#include "quakedef.h"
#include "cl_collision.h"
+#include "r_shadow.h"
rdlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
pixels[y][x][3] = 255;
}
}
- lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE);
+ lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
}
void r_light_shutdown(void)
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;
VectorSubtract(rd->origin, r_origin, diff);
scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
}
- varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = rd->light[0] * scale;
- varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = rd->light[1] * scale;
- varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = rd->light[2] * scale;
- varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = 1;
- varray_texcoord[0][0] = 0;
- varray_texcoord[0][1] = 0;
- varray_texcoord[0][2] = 0;
- varray_texcoord[0][3] = 1;
- varray_texcoord[0][4] = 1;
- varray_texcoord[0][5] = 1;
- varray_texcoord[0][6] = 1;
- varray_texcoord[0][7] = 0;
+ 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;
R_MarkLights
=============
*/
-extern int r_pvsframecount;
static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
{
float ndist, maxdist;
surf = ent->model->surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
{
- if (surfacepvsframes[surf->number] != r_pvsframecount)
+ if (surfacepvsframes[surf->number] != ent->model->pvsframecount)
continue;
dist = ndist;
if (surf->flags & SURF_PLANEBACK)
{
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->lightframe == lightframe)
continue;
surf->lightframe = lightframe;
- if (surfacepvsframes[surf->number] != r_pvsframecount)
+ if (surfacepvsframes[surf->number] != model->pvsframecount)
continue;
dist = PlaneDiff(lightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
{
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;
}
}
color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
- if (!cl.worldmodel->numlights)
+ 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(const entity_render_t *ent, int numverts, float colorr, float colorg, float colorb, int worldcoords)
+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, maxnearlights = r_modellights.integer;
float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
{
R_ModelLightPoint(ent, basecolor, ent->origin);
- nl = &nearlight[0];
- for (i = 0;i < ent->numentlights;i++)
+ if (r_shadow_lightingmode < 2)
{
- 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 = &nearlight[0];
+ for (i = 0;i < ent->numentlights;i++)
{
- 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(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;
- }
- }
- 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)
- {
- 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);
+ 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;
nl->intensity = intensity;
// transform the light into the model's coordinate system
if (worldcoords)
- VectorCopy(rd->origin, nl->origin);
+ VectorCopy(sl->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]);
- */
- }
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
// integrate mscale into falloff, for maximum speed
- nl->falloff = mscale;
+ nl->falloff = sl->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;
+ 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)
+ {
+ 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, ent->origin, true, NULL);
- }
basecolor[0] *= colorr;
basecolor[1] *= colorg;
basecolor[2] *= colorb;
- avc = aliasvertcolor;
+ avc = colors;
if (nearlights)
{
- av = aliasvert;
- avn = aliasvertnorm;
+ GL_UseColorArray();
+ av = vertices;
+ avn = normals;
for (i = 0;i < numverts;i++)
{
VectorCopy(basecolor, color);
avc[3] = a;
avc += 4;
av += 4;
- avn += 3;
+ avn += 4;
}
}
else
- {
- for (i = 0;i < numverts;i++)
- {
- VectorCopy(basecolor, avc);
- avc[3] = a;
- avc += 4;
- }
- }
+ 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))
{