]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
ignore .o files
[xonotic/darkplaces.git] / r_light.c
index 4264ea65565b898927650f5f42b6b17bbf17ca2c..c8984b7a3adcb89fd181c52acb238611f501ba4f 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_light.c
 
 #include "quakedef.h"
+#include "cl_collision.h"
 
 rdlight_t r_dlight[MAX_DLIGHTS];
 int r_numdlights = 0;
@@ -170,7 +171,7 @@ void R_DrawCoronas(void)
                {
                        // 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);
@@ -730,6 +731,7 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
        vec3_t dist;
        float f;
        rdlight_t *rd;
+       mlight_t *sl;
        if (leaf == NULL)
                leaf = Mod_PointInLeaf(p, cl.worldmodel);
 
@@ -746,7 +748,30 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
        }
 
        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)
        {
@@ -787,7 +812,8 @@ void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
        }
 
        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)
        {
@@ -814,10 +840,13 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                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)
        {
@@ -854,6 +883,26 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                }
                        }
                        */
+                       // this code is unused for now
+                       for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
+                       {
+                               if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+                               {
+                                       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);
+                                       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))))
@@ -879,6 +928,7 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                                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++;
                                        }
@@ -908,7 +958,7 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                dist2 = DotProduct(v,v);
                                if (dist2 < nl->cullradius2)
                                {
-                                       f = (1.0f / (dist2 + LIGHTOFFSET)) - nl->lightsubtract;
+                                       f = (1.0f / (dist2 + nl->offset)) - nl->lightsubtract;
                                        if (f > 0)
                                        {
                                                // directional shading
@@ -916,7 +966,7 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                                t = 1.0f / sqrt(dist2);
                                                #else
                                                number = DotProduct(v, v);
-                                               *((long *)&t) = 0x5f3759df - ((* (long *) &number) >> 1);
+                                               *((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,