// r_light.c
#include "quakedef.h"
+#include "cl_collision.h"
rdlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
{
// 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);
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)
{
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)
{
}
}
*/
+ // 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))))
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++;
}
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
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,