cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
cvar_t r_lightmodelhardness = {CVAR_SAVE, "r_lightmodelhardness", "0.9"};
+static rtexture_t *lightcorona;
+static rtexturepool_t *lighttexturepool;
+
void r_light_start(void)
{
+ float dx, dy;
+ int x, y, a;
+ byte 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))) * 8.0f / (1.0f / (1.0f + 0.2));
+ a = bound(0, a, 255);
+ pixels[y][x][0] = 255;
+ pixels[y][x][1] = 255;
+ pixels[y][x][2] = 255;
+ pixels[y][x][3] = a;
+ /*
+ // for testing the size of the corona textures
+ if (a == 0)
+ {
+ pixels[y][x][0] = 255;
+ pixels[y][x][1] = 0;
+ pixels[y][x][2] = 0;
+ pixels[y][x][3] = 255;
+ }
+ */
+ }
+ }
+ lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_ALPHA);
}
void r_light_shutdown(void)
{
+ lighttexturepool = NULL;
+ lightcorona = NULL;
}
void r_light_newmap(void)
continue;
rd = &r_dlight[r_numdlights++];
VectorCopy(cd->origin, rd->origin);
- VectorScale(cd->color, cd->radius * 256.0f, rd->light);
- rd->cullradius = (1.0f / 256.0f) * sqrt(DotProduct(rd->light, rd->light));
+ VectorScale(cd->color, cd->radius * 128.0f, rd->light);
+ rd->cullradius = (1.0f / 128.0f) * sqrt(DotProduct(rd->light, rd->light));
// clamp radius to avoid overflowing division table in lightmap code
if (rd->cullradius > 2048.0f)
rd->cullradius = 2048.0f;
}
}
+static int coronapolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawCoronas(void)
+{
+ int i;
+ rmeshinfo_t m;
+ float tvxyz[4][4], tvst[4][2], scale, viewdist, diff[3], dist;
+ rdlight_t *rd;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.depthdisable = true; // magic
+ m.numtriangles = 2;
+ m.numverts = 4;
+ m.index = coronapolyindex;
+ m.vertex = &tvxyz[0][0];
+ m.vertexstep = sizeof(float[4]);
+ m.tex[0] = R_GetTexture(lightcorona);
+ m.texcoords[0] = &tvst[0][0];
+ m.texcoordstep[0] = sizeof(float[2]);
+ tvst[0][0] = 0;
+ tvst[0][1] = 0;
+ tvst[1][0] = 0;
+ tvst[1][1] = 1;
+ tvst[2][0] = 1;
+ tvst[2][1] = 1;
+ tvst[3][0] = 1;
+ tvst[3][1] = 0;
+ 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 (TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
+ {
+ scale = 1.0f / 65536.0f;//64.0f / (dist * dist + 1024.0f);
+ m.cr = rd->light[0] * scale;
+ m.cg = rd->light[1] * scale;
+ m.cb = rd->light[2] * scale;
+ m.ca = 1;
+ if (fogenabled)
+ {
+ VectorSubtract(rd->origin, r_origin, diff);
+ m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+ // make it larger in the distance to keep a consistent size
+ //scale = 0.4f * dist;
+ //scale = 128.0f;
+ scale = rd->cullradius;
+ tvxyz[0][0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
+ tvxyz[0][1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
+ tvxyz[0][2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
+ tvxyz[1][0] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
+ tvxyz[1][1] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
+ tvxyz[1][2] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
+ tvxyz[2][0] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
+ tvxyz[2][1] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
+ tvxyz[2][2] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
+ tvxyz[3][0] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
+ tvxyz[3][1] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
+ tvxyz[3][2] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
+ R_Mesh_DrawDecal(&m);
+ }
+ }
+ }
+}
+
/*
=============================================================================
}
// mark the polygons
- surf = cl.worldmodel->surfaces + node->firstsurface;
+ surf = currentrenderentity->model->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
int d, impacts, impactt;
}
nearlight[MAX_DLIGHTS], *nl;
int modeldlightbits[8];
+ //staticlight_t *sl;
a = currentrenderentity->alpha;
if (currentrenderentity->effects & EF_FULLBRIGHT)
basecolor[0] = basecolor[1] = basecolor[2] = 1;
R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
nl = &nearlight[0];
- for (i = 0;i < r_numdlights;i++)
+ /*
+ // this code is unused for now
+ for (i = 0, sl = staticlight;i < staticlights && nearlights < MAX_DLIGHTS;i++, sl++)
+ {
+ if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1)
+ {
+ nl->fadetype = sl->fadetype;
+ nl->distancescale = sl->distancescale;
+ nl->radius = sl->radius;
+ VectorCopy(sl->origin, nl->origin);
+ VectorCopy(sl->color, nl->light);
+ nl->cullradius2 = 99999999;
+ nl->lightsubtract = 0;
+ nl++;
+ nearlights++;
+ }
+ }
+ */
+ for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
{
if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
continue;