#include "cl_collision.h"
#include "r_shadow.h"
-rdlight_t r_dlight[MAX_DLIGHTS];
+dlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
/*
==================
-R_AnimateLight
+R_UpdateLights
==================
*/
-void R_AnimateLight (void)
+void R_UpdateLights(void)
{
int i, j, k;
-//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int)(cl.time * 10);
k = k*22;
d_lightstylevalue[j] = k;
}
-}
-
-
-void R_BuildLightList(void)
-{
- int i;
- dlight_t *cd;
- rdlight_t *rd;
r_numdlights = 0;
c_dlights = 0;
for (i = 0;i < MAX_DLIGHTS;i++)
{
- cd = cl_dlights + i;
- if (cd->radius <= 0)
- continue;
- rd = &r_dlight[r_numdlights++];
- VectorCopy(cd->origin, rd->origin);
- 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->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;
- c_dlights++; // count every dlight in use
+ if (cl_dlights[i].radius > 0)
+ {
+ R_RTLight_UpdateFromDLight(&cl_dlights[i].rtlight, &cl_dlights[i], false);
+ // FIXME: use pointer instead of copy
+ r_dlight[r_numdlights++] = cl_dlights[i];
+ c_dlights++; // count every dlight in use
+ }
}
}
void R_DrawCoronas(void)
{
- int i;
+ int i, lnum;
float cscale, scale, viewdist, dist;
- rdlight_t *rd;
+ dlight_t *light;
if (!r_coronas.integer)
return;
R_Mesh_Matrix(&r_identitymatrix);
- viewdist = DotProduct(r_origin, vpn);
- for (i = 0;i < r_numdlights;i++)
+ viewdist = DotProduct(r_vieworigin, r_viewforward);
+ if (r_shadow_realtime_world.integer)
+ {
+ for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++)
+ {
+ 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);
+ }
+ }
+ }
+ for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
{
- 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)
+ 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)
{
- cscale = (1.0f / 131072.0f);
- scale = rd->cullradius * 0.25f;
+ cscale = light->corona * r_coronas.value * 0.25f;
+ scale = light->radius * 0.25f;
if (gl_flashblend.integer)
{
cscale *= 4.0f;
scale *= 2.0f;
}
- R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, vright, vup, scale, -scale, -scale, scale, rd->light[0] * cscale, rd->light[1] * cscale, rd->light[2] * cscale, 1);
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->color[0] * cscale, light->color[1] * cscale, light->color[2] * cscale, 1);
}
}
}
R_MarkLights
=============
*/
-static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits)
+static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits)
{
int i;
mleaf_t *leaf;
while(node->contents >= 0)
{
dist = PlaneDiff(lightorigin, node->plane);
- if (dist > rd->cullradius)
+ if (dist > light->rtlight.lightmap_cullradius)
node = node->children[0];
else
{
- if (dist >= -rd->cullradius)
- R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, node->children[0], pvs, pvsbits);
+ if (dist >= -light->rtlight.lightmap_cullradius)
+ R_RecursiveMarkLights(ent, lightorigin, light, bit, bitindex, node->children[0], pvs, pvsbits);
node = node->children[1];
}
}
// check if leaf is visible according to pvs
leaf = (mleaf_t *)node;
- i = (leaf - ent->model->brushq1.leafs) - 1;
- if (leaf->nummarksurfaces && (i >= pvsbits || pvs[i >> 3] & (1 << (i & 7))))
+ i = leaf->clusterindex;
+ if (leaf->nummarksurfaces && (i >= pvsbits || CHECKPVSBIT(pvs, i)))
{
int *surfacepvsframes, d, impacts, impactt;
float sdist, maxdist, dist2, impact[3];
msurface_t *surf;
// mark the polygons
- maxdist = rd->cullradius2;
+ maxdist = light->rtlight.lightmap_cullradius2;
surfacepvsframes = ent->model->brushq1.surfacepvsframes;
for (i = 0;i < leaf->nummarksurfaces;i++)
{
{
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->cached_dlight = true;
}
surf->dlightbits[bitindex] |= bit;
}
void R_MarkLights(entity_render_t *ent)
{
int i, bit, bitindex;
- rdlight_t *rd;
+ dlight_t *light;
vec3_t lightorigin;
- if (!gl_flashblend.integer && r_dynamic.integer && ent->model)
+ if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.num_leafs)
{
- for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
+ for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
{
bit = 1 << (i & 31);
bitindex = i >> 5;
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, light->origin, lightorigin);
lightpvsbytes = 0;
if (r_vismarklights.integer && ent->model->brush.FatPVS)
lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs));
- R_RecursiveMarkLights(ent, lightorigin, rd, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brushq1.num_leafs - 1));
+ R_RecursiveMarkLights(ent, lightorigin, light, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brush.num_pvsclusters));
}
}
}
else
VectorSet(ambientcolor, 1, 1, 1);
- /*
- if (leaf == NULL && cl.worldmodel != NULL)
- leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, p);
- if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->brushq1.lightdata)
- {
- VectorSet(ambientcolor, 1, 1, 1);
- return;
- }
- */
-
// FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
if (cl.worldmodel->brushq1.numlights)
{
{
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)
+ if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
{
f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
VectorMA(ambientcolor, f, sl->light, ambientcolor);
{
int i;
float f, v[3];
- rdlight_t *rd;
+ dlight_t *light;
// FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
for (i = 0;i < r_numdlights;i++)
{
- rd = r_dlight + i;
- VectorSubtract(p, rd->origin, v);
+ light = r_dlight + i;
+ VectorSubtract(p, light->origin, v);
f = DotProduct(v, v);
- if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1)
+ if (f < light->rtlight.lightmap_cullradius2 && CL_TraceLine(p, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
{
- f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
- VectorMA(ambientcolor, f, rd->light, ambientcolor);
+ f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract;
+ VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
}
}
}
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];
+ float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
nearlight_t *nl;
mlight_t *sl;
- rdlight_t *rd;
+ dlight_t *light;
nearlights = 0;
maxnearlights = r_modellights.integer;
VectorSet(ambient4f, 1, 1, 1);
maxnearlights = 0;
}
- else if (r_shadow_realtime_world.integer)
+ else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
maxnearlights = 0;
else
{
if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
- cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, diffusenormal);
+ {
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
+ VectorNormalize(diffusenormal);
+ }
else
VectorSet(ambient4f, 1, 1, 1);
}
{
for (i = 0;i < r_numdlights;i++)
{
- rd = r_dlight + i;
- VectorCopy(rd->origin, v);
+ light = r_dlight + i;
+ VectorCopy(light->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)
+ VectorSubtract (v, light->origin, v);
+ if (DotProduct(v, v) < light->rtlight.lightmap_cullradius2)
{
- if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
+ if (CL_TraceLine(ent->origin, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1)
continue;
- VectorSubtract (ent->origin, rd->origin, v);
- f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
- VectorScale(rd->light, f, ambientcolor);
+ VectorSubtract (ent->origin, light->origin, v);
+ f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - light->rtlight.lightmap_subtract);
+ VectorScale(light->rtlight.lightmap_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(light->origin, nl->origin);
else
{
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
+ Matrix4x4_Transform(&ent->inversematrix, light->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]
+ , light->origin[0], light->origin[1], light->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]
// 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->light[0] = light->rtlight.lightmap_light[0] * colorr * 4.0f;
+ nl->light[1] = light->rtlight.lightmap_light[1] * colorg * 4.0f;
+ nl->light[2] = light->rtlight.lightmap_light[2] * colorb * 4.0f;
+ nl->subtract = light->rtlight.lightmap_subtract;
nl->offset = LIGHTOFFSET;
}
}
float color[4], v[3], dot, dist2, f, dnormal[3];
nearlight_t *nl;
usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
- VectorCopy(diffusenormal, dnormal);
+ // 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
int i;
const mlight_t *sl;
vec3_t v;
- if (r_shadow_realtime_dlight.integer || gl_flashblend.integer)
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
return;
VectorSubtract(ent->origin, ent->entlightsorigin, v);
if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
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 (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false, NULL) == 1)
+ if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
ent->entlights[ent->numentlights++] = i;
}
ent->entlightsframe = r_framecount;