This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
// r_light.c
#include "quakedef.h"
+#include "cl_collision.h"
-cvar_t r_lightmodels = {"r_lightmodels", "1"};
+rdlight_t r_dlight[MAX_DLIGHTS];
+int r_numdlights = 0;
-void r_light_start()
+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_start(void)
+{
+ float dx, dy;
+ int x, y, a;
+ qbyte pixels[32][32][4];
+ lighttexturepool = R_AllocTexturePool();
+ for (y = 0;y < 32;y++)
+ {
+ dy = (y - 15.5f) * (1.0f / 16.0f);
+ for (x = 0;x < 32;x++)
+ {
+ dx = (x - 15.5f) * (1.0f / 16.0f);
+ a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 64.0f / (1.0f / (1.0f + 0.2));
+ a = bound(0, a, 255);
+ pixels[y][x][0] = 255;
+ pixels[y][x][1] = 255;
+ pixels[y][x][2] = 255;
+ pixels[y][x][3] = a;
+ }
+ }
+ lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_ALPHA);
+}
+
+void r_light_shutdown(void)
{
+ lighttexturepool = NULL;
+ lightcorona = NULL;
}
-void r_light_shutdown()
+void r_light_newmap(void)
{
}
-void R_Light_Init()
+void R_Light_Init(void)
{
Cvar_RegisterVariable(&r_lightmodels);
- R_RegisterModule("R_Light", r_light_start, r_light_shutdown);
+ //Cvar_RegisterVariable(&r_lightmodelhardness);
+ Cvar_RegisterVariable(&r_vismarklights);
+ R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
}
-int r_dlightframecount;
-
/*
==================
R_AnimateLight
*/
void R_AnimateLight (void)
{
- int i,j,k;
-
+ int i, j, k;
+
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
- i = (int)(cl.time*10);
- for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
+ i = (int)(cl.time * 10);
+ for (j = 0;j < MAX_LIGHTSTYLES;j++)
{
if (!cl_lightstyle[j].length)
{
k = cl_lightstyle[j].map[k] - 'a';
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;
+
+ if (!r_dynamic.integer)
+ return;
+
+ 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 * 128.0f, rd->light);
+ rd->cullradius = (1.0f / 128.0f) * sqrt(DotProduct(rd->light, rd->light));
+ // clamp radius to avoid overflowing division table in lightmap code
+ if (rd->cullradius > 2048.0f)
+ rd->cullradius = 2048.0f;
+ rd->cullradius2 = rd->cullradius * rd->cullradius;
+ rd->lightsubtract = 1.0f / rd->cullradius2;
+ rd->ent = cd->ent;
+ r_numdlights++;
+ c_dlights++; // count every dlight in use
+ }
+}
+
+static int coronapolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawCoronas(void)
+{
+ int i;
+ rmeshinfo_t m;
+ float tvxyz[4][4], tvst[4][2], scale, viewdist, diff[3], dist;
+ rdlight_t *rd;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.depthdisable = true; // magic
+ m.numtriangles = 2;
+ m.numverts = 4;
+ m.index = coronapolyindex;
+ m.vertex = &tvxyz[0][0];
+ m.vertexstep = sizeof(float[4]);
+ m.tex[0] = R_GetTexture(lightcorona);
+ m.texcoords[0] = &tvst[0][0];
+ m.texcoordstep[0] = sizeof(float[2]);
+ tvst[0][0] = 0;
+ tvst[0][1] = 0;
+ tvst[1][0] = 0;
+ tvst[1][1] = 1;
+ tvst[2][0] = 1;
+ tvst[2][1] = 1;
+ tvst[3][0] = 1;
+ tvst[3][1] = 0;
+ viewdist = DotProduct(r_origin, vpn);
+ for (i = 0;i < r_numdlights;i++)
+ {
+ rd = r_dlight + i;
+ dist = (DotProduct(rd->origin, vpn) - viewdist);
+ if (dist >= 24.0f)
+ {
+ // trace to a point just barely closer to the eye
+ VectorSubtract(rd->origin, vpn, diff);
+ 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;
+ m.ca = 1;
+ if (fogenabled)
+ {
+ VectorSubtract(rd->origin, r_origin, diff);
+ m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+ scale = rd->cullradius * 0.25f;
+ tvxyz[0][0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
+ tvxyz[0][1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
+ tvxyz[0][2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
+ tvxyz[1][0] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
+ tvxyz[1][1] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
+ tvxyz[1][2] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
+ tvxyz[2][0] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
+ tvxyz[2][1] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
+ tvxyz[2][2] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
+ tvxyz[3][0] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
+ tvxyz[3][1] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
+ tvxyz[3][2] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
+ R_Mesh_Draw(&m);
+ }
+ }
+ }
}
/*
R_MarkLights
=============
*/
-void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
+static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
{
- float dist;
+ float ndist, maxdist;
msurface_t *surf;
+ mleaf_t *leaf;
int i;
-loc0:
- if (node->contents < 0)
+ if (!r_dynamic.integer)
return;
- dist = PlaneDiff(lightorigin, node->plane);
-
- if (dist > light->radius)
+ // for comparisons to minimum acceptable light
+ maxdist = rd->cullradius2;
+
+loc0:
+ if (node->contents < 0)
{
- if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
+ if (node->contents != CONTENTS_SOLID)
{
- node = node->children[0];
- goto loc0;
+ leaf = (mleaf_t *)node;
+ if (leaf->dlightframe != r_framecount) // not dynamic until now
+ {
+ leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
+ leaf->dlightframe = r_framecount;
+ }
+ leaf->dlightbits[bitindex] |= bit;
}
return;
}
- if (dist < -light->radius)
+
+ ndist = PlaneDiff(lightorigin, node->plane);
+
+ if (ndist > rd->cullradius)
{
- if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
- {
- node = node->children[1];
- goto loc0;
- }
- return;
+ node = node->children[0];
+ goto loc0;
}
-
- if (node->dlightframe != r_dlightframecount) // not dynamic until now
+ if (ndist < -rd->cullradius)
{
- node->dlightbits[0] = node->dlightbits[1] = node->dlightbits[2] = node->dlightbits[3] = node->dlightbits[4] = node->dlightbits[5] = node->dlightbits[6] = node->dlightbits[7] = 0;
- node->dlightframe = r_dlightframecount;
+ node = node->children[1];
+ goto loc0;
}
- node->dlightbits[bitindex] |= bit;
// mark the polygons
- surf = cl.worldmodel->surfaces + node->firstsurface;
+ surf = currentrenderentity->model->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
- if (surf->dlightframe != r_dlightframecount) // not dynamic until now
+ int d, impacts, impactt;
+ float dist, dist2, impact[3];
+ if (surf->visframe != r_framecount)
+ continue;
+ dist = ndist;
+ if (surf->flags & SURF_PLANEBACK)
+ dist = -dist;
+
+ if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
+ continue;
+
+ dist2 = dist * dist;
+ 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;
+
+ 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;
+
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ d = bound(0, impactt, surf->extents[1] + 16) - impactt;
+ dist2 += d * d;
+ 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_dlightframecount;
+ 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)
{
if (node->children[1]->contents >= 0)
{
- R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]);
+ R_OldMarkLights (lightorigin, rd, bit, bitindex, node->children[0]);
node = node->children[1];
goto loc0;
}
}
}
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
-{
- R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
-}
-
-int lightframe = 0;
-void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
+/*
+static void R_NoVisMarkLights (rdlight_t *rd, int bit, int bitindex)
{
- mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
+ vec3_t lightorigin;
+ softwareuntransform(rd->origin, lightorigin);
- if (!pvsleaf->compressed_vis)
- { // no vis info, so make all visible
- R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
- return;
- }
- else
- {
- int i, k, l, m, c;
- msurface_t *surf, **mark;
- mleaf_t *leaf;
- byte *in = pvsleaf->compressed_vis;
- int row = (model->numleafs+7)>>3;
- float low[3], high[3], radius;
-
- radius = light->radius * 4.0f;
- low[0] = lightorigin[0] - radius;low[1] = lightorigin[1] - radius;low[2] = lightorigin[2] - radius;
- high[0] = lightorigin[0] + radius;high[1] = lightorigin[1] + radius;high[2] = lightorigin[2] + radius;
-
- lightframe++;
- k = 0;
- while (k < row)
- {
- c = *in++;
- if (c)
- {
- l = model->numleafs - (k << 3);
- if (l > 8)
- l = 8;
- for (i=0 ; i<l ; i++)
- {
- if (c & (1<<i))
- {
- leaf = &model->leafs[(k << 3)+i+1];
- leaf->lightframe = lightframe;
- if (leaf->visframe != r_visframecount)
- continue;
- if (leaf->contents == CONTENTS_SOLID)
- continue;
- // if out of the light radius, skip
- /*
- if (leaf->minmaxs[0] > high[0] || leaf->minmaxs[3] < low[0]
- || leaf->minmaxs[1] > high[1] || leaf->minmaxs[4] < low[1]
- || leaf->minmaxs[2] > high[2] || leaf->minmaxs[5] < low[2])
- continue;
- */
- if (leaf->dlightframe != r_dlightframecount) // not dynamic until now
- {
- leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
- leaf->dlightframe = r_dlightframecount;
- }
- leaf->dlightbits[bitindex] |= bit;
- if ((m = leaf->nummarksurfaces))
- {
- mark = leaf->firstmarksurface;
- do
- {
- surf = *mark++;
- if (surf->visframe != r_framecount || surf->lightframe == lightframe)
- continue;
- surf->lightframe = lightframe;
- //if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDiff(lightorigin, surf->plane)) >= 0))
- {
- if (surf->dlightframe != r_dlightframecount) // 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_dlightframecount;
- }
- surf->dlightbits[bitindex] |= bit;
- }
- }
- while (--m);
- }
- }
- }
- k++;
- continue;
- }
-
- k += *in++;
- }
- }
+ R_OldMarkLights(lightorigin, rd, bit, bitindex, currentrenderentity->model->nodes + currentrenderentity->model->hulls[0].firstclipnode);
}
-
-
-/*
-=============
-R_PushDlights
-=============
*/
-void R_PushDlights (void)
+
+static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
{
- int i;
- dlight_t *l;
+ static int lightframe = 0;
+ mleaf_t *pvsleaf;
+ vec3_t lightorigin;
+ model_t *model;
+ int i, k, m, c, leafnum;
+ msurface_t *surf, **mark;
+ mleaf_t *leaf;
+ qbyte *in;
+ int row;
+ float low[3], high[3], dist, maxdist;
+
+ if (!r_dynamic.integer)
+ return;
- r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame
+ model = currentrenderentity->model;
+ softwareuntransform(rd->origin, lightorigin);
- if (!r_dynamic.value)
+ if (!r_vismarklights.integer)
+ {
+ R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
return;
+ }
- l = cl_dlights;
+ pvsleaf = Mod_PointInLeaf (lightorigin, model);
+ if (pvsleaf == NULL)
+ {
+ Con_Printf("R_VisMarkLights: NULL leaf??\n");
+ R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
+ return;
+ }
- for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
+ in = pvsleaf->compressed_vis;
+ if (!in)
{
- if (l->die < cl.time || !l->radius)
- continue;
-// R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes );
- R_VisMarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel);
+ // no vis info, so make all visible
+ R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
+ return;
}
-}
+ lightframe++;
-/*
-=============================================================================
+ low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius;
+ high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius;
-LIGHT SAMPLING
+ // for comparisons to minimum acceptable light
+ maxdist = rd->cullradius2;
-=============================================================================
-*/
+ row = (model->numleafs+7)>>3;
+
+ k = 0;
+ while (k < row)
+ {
+ c = *in++;
+ if (c)
+ {
+ for (i = 0;i < 8;i++)
+ {
+ if (c & (1<<i))
+ {
+ // warning to the clumsy: numleafs is one less than it should be, it only counts leafs with vis bits (skips leaf 0)
+ leafnum = (k << 3)+i+1;
+ if (leafnum > model->numleafs)
+ return;
+ leaf = &model->leafs[leafnum];
+ if (leaf->visframe != r_framecount
+ || leaf->contents == CONTENTS_SOLID
+ || leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
+ || leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
+ || leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
+ continue;
+ if (leaf->dlightframe != r_framecount)
+ {
+ // not dynamic until now
+ leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
+ leaf->dlightframe = r_framecount;
+ }
+ leaf->dlightbits[bitindex] |= bit;
+ if ((m = leaf->nummarksurfaces))
+ {
+ mark = leaf->firstmarksurface;
+ do
+ {
+ surf = *mark++;
+ // if not visible in current frame, or already marked because it was in another leaf we passed, skip
+ if (surf->lightframe == lightframe)
+ continue;
+ surf->lightframe = lightframe;
+ if (surf->visframe != r_framecount)
+ continue;
+ dist = PlaneDiff(lightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ dist = -dist;
+ // LordHavoc: make sure it is infront of the surface and not too far away
+ if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius)))
+ {
+ int d;
+ int impacts, impactt;
+ float dist2, impact[3];
-mplane_t *lightplane;
-vec3_t lightspot;
+ dist2 = dist * dist;
-extern cvar_t r_ambient;
+ 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;
-/*
-int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
-{
- float front, back, frac;
- vec3_t mid;
+#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;
+ }
+ }
-loc0:
- if (node->contents < 0)
- return false; // didn't hit anything
-
-// calculate mid point
- front = PlaneDiff (start, node->plane);
- back = PlaneDiff (end, node->plane);
-
- // LordHavoc: optimized recursion
- if ((back < 0) == (front < 0))
-// return RecursiveLightPoint (color, node->children[front < 0], start, end);
- {
- node = node->children[front < 0];
- goto loc0;
- }
-
- frac = front / (front-back);
- mid[0] = start[0] + (end[0] - start[0])*frac;
- mid[1] = start[1] + (end[1] - start[1])*frac;
- mid[2] = start[2] + (end[2] - start[2])*frac;
-
-// go down front side
- if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
- return true; // hit something
- else
- {
- int i, ds, dt;
- msurface_t *surf;
- // check for impact on this node
- VectorCopy (mid, lightspot);
- lightplane = node->plane;
-
- surf = cl.worldmodel->surfaces + node->firstsurface;
- for (i = 0;i < node->numsurfaces;i++, surf++)
- {
- if (surf->flags & SURF_DRAWTILED)
- continue; // no lightmaps
+ 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];
+ if (d < 0)
+ {
+ dist2 += d * d;
+ if (dist2 > maxdist)
+ continue;
+ }
+ }
- ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
- dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
+#else
- if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
- continue;
-
- ds -= surf->texturemins[0];
- dt -= surf->texturemins[1];
-
- if (ds > surf->extents[0] || dt > surf->extents[1])
- continue;
+ 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;
- if (surf->samples)
- {
- byte *lightmap;
- int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
- float scale;
- line3 = ((surf->extents[0]>>4)+1)*3;
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ d = bound(0, impactt, surf->extents[1] + 16) - impactt;
+ dist2 += d * d;
+ if (dist2 > maxdist)
+ continue;
- lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
+#endif
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
- {
- scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
- r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale;
- r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale;
- r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
- r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
- lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
+ 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;
+ }
+ }
+ while (--m);
+ }
}
-
- color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
- color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
- color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
}
- return true; // success
+ k++;
+ continue;
}
- // go down back side
- return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
+ k += *in++;
}
}
-void R_LightPoint (vec3_t color, vec3_t p)
+void R_MarkLights(void)
{
- vec3_t end;
-
- if (r_fullbright.value || !cl.worldmodel->lightdata)
- {
- color[0] = color[1] = color[2] = 255;
- return;
- }
-
- end[0] = p[0];
- end[1] = p[1];
- end[2] = p[2] - 2048;
-
- color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
- RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
+ int i;
+ for (i = 0;i < r_numdlights;i++)
+ R_VisMarkLights (r_dlight + i, 1 << (i & 31), i >> 5);
}
-void SV_LightPoint (vec3_t color, vec3_t p)
-{
- vec3_t end;
-
- if (!sv.worldmodel->lightdata)
- {
- color[0] = color[1] = color[2] = 255;
- return;
- }
-
- end[0] = p[0];
- end[1] = p[1];
- end[2] = p[2] - 2048;
+/*
+=============================================================================
- color[0] = color[1] = color[2] = 0;
- RecursiveLightPoint (color, sv.worldmodel->nodes, p, end);
-}
+LIGHT SAMPLING
+
+=============================================================================
*/
-int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
+static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
{
int side, distz = endz - startz;
float front, back;
mid = startz + distz * (front - node->plane->dist) / (front - back);
break;
}
-
+
// go down front side
if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
return true; // hit something
{
int i, ds, dt;
msurface_t *surf;
- lightspot[0] = x;
- lightspot[1] = y;
- lightspot[2] = mid;
- lightplane = node->plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
{
- if (surf->flags & SURF_DRAWTILED)
+ if (!(surf->flags & SURF_LIGHTMAP))
continue; // no lightmaps
ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
continue;
-
+
ds -= surf->texturemins[0];
dt -= surf->texturemins[1];
-
+
if (ds > surf->extents[0] || dt > surf->extents[1])
continue;
if (surf->samples)
{
- byte *lightmap;
+ qbyte *lightmap;
int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
line3 = ((surf->extents[0]>>4)+1)*3;
size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
lightmap += size3;
}
- color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 256.0f);
- color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 256.0f);
- color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 256.0f);
+ /*
+ // 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);
+ color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
}
return true; // success
}
}
}
-void R_LightPoint (vec3_t color, vec3_t p)
+void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
{
- if (r_fullbright.value || !cl.worldmodel->lightdata)
+ int i, *dlightbits;
+ vec3_t dist;
+ float f;
+ rdlight_t *rd;
+ mlight_t *sl;
+ if (leaf == NULL)
+ leaf = Mod_PointInLeaf(p, cl.worldmodel);
+
+ if (leaf->contents == CONTENTS_SOLID)
{
- color[0] = color[1] = color[2] = 255;
+ color[0] = color[1] = color[2] = 0;
return;
}
-
- color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
- RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
-}
-// LordHavoc: added light checking to the server
-void SV_LightPoint (vec3_t color, vec3_t p)
-{
- if (!sv.worldmodel->lightdata)
+ if (r_fullbright.integer || !cl.worldmodel->lightdata)
{
- color[0] = color[1] = color[2] = 255;
+ color[0] = color[1] = color[2] = 2;
return;
}
-
- color[0] = color[1] = color[2] = 0;
- RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
-}
-// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
-{
- int i, j, k;
- vec3_t dist;
- float brightness, r, f;
-
- if (!r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
- return;
-
- for (j = 0;j < (MAX_DLIGHTS >> 5);j++)
+ color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
+ if (cl.worldmodel->numlights)
{
- if (dlightbits[j])
+ for (i = 0;i < cl.worldmodel->numlights;i++)
{
- for (i=0 ; i<32 ; i++)
+ sl = cl.worldmodel->lights + i;
+ if (d_lightstylevalue[sl->style] > 0)
{
- if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
- continue;
- k = (j<<5)+i;
- VectorSubtract (org, cl_dlights[k].origin, dist);
- f = DotProduct(dist, dist) + LIGHTOFFSET;
- r = cl_dlights[k].radius*cl_dlights[k].radius*LIGHTSCALE;
- if (f < r)
+ VectorSubtract (p, sl->origin, dist);
+ f = DotProduct(dist, dist) + sl->distbias;
+ f = (1.0f / f) - sl->subtract;
+ if (f > 0)
{
- brightness = r * 16.0f / f;
- color[0] += brightness * cl_dlights[k].color[0];
- color[1] += brightness * cl_dlights[k].color[1];
- color[2] += brightness * cl_dlights[k].color[2];
+ 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);
+ }
}
}
+
}
}
-}
-
-// same as above but no bitmask to check
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
-{
- int i;
- vec3_t dist;
- float brightness, r, f;
-
- if (!r_dynamic.value)
- return;
+ else
+ RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
- for (i=0 ; i<MAX_DLIGHTS ; i++)
+ if (dynamic && leaf->dlightframe == r_framecount)
{
- if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
- continue;
- VectorSubtract (org, cl_dlights[i].origin, dist);
- f = DotProduct(dist, dist) + LIGHTOFFSET;
- r = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
- if (f < r)
+ dlightbits = leaf->dlightbits;
+ for (i = 0;i < r_numdlights;i++)
{
- brightness = r * 16.0f / f;
- if (cl_dlights[i].dark)
- brightness = -brightness;
- color[0] += brightness * cl_dlights[i].color[0];
- color[1] += brightness * cl_dlights[i].color[1];
- color[2] += brightness * cl_dlights[i].color[2];
+ if (!(dlightbits[i >> 5] & (1 << (i & 31))))
+ continue;
+ rd = r_dlight + i;
+ VectorSubtract (p, rd->origin, dist);
+ f = DotProduct(dist, dist) + LIGHTOFFSET;
+ if (f < rd->cullradius2)
+ {
+ f = (1.0f / f) - rd->lightsubtract;
+ if (f > 0)
+ VectorMA(color, f, rd->light, color);
+ }
}
}
}
-void R_CompleteLightPoint (vec3_t color, vec3_t p)
+void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
{
- R_LightPoint(color, p);
- R_DynamicLightPointNoMask(color, p);
-}
-
-extern float *aliasvert;
-extern float *aliasvertnorm;
-extern byte *aliasvertcolor;
-extern float modelalpha;
-extern qboolean lighthalf;
-extern int modeldlightbits[8];
-void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
-{
- // LordHavoc: warning: reliance on int being 4 bytes here (of course the d_8to24table relies on that too...)
- int i, j, nearlights = 0, color;
- vec3_t dist, mod;
- float t, t1, t2, t3, *avn;
- byte r,g,b,a, *avc;
- struct
+ mleaf_t *leaf;
+ leaf = Mod_PointInLeaf(p, cl.worldmodel);
+ if (leaf->contents == CONTENTS_SOLID)
{
- vec3_t color;
- vec3_t origin;
- } nearlight[MAX_DLIGHTS];
- avc = aliasvertcolor;
- avn = aliasvertnorm;
- a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
- if (currententity->effects & EF_FULLBRIGHT)
+ color[0] = color[1] = color[2] = 0;
+ dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
+ return;
+ }
+
+ if (r_fullbright.integer || !cl.worldmodel->lightdata)
{
- if (lighthalf)
- {
- ((byte *)&color)[0] = (byte) ((float) (128.0f * currententity->colormod[0]));
- ((byte *)&color)[1] = (byte) ((float) (128.0f * currententity->colormod[1]));
- ((byte *)&color)[2] = (byte) ((float) (128.0f * currententity->colormod[2]));
- }
- else
- {
- ((byte *)&color)[0] = (byte) ((float) (255.0f * currententity->colormod[0]));
- ((byte *)&color)[1] = (byte) ((float) (255.0f * currententity->colormod[1]));
- ((byte *)&color)[2] = (byte) ((float) (255.0f * currententity->colormod[2]));
- }
- ((byte *)&color)[3] = a;
- for (i = 0;i < numverts;i++)
- {
- *((int *)avc) = color;
- avc += 4;
- }
+ color[0] = color[1] = color[2] = 2;
+ dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
return;
}
- if (lighthalf)
+
+ color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
+ if (!cl.worldmodel->numlights)
+ RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+
+ if (leaf->dlightframe == r_framecount)
{
- mod[0] = currententity->colormod[0] * 0.5f;
- mod[1] = currententity->colormod[1] * 0.5f;
- mod[2] = currententity->colormod[2] * 0.5f;
+ dlightbits[0] = leaf->dlightbits[0];
+ dlightbits[1] = leaf->dlightbits[1];
+ dlightbits[2] = leaf->dlightbits[2];
+ dlightbits[3] = leaf->dlightbits[3];
+ dlightbits[4] = leaf->dlightbits[4];
+ dlightbits[5] = leaf->dlightbits[5];
+ dlightbits[6] = leaf->dlightbits[6];
+ dlightbits[7] = leaf->dlightbits[7];
}
else
+ dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
+}
+
+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;
+ struct
{
- mod[0] = currententity->colormod[0];
- mod[1] = currententity->colormod[1];
- mod[2] = currententity->colormod[2];
+ vec3_t origin;
+ vec_t cullradius2;
+ vec3_t light;
+ vec_t lightsubtract;
+ vec_t falloff;
+ vec_t offset;
}
- basecolor[0] *= mod[0];
- basecolor[1] *= mod[1];
- basecolor[2] *= mod[2];
- if (r_lightmodels.value)
+ nearlight[MAX_DLIGHTS], *nl;
+ int modeldlightbits[8];
+ //staticlight_t *sl;
+ mlight_t *sl;
+ a = currentrenderentity->alpha;
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
{
- for (i = 0;i < MAX_DLIGHTS;i++)
- {
- if (!modeldlightbits[i >> 5])
- {
- i |= 31;
- continue;
- }
- if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
- continue;
- VectorSubtract (center, cl_dlights[i].origin, dist);
- t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
- t2 = DotProduct(dist,dist) + LIGHTOFFSET;
- if (t2 < t1)
- {
- VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
- nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0];
- nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1];
- nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2];
- t1 = (128.0f / LIGHTSCALE) / t2;
- basecolor[0] += nearlight[nearlights].color[0] * t1;
- basecolor[1] += nearlight[nearlights].color[1] * t1;
- basecolor[2] += nearlight[nearlights].color[2] * t1;
- nearlights++;
- }
- }
+ basecolor[0] = colorr;
+ basecolor[1] = colorg;
+ basecolor[2] = colorb;
}
else
{
- for (i = 0;i < MAX_DLIGHTS;i++)
+ if (r_lightmodels.integer)
{
- if (!modeldlightbits[i >> 5])
+ 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++)
{
- i |= 31;
- continue;
+ if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1)
+ {
+ nl->fadetype = sl->fadetype;
+ nl->distancescale = sl->distancescale;
+ nl->radius = sl->radius;
+ // 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;
+ nl++;
+ nearlights++;
+ }
}
- if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
- continue;
- VectorSubtract (center, cl_dlights[i].origin, dist);
- t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
- t2 = DotProduct(dist,dist) + LIGHTOFFSET;
- if (t2 < t1)
+ */
+ // this code is unused for now
+ for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
{
- dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0];
- dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1];
- dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2];
- t1 = (192.0f / LIGHTSCALE) / t2;
- basecolor[0] += dist[0] * t1;
- basecolor[1] += dist[1] * t1;
- basecolor[2] += dist[2] * t1;
+ 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++;
+ }
}
- }
- }
- t1 = bound(0, basecolor[0], 255);r = (byte) t1;
- t1 = bound(0, basecolor[1], 255);g = (byte) t1;
- t1 = bound(0, basecolor[2], 255);b = (byte) t1;
- ((byte *)&color)[0] = r;
- ((byte *)&color)[1] = g;
- ((byte *)&color)[2] = b;
- ((byte *)&color)[3] = a;
- if (nearlights)
- {
- int temp;
- vec3_t v;
- float *av;
- av = aliasvert;
- if (nearlights == 1)
- {
- for (i = 0;i < numverts;i++)
+ for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
{
- VectorSubtract(nearlight[0].origin, av, v);
- t = DotProduct(avn,v);
- if (t > 0)
+ if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
+ continue;
+ if (currentrenderentity == r_dlight[i].ent)
{
- t /= DotProduct(v,v);
- temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[0] = temp;
- temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[1] = temp;
- temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[2] = temp;
- avc[3] = a;
+ f = (1.0f / LIGHTOFFSET) - nl->lightsubtract;
+ if (f > 0)
+ VectorMA(basecolor, f, r_dlight[i].light, basecolor);
}
else
- *((int *)avc) = color;
- avc += 4;
- av+=3;
- avn+=3;
+ {
+ // 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->offset = LIGHTOFFSET;
+ nl++;
+ nearlights++;
+ }
+ }
}
}
else
+ R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
+ }
+ basecolor[0] *= colorr;
+ basecolor[1] *= colorg;
+ basecolor[2] *= colorb;
+ avc = aliasvertcolor;
+ if (nearlights)
+ {
+ av = aliasvert;
+ avn = aliasvertnorm;
+ //hardness = r_lightmodelhardness.value;
+ //hardnessoffset = (1.0f - hardness);
+ for (i = 0;i < numverts;i++)
{
- int i1, i2, i3, k;
- for (i = 0;i < numverts;i++)
+ VectorCopy(basecolor, color);
+ for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
- t1 = basecolor[0];
- t2 = basecolor[1];
- t3 = basecolor[2];
- k = false;
- for (j = 0;j < nearlights;j++)
+ // distance attenuation
+ VectorSubtract(nl->origin, av, v);
+ dist2 = DotProduct(v,v);
+ if (dist2 < nl->cullradius2)
{
- VectorSubtract(nearlight[j].origin, av, v);
- t = DotProduct(avn,v);
- if (t > 0)
+ f = (1.0f / (dist2 + nl->offset)) - nl->lightsubtract;
+ if (f > 0)
{
- t /= DotProduct(v,v);
- t1 += nearlight[j].color[0] * t;
- t2 += nearlight[j].color[1] * t;
- t3 += nearlight[j].color[2] * t;
- k = true;
+ // 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);
}
}
- if (k) // dodge the costly float -> int conversions
- {
- i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;avc[0] = i1;
- i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;avc[1] = i2;
- i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;avc[2] = i3;
- avc[3] = a;
- }
- else
- *((int *)avc) = color;
- avc += 4;
}
+
+ VectorCopy(color, avc);
+ avc[3] = a;
+ avc += 4;
+ av += 4;
+ avn += 3;
}
}
else
{
for (i = 0;i < numverts;i++)
{
- *((int *)avc) = color;
+ VectorCopy(basecolor, avc);
+ avc[3] = a;
avc += 4;
}
}