*/
void R_UpdateLights(void)
{
- int i, j, k;
+ float frac;
+ int i, j, k, l;
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int)(cl.time * 10);
+ frac = (cl.time * 10) - i;
for (j = 0;j < MAX_LIGHTSTYLES;j++)
{
if (!cl_lightstyle || !cl_lightstyle[j].length)
continue;
}
k = i % cl_lightstyle[j].length;
+ l = (i-1) % cl_lightstyle[j].length;
k = cl_lightstyle[j].map[k] - 'a';
- k = k*22;
- d_lightstylevalue[j] = k;
+ l = cl_lightstyle[j].map[l] - 'a';
+ d_lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
}
r_numdlights = 0;
void R_DrawCoronas(void)
{
- int i, lnum;
+ int i, lnum, flag;
float cscale, scale, viewdist, dist;
dlight_t *light;
- if (!r_coronas.integer)
+ if (r_coronas.value < 0.01)
return;
R_Mesh_Matrix(&r_identitymatrix);
viewdist = DotProduct(r_vieworigin, r_viewforward);
- if (r_shadow_realtime_world.integer)
+ flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++)
{
- for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++)
+ if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->rtlight.shadoworigin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
{
- if (light->rtlight.corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->rtlight.shadoworigin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
- {
- cscale = light->rtlight.corona * r_coronas.value * 0.25f;
- scale = light->rtlight.radius * 0.25f;
- R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
- }
+ cscale = light->rtlight.corona * r_coronas.value * 0.25f;
+ scale = light->rtlight.radius * light->rtlight.coronasizescale;
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
}
}
for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
{
- if (light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
+ if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
{
cscale = light->corona * r_coronas.value * 0.25f;
- scale = light->radius * 0.25f;
+ scale = light->rtlight.radius * light->rtlight.coronasizescale;
if (gl_flashblend.integer)
{
cscale *= 4.0f;
VectorClear(diffusecolor);
VectorClear(diffusenormal);
- if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint)
+ if (!r_fullbright.integer && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
{
ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
- cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+ r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
}
else
VectorSet(ambientcolor, 1, 1, 1);
// FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
- if (cl.worldmodel->brushq1.numlights)
+ if (r_refdef.worldmodel->brushq1.numlights)
{
int i;
vec3_t v;
float f;
mlight_t *sl;
- for (i = 0;i < cl.worldmodel->brushq1.numlights;i++)
+ for (i = 0;i < r_refdef.worldmodel->brushq1.numlights;i++)
{
- sl = cl.worldmodel->brushq1.lights + i;
+ sl = r_refdef.worldmodel->brushq1.lights + i;
if (d_lightstylevalue[sl->style] > 0)
{
VectorSubtract (p, sl->origin, v);
ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
VectorClear(diffusecolor);
VectorClear(diffusenormal);
- if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
+ if (!(ent->flags & RENDER_LIGHT))
{
// highly rare
VectorSet(ambient4f, 1, 1, 1);
maxnearlights = 0;
}
- else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ else if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT))
maxnearlights = 0;
else
{
- if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
+ if (r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
{
- cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
+ r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
VectorNormalize(diffusenormal);
}
nl = &nearlight[0];
for (i = 0;i < ent->numentlights;i++)
{
- sl = cl.worldmodel->brushq1.lights + ent->entlights[i];
+ sl = r_refdef.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;
nl->offset = sl->distbias;
}
}
- if (!r_shadow_realtime_dlight.integer)
+ if (!r_rtdlight || (ent->flags & RENDER_TRANSPARENT))
{
+ // FIXME: this dlighting doesn't look like rtlights
for (i = 0;i < r_numdlights;i++)
{
light = r_dlight + i;
// pretty good lighting
for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
- VectorSubtract(vertex3f, nl->origin, v);
+ VectorSubtract(nl->origin, vertex3f, v);
// first eliminate negative lighting (back side)
dot = DotProduct(normal3f, v);
if (dot > 0)
int i;
const mlight_t *sl;
vec3_t v;
- if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ if (r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT))
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 (cl.worldmodel)
- for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
+ 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_TraceLine(ent->origin, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
ent->entlights[ent->numentlights++] = i;
}