TraceBox(ent->origin, vec3_origin, vec3_origin, sl->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
- ent->entlights[ent->numentlights++] = i;
- }
- ent->entlightsframe = r_framecount;
-}
-