// r_light.c
#include "quakedef.h"
+#include "cl_collision.h"
+#include "r_shadow.h"
rdlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
-cvar_t r_lightmodels = {CVAR_SAVE, "r_lightmodels", "1"};
+cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
-cvar_t r_lightmodelhardness = {CVAR_SAVE, "r_lightmodelhardness", "0.9"};
+cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"};
+cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "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_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
}
void r_light_shutdown(void)
{
+ lighttexturepool = NULL;
+ lightcorona = NULL;
}
void r_light_newmap(void)
{
+ int i;
+ for (i = 0;i < 256;i++)
+ d_lightstylevalue[i] = 264; // normal light value
}
void R_Light_Init(void)
{
- Cvar_RegisterVariable(&r_lightmodels);
- Cvar_RegisterVariable(&r_lightmodelhardness);
+ Cvar_RegisterVariable(&r_modellights);
Cvar_RegisterVariable(&r_vismarklights);
+ Cvar_RegisterVariable(&r_coronas);
+ Cvar_RegisterVariable(&gl_flashblend);
R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
}
i = (int)(cl.time * 10);
for (j = 0;j < MAX_LIGHTSTYLES;j++)
{
- if (!cl_lightstyle[j].length)
+ if (!cl_lightstyle || !cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
void R_BuildLightList(void)
{
- int i;
- dlight_t *cd;
- rdlight_t *rd;
+ int i;
+ dlight_t *cd;
+ rdlight_t *rd;
r_numdlights = 0;
c_dlights = 0;
- if (!r_dynamic.integer)
+ if (!r_dynamic.integer || !cl_dlights)
return;
for (i = 0;i < MAX_DLIGHTS;i++)
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 * 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->cullradius > 2048.0f)
- rd->cullradius = 2048.0f;
- rd->cullradius2 = rd->cullradius * rd->cullradius;
- rd->lightsubtract = 1.0f / rd->cullradius2;
+ 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;
+ rmeshstate_t m;
+ float scale, viewdist, diff[3], dist;
+ rdlight_t *rd;
+ if (!r_coronas.integer)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ONE;
+ m.depthdisable = true; // magic
+ m.tex[0] = R_GetTexture(lightcorona);
+ R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_State(&m);
+ viewdist = DotProduct(r_origin, vpn);
+ varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
+ varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
+ varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
+ varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
+ for (i = 0;i < r_numdlights;i++)
+ {
+ rd = r_dlight + i;
+ dist = (DotProduct(rd->origin, vpn) - viewdist);
+ if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true, NULL) == 1)
+ {
+ scale = r_colorscale * (1.0f / 131072.0f);
+ if (gl_flashblend.integer)
+ scale *= 4.0f;
+ if (fogenabled)
+ {
+ VectorSubtract(rd->origin, r_origin, diff);
+ scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+ GL_Color(rd->light[0] * scale, rd->light[1] * scale, rd->light[2] * scale, 1);
+ scale = rd->cullradius * 0.25f;
+ if (gl_flashblend.integer)
+ scale *= 2.0f;
+ varray_vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
+ varray_vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
+ varray_vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
+ varray_vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
+ varray_vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
+ varray_vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
+ varray_vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
+ varray_vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
+ varray_vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
+ varray_vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
+ varray_vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
+ varray_vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
+ R_Mesh_Draw(4, 2, polygonelements);
+ }
+ }
+}
+
/*
=============================================================================
R_MarkLights
=============
*/
-static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, 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 ndist, maxdist;
- msurface_t *surf;
- mleaf_t *leaf;
- int i;
+ float ndist, maxdist;
+ msurface_t *surf;
+ int i, *surfacepvsframes;
+ int d, impacts, impactt;
+ float dist, dist2, impact[3];
if (!r_dynamic.integer)
return;
// for comparisons to minimum acceptable light
maxdist = rd->cullradius2;
+ surfacepvsframes = ent->model->surfacepvsframes;
loc0:
if (node->contents < 0)
- {
- if (node->contents != CONTENTS_SOLID)
- {
- 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;
- }
ndist = PlaneDiff(lightorigin, node->plane);
}
// mark the polygons
- surf = cl.worldmodel->surfaces + node->firstsurface;
- for (i=0 ; i<node->numsurfaces ; i++, surf++)
+ surf = ent->model->surfaces + node->firstsurface;
+ for (i = 0;i < node->numsurfaces;i++, surf++)
{
- int d, impacts, impactt;
- float dist, dist2, impact[3];
- if (surf->visframe != r_framecount)
+ if (surfacepvsframes[surf->number] != ent->model->pvsframecount)
continue;
dist = ndist;
if (surf->flags & SURF_PLANEBACK)
if (dist2 >= maxdist)
continue;
- 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;
+ if (node->plane->type < 3)
+ {
+ VectorCopy(lightorigin, impact);
+ impact[node->plane->type] -= dist;
+ }
+ else
+ {
+ impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
+ impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
+ impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
+ }
impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
if (dist2 > maxdist)
continue;
-
- /*
- d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-
- if (d < 0)
- {
- dist2 += d * d;
- if (dist2 >= maxdist)
- continue;
- }
- else
- {
- d -= surf->extents[0] + 16;
- if (d > 0)
- {
- dist2 += d * d;
- if (dist2 >= maxdist)
- continue;
- }
- }
-
- d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-
- if (d < 0)
- {
- dist2 += d * d;
- if (dist2 >= maxdist)
- continue;
- }
- else
- {
- d -= surf->extents[1] + 16;
- if (d > 0)
- {
- 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_framecount;
+ if (r_dlightmap.integer)
+ surf->cached_dlight = true;
}
surf->dlightbits[bitindex] |= bit;
-
- /*
- if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist))
- {
- 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_framecount;
- }
- surf->dlightbits[bitindex] |= bit;
- }
- */
}
if (node->children[0]->contents >= 0)
{
if (node->children[1]->contents >= 0)
{
- R_OldMarkLights (lightorigin, rd, bit, bitindex, node->children[0]);
+ R_OldMarkLights (ent, lightorigin, rd, bit, bitindex, node->children[0]);
node = node->children[1];
goto loc0;
}
}
}
-/*
-static void R_NoVisMarkLights (rdlight_t *rd, int bit, int bitindex)
-{
- vec3_t lightorigin;
- softwareuntransform(rd->origin, lightorigin);
-
- R_OldMarkLights(lightorigin, rd, bit, bitindex, currentrenderentity->model->nodes + currentrenderentity->model->hulls[0].firstclipnode);
-}
-*/
-static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
+static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int bitindex)
{
static int lightframe = 0;
mleaf_t *pvsleaf;
vec3_t lightorigin;
model_t *model;
- int i, k, m, c, leafnum;
- msurface_t *surf, **mark;
+ int i, k, m, c, leafnum, *surfacepvsframes, *mark;
+ msurface_t *surf;
mleaf_t *leaf;
- byte *in;
- int row;
- float low[3], high[3], dist, maxdist;
+ qbyte *in;
+ int row;
+ float low[3], high[3], dist, maxdist;
if (!r_dynamic.integer)
return;
- model = currentrenderentity->model;
- softwareuntransform(rd->origin, lightorigin);
-
- if (!r_vismarklights.integer)
- {
- R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
- return;
- }
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
+ model = ent->model;
pvsleaf = Mod_PointInLeaf (lightorigin, model);
if (pvsleaf == NULL)
- {
- Con_Printf("R_VisMarkLights: NULL leaf??\n");
- R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
return;
- }
in = pvsleaf->compressed_vis;
- if (!in)
+ if (!r_vismarklights.integer || !in)
{
- // no vis info, so make all visible
- R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
+ // told not to use pvs, or there's no pvs to use
+ R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
return;
}
maxdist = rd->cullradius2;
row = (model->numleafs+7)>>3;
+ surfacepvsframes = model->surfacepvsframes;
k = 0;
while (k < row)
if (leafnum > 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]
+ if (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)
- {
- // 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
{
- surf = *mark++;
+ surf = model->surfaces + *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)
+ if (surfacepvsframes[surf->number] != model->pvsframecount)
continue;
dist = PlaneDiff(lightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
dist2 = dist * dist;
- 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;
-
-#if 0
- d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- if (d < 0)
- {
- dist2 += d * d;
- if (dist2 > maxdist)
- continue;
- }
- else
- {
- d -= surf->extents[0];
- if (d < 0)
- {
- dist2 += d * d;
- if (dist2 > maxdist)
- continue;
- }
- }
-
- d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
- if (d < 0)
+ if (surf->plane->type < 3)
{
- dist2 += d * d;
- if (dist2 > maxdist)
- continue;
+ VectorCopy(lightorigin, impact);
+ impact[surf->plane->type] -= dist;
}
else
{
- d -= surf->extents[1];
- if (d < 0)
- {
- dist2 += d * d;
- if (dist2 > maxdist)
- continue;
- }
+ impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
+ impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
+ impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
}
-#else
-
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;
-#endif
-
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_framecount;
+ if (r_dlightmap.integer)
+ surf->cached_dlight = true;
}
surf->dlightbits[bitindex] |= bit;
}
}
}
-void R_MarkLights(void)
+void R_MarkLights(entity_render_t *ent)
{
int i;
- for (i = 0;i < r_numdlights;i++)
- R_VisMarkLights (r_dlight + i, 1 << (i & 31), i >> 5);
+ if (!gl_flashblend.integer)
+ for (i = 0;i < r_numdlights;i++)
+ R_VisMarkLights (ent, r_dlight + i, 1 << (i & 31), i >> 5);
}
/*
=============================================================================
*/
-static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
+static int RecursiveLightPoint (vec3_t color, const mnode_t *node, float x, float y, float startz, float endz)
{
- int side, distz = endz - startz;
- float front, back;
- float mid;
+ int side, distz = endz - startz;
+ float front, back;
+ float mid;
loc0:
if (node->contents < 0)
goto loc0;
}
// found an intersection
-// mid = startz + (endz - startz) * (startz - node->plane->dist) / (startz - endz);
-// mid = startz + distz * (startz - node->plane->dist) / (-distz);
-// mid = startz + (-(startz - node->plane->dist));
-// mid = startz - (startz - node->plane->dist);
-// mid = startz + node->plane->dist - startz;
mid = node->plane->dist;
break;
default:
goto loc0;
}
// found an intersection
-// mid = startz + (endz - startz) * ((front - node->plane->dist) / ((front - node->plane->dist) - (back - node->plane->dist)));
-// mid = startz + (endz - startz) * ((front - node->plane->dist) / (front - back));
mid = startz + distz * (front - node->plane->dist) / (front - back);
break;
}
if (surf->samples)
{
- byte *lightmap;
+ 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 += 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;
- // 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;
- */
+/*
+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;
+
+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);
startz = mid;
distz = endz - startz;
goto loc0;
-// return RecursiveLightPoint (color, node->children[side ^ 1], x, y, mid, endz);
}
}
-void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
+void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf)
{
- int i, *dlightbits;
- vec3_t dist;
+ int i;
+ 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)
+ if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata)
{
- color[0] = color[1] = color[2] = 0;
+ color[0] = color[1] = color[2] = 1;
return;
}
- if (r_fullbright.integer || !cl.worldmodel->lightdata)
+ color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
+ if (cl.worldmodel->numlights)
{
- color[0] = color[1] = color[2] = 2;
- return;
+ for (i = 0;i < cl.worldmodel->numlights;i++)
+ {
+ sl = cl.worldmodel->lights + i;
+ if (d_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_TraceLine(p, sl->origin, NULL, NULL, 0, false, NULL) == 1)
+ {
+ f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+ VectorMA(color, f, sl->light, color);
+ }
+ }
+ }
}
+ else
+ RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
- color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
- RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
-
- if (dynamic && leaf->dlightframe == r_framecount)
+ if (dynamic)
{
- dlightbits = leaf->dlightbits;
for (i = 0;i < r_numdlights;i++)
{
- if (!(dlightbits[i >> 5] & (1 << (i & 31))))
- continue;
rd = r_dlight + i;
- VectorSubtract (p, rd->origin, dist);
- f = DotProduct(dist, dist) + LIGHTOFFSET;
- if (f < rd->cullradius2)
+ VectorSubtract (p, rd->origin, v);
+ f = DotProduct(v, v);
+ if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1)
{
- f = (1.0f / f) - rd->lightsubtract;
- if (f > 0)
- VectorMA(color, f, rd->light, color);
+ f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
+ VectorMA(color, f, rd->light, color);
}
}
}
}
-void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
+void R_ModelLightPoint (const entity_render_t *ent, vec3_t color, const vec3_t 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)
+ if (!leaf || leaf->contents == CONTENTS_SOLID || 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;
+ color[0] = color[1] = color[2] = 1;
return;
}
color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
- 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;
+ if (!cl.worldmodel->numlights && r_shadow_lightingmode < 2)
+ RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
}
-void R_LightModel(int numverts)
+void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords)
{
- int i, j, nearlights = 0;
- float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f, hardness, hardnessoffset, dist2;
+ 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 origin;
- vec_t cullradius2;
+ //vec_t cullradius2;
vec3_t light;
- vec_t lightsubtract;
+ // 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[MAX_DLIGHTS], *nl;
- int modeldlightbits[8];
- //staticlight_t *sl;
- a = currentrenderentity->alpha;
- if (currentrenderentity->effects & EF_FULLBRIGHT)
- basecolor[0] = basecolor[1] = basecolor[2] = 1;
- else
+ 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 (r_lightmodels.integer)
- {
- R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
+ R_ModelLightPoint(ent, basecolor, ent->origin);
+ if (r_shadow_lightingmode < 2)
+ {
nl = &nearlight[0];
- /*
- // this code is unused for now
- for (i = 0, sl = staticlight;i < staticlights && nearlights < MAX_DLIGHTS;i++, sl++)
+ for (i = 0;i < ent->numentlights;i++)
{
- if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1)
+ 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
{
- 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 (j = 0;j < maxnearlights;j++)
+ {
+ if (nearlight[j].intensity < intensity)
+ {
+ if (nearlight[j].intensity > 0)
+ VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+ break;
+ }
+ }
}
- }
- */
- for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
- {
- if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
- continue;
- if (currentrenderentity == r_dlight[i].ent)
+ if (j >= maxnearlights)
{
- f = (1.0f / LIGHTOFFSET) - nl->lightsubtract;
- if (f > 0)
- VectorMA(basecolor, f, r_dlight[i].light, basecolor);
+ // this light is less significant than all others,
+ // add it to ambient
+ if (intensity > 0)
+ VectorAdd(basecolor, ambientcolor, basecolor);
}
else
{
- // convert 0-255 radius coloring to 0-1, while also amplifying the brightness by 16
- //if (TraceLine(currentrenderentity->origin, r_dlight[i].origin, NULL, NULL, 0) == 1)
+ 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;
+ }
+ }
+ if (r_shadow_lightingmode < 1)
+ {
+ for (i = 0;i < r_numdlights;i++)
+ {
+ rd = r_dlight + i;
+ VectorCopy(rd->origin, v);
+ if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
+ if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
+ if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
+ VectorSubtract (v, rd->origin, v);
+ if (DotProduct(v, v) < rd->cullradius2)
{
- // transform the light into the model's coordinate system
- //if (gl_transform.integer)
- // softwareuntransform(r_dlight[i].origin, nl->origin);
- //else
- VectorCopy(r_dlight[i].origin, nl->origin);
- nl->cullradius2 = r_dlight[i].cullradius2;
- VectorCopy(r_dlight[i].light, nl->light);
- nl->lightsubtract = r_dlight[i].lightsubtract;
- nl++;
- nearlights++;
+ if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
+ continue;
+ 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
+ {
+ for (j = 0;j < maxnearlights;j++)
+ {
+ if (nearlight[j].intensity < intensity)
+ {
+ if (nearlight[j].intensity > 0)
+ VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+ break;
+ }
+ }
+ }
+ 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
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
+ /*
+ Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
+ , rd - r_dlight, ent->model->name
+ , rd->origin[0], rd->origin[1], rd->origin[2]
+ , nl->origin[0], nl->origin[1], nl->origin[2]
+ , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
+ , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
+ , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
+ , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
+ */
+ }
+ // 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;
+ }
}
}
}
}
- else
- R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
}
- avc = aliasvertcolor;
+ else
+ R_CompleteLightPoint (basecolor, ent->origin, true, NULL);
+ basecolor[0] *= colorr;
+ basecolor[1] *= colorg;
+ basecolor[2] *= colorb;
+ avc = colors;
if (nearlights)
{
- av = aliasvert;
- avn = aliasvertnorm;
- hardness = r_lightmodelhardness.value;
- hardnessoffset = (1.0f - hardness);
+ GL_UseColorArray();
+ av = vertices;
+ avn = normals;
for (i = 0;i < numverts;i++)
{
VectorCopy(basecolor, color);
for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
- // distance attenuation
VectorSubtract(nl->origin, av, v);
- dist2 = DotProduct(v,v);
- if (dist2 < nl->cullradius2)
+ // directional shading
+ dot = DotProduct(avn,v);
+ if (dot > 0)
{
- f = (1.0f / (dist2 + LIGHTOFFSET)) - nl->lightsubtract;
+ // 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)
{
- // directional shading
- #if SLOWMATH
+ //#if SLOWMATH
t = 1.0f / sqrt(dist2);
- #else
- number = DotProduct(v, v);
- *((long *)&t) = 0x5f3759df - ((* (long *) &number) >> 1);
- t = t * (1.5f - (number * 0.5f * t * t));
- #endif
- // DotProduct(avn,v) * t is dotproduct with a normalized v,
+ //#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
- f *= DotProduct(avn,v) * t * hardness + hardnessoffset;
- if (f > 0)
- VectorMA(color, f, nl->light, color);
+ // 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);
}
}
}
VectorCopy(color, avc);
avc[3] = a;
avc += 4;
- av += 3;
- avn += 3;
+ av += 4;
+ avn += 4;
}
}
else
+ GL_Color(basecolor[0], basecolor[1], basecolor[2], a);
+}
+
+void R_UpdateEntLights(entity_render_t *ent)
+{
+ int i;
+ const mlight_t *sl;
+ vec3_t v;
+ if (r_shadow_lightingmode >= 2)
+ return;
+ VectorSubtract(ent->origin, ent->entlightsorigin, v);
+ if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
{
- for (i = 0;i < numverts;i++)
- {
- VectorCopy(basecolor, avc);
- avc[3] = a;
- avc += 4;
- }
+ ent->entlightstime = realtime + 0.1;
+ VectorCopy(ent->origin, ent->entlightsorigin);
+ ent->numentlights = 0;
+ if (cl.worldmodel)
+ 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, NULL) == 1)
+ ent->entlights[ent->numentlights++] = i;
}
+ ent->entlightsframe = r_framecount;
}