// r_light.c
#include "quakedef.h"
+#include "cl_collision.h"
rdlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
cvar_t r_lightmodels = {CVAR_SAVE, "r_lightmodels", "1"};
cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
-//cvar_t r_lightmodelhardness = {CVAR_SAVE, "r_lightmodelhardness", "1"};
static rtexture_t *lightcorona;
static rtexturepool_t *lighttexturepool;
void R_Light_Init(void)
{
Cvar_RegisterVariable(&r_lightmodels);
- //Cvar_RegisterVariable(&r_lightmodelhardness);
Cvar_RegisterVariable(&r_vismarklights);
R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
}
{
// 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)
+ if (CL_TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
{
scale = 1.0f / 262144.0f;
- //scale = 64.0f / (DotProduct(diff,diff) + 1024.0f);
m.cr = rd->light[0] * scale;
m.cg = rd->light[1] * scale;
m.cb = rd->light[2] * scale;
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(rd->origin, impact);
+ impact[node->plane->type] -= dist;
+ }
+ else
+ {
+ 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;
+ }
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;
}
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)
}
}
-/*
-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)
{
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(rd->origin, impact);
+ impact[surf->plane->type] -= dist;
}
else
{
- d -= surf->extents[1];
- if (d < 0)
- {
- dist2 += d * d;
- 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;
}
-#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;
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;
}
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);
}
}
vec3_t dist;
float f;
rdlight_t *rd;
+ mlight_t *sl;
if (leaf == NULL)
leaf = Mod_PointInLeaf(p, cl.worldmodel);
}
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 (cl.worldmodel->numlights)
+ {
+ for (i = 0;i < cl.worldmodel->numlights;i++)
+ {
+ sl = cl.worldmodel->lights + i;
+ if (d_lightstylevalue[sl->style] > 0)
+ {
+ VectorSubtract (p, sl->origin, dist);
+ f = DotProduct(dist, dist) + sl->distbias;
+ f = (1.0f / f) - sl->subtract;
+ if (f > 0)
+ {
+ if (CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
+ {
+ f *= d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
+ VectorMA(color, f, sl->light, color);
+ }
+ }
+ }
+
+ }
+ }
+ else
+ RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
if (dynamic && leaf->dlightframe == r_framecount)
{
}
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 (!cl.worldmodel->numlights)
+ RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
if (leaf->dlightframe == r_framecount)
{
void R_LightModel(int numverts, 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;
+ float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f, dist2, mscale;
struct
{
vec3_t origin;
- vec_t cullradius2;
+ //vec_t cullradius2;
vec3_t light;
vec_t lightsubtract;
+ vec_t falloff;
+ vec_t offset;
}
nearlight[MAX_DLIGHTS], *nl;
int modeldlightbits[8];
- //staticlight_t *sl;
+ mlight_t *sl;
a = currentrenderentity->alpha;
if (currentrenderentity->effects & EF_FULLBRIGHT)
{
R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
nl = &nearlight[0];
- /*
- // this code is unused for now
- for (i = 0, sl = staticlight;i < staticlights && nearlights < MAX_DLIGHTS;i++, sl++)
+ for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
{
- if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1)
+ if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
{
- nl->fadetype = sl->fadetype;
- nl->distancescale = sl->distancescale;
- nl->radius = sl->radius;
+ nl->falloff = sl->falloff;
// transform the light into the model's coordinate system
if (worldcoords)
VectorCopy(sl->origin, nl->origin);
else
softwareuntransform(sl->origin, nl->origin);
- VectorCopy(sl->color, nl->light);
- nl->cullradius2 = 99999999;
- nl->lightsubtract = 0;
+ f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
+ VectorScale(sl->light, f, nl->light);
+ //nl->cullradius2 = 99999999;
+ nl->lightsubtract = sl->subtract;
+ nl->offset = sl->distbias;
nl++;
nearlights++;
}
}
- */
for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
{
if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
}
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)
- {
- // transform the light into the model's coordinate system
- if (worldcoords)
- VectorCopy(r_dlight[i].origin, nl->origin);
- else
- softwareuntransform(r_dlight[i].origin, nl->origin);
- nl->cullradius2 = r_dlight[i].cullradius2;
- nl->light[0] = r_dlight[i].light[0] * colorr;
- nl->light[1] = r_dlight[i].light[1] * colorg;
- nl->light[2] = r_dlight[i].light[2] * colorb;
- nl->lightsubtract = r_dlight[i].lightsubtract;
- nl++;
- nearlights++;
- }
+ // transform the light into the model's coordinate system
+ if (worldcoords)
+ VectorCopy(r_dlight[i].origin, nl->origin);
+ else
+ softwareuntransform(r_dlight[i].origin, nl->origin);
+ // scale the cullradius so culling by distance is done before mscale is applied
+ //nl->cullradius2 = r_dlight[i].cullradius2 * currentrenderentity->scale * currentrenderentity->scale;
+ nl->light[0] = r_dlight[i].light[0] * colorr;
+ nl->light[1] = r_dlight[i].light[1] * colorg;
+ nl->light[2] = r_dlight[i].light[2] * colorb;
+ nl->lightsubtract = r_dlight[i].lightsubtract;
+ nl->offset = LIGHTOFFSET;
+ nl++;
+ nearlights++;
}
}
}
basecolor[1] *= colorg;
basecolor[2] *= colorb;
avc = aliasvertcolor;
+ // 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 = currentrenderentity->scale * currentrenderentity->scale;
if (nearlights)
{
av = aliasvert;
avn = aliasvertnorm;
- //hardness = r_lightmodelhardness.value;
- //hardnessoffset = (1.0f - hardness);
for (i = 0;i < numverts;i++)
{
VectorCopy(basecolor, color);
// distance attenuation
VectorSubtract(nl->origin, av, v);
dist2 = DotProduct(v,v);
- if (dist2 < nl->cullradius2)
+ f = (1.0f / (dist2 * mscale + nl->offset)) - nl->lightsubtract;
+ if (f > 0)
{
- f = (1.0f / (dist2 + LIGHTOFFSET)) - nl->lightsubtract;
+ // directional shading
+#if SLOWMATH
+ t = 1.0f / sqrt(dist2);
+#else
+ number = DotProduct(v, v);
+ *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
+ t = t * (1.5f - (number * 0.5f * t * t));
+#endif
+ // DotProduct(avn,v) * t is dotproduct with a normalized v,
+ // the hardness variables are for backlighting/shinyness
+ f *= DotProduct(avn,v) * t * 0.5f + 0.5f;// * hardness + hardnessoffset;
if (f > 0)
- {
- // directional shading
- #if SLOWMATH
- t = 1.0f / sqrt(dist2);
- #else
- number = DotProduct(v, v);
- *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
- t = t * (1.5f - (number * 0.5f * t * t));
- #endif
- // DotProduct(avn,v) * t is dotproduct with a normalized v,
- // the hardness variables are for backlighting/shinyness
- f *= DotProduct(avn,v) * t;// * hardness + hardnessoffset;
- if (f > 0)
- VectorMA(color, f, nl->light, color);
- }
+ VectorMA(color, f, nl->light, color);
}
}
}
}
}
+