// 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", "0.9"};
static rtexture_t *lightcorona;
static rtexturepool_t *lighttexturepool;
{
float dx, dy;
int x, y, a;
- byte pixels[32][32][4];
+ qbyte pixels[32][32][4];
lighttexturepool = R_AllocTexturePool();
for (y = 0;y < 32;y++)
{
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))) * 8.0f / (1.0f / (1.0f + 0.2));
+ a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (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;
- /*
- // for testing the size of the corona textures
- if (a == 0)
- {
- pixels[y][x][0] = 255;
- pixels[y][x][1] = 0;
- pixels[y][x][2] = 0;
- pixels[y][x][3] = 255;
- }
- */
}
}
lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_ALPHA);
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);
}
rd->cullradius = 2048.0f;
rd->cullradius2 = rd->cullradius * rd->cullradius;
rd->lightsubtract = 1.0f / rd->cullradius2;
- rd->ent = cd->ent;
+ //rd->ent = cd->ent;
r_numdlights++;
c_dlights++; // count every dlight in use
}
{
// 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 / 65536.0f;//64.0f / (dist * dist + 1024.0f);
+ scale = 1.0f / 131072.0f;
m.cr = rd->light[0] * scale;
m.cg = rd->light[1] * scale;
m.cb = rd->light[2] * scale;
VectorSubtract(rd->origin, r_origin, diff);
m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
}
- // make it larger in the distance to keep a consistent size
- //scale = 0.4f * dist;
- scale = 128.0f;
+ 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[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_DrawDecal(&m);
+ R_Mesh_Draw(&m);
}
}
}
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)
{
int i, k, m, c, leafnum;
msurface_t *surf, **mark;
mleaf_t *leaf;
- byte *in;
+ qbyte *in;
int row;
float low[3], high[3], dist, maxdist;
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;
}
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;
}
- /*
- // 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 / 16384.0f);
+ 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)
{
dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
}
-void R_LightModel(int numverts)
+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, f, dist2, mscale, dot;
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)
- basecolor[0] = basecolor[1] = basecolor[2] = 1;
+ // 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 (r_fullbright.integer || r_ambient.value > 128.0f || currentrenderentity->effects & EF_FULLBRIGHT)
+ {
+ basecolor[0] = colorr * 2.0f;
+ basecolor[1] = colorg * 2.0f;
+ basecolor[2] = colorb * 2.0f;
+ }
else
{
if (r_lightmodels.integer)
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++)
+ VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
+ if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f) || currentrenderentity->numentlights >= MAXENTLIGHTS)
+ {
+ currentrenderentity->numentlights = 0;
+ currentrenderentity->entlightstime = realtime + 0.2;
+ VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
+ 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)
+ {
+ if (currentrenderentity->numentlights < MAXENTLIGHTS)
+ currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
+
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = mscale * 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 / 65536.0f);
+ nl->light[0] = sl->light[0] * f * colorr;
+ nl->light[1] = sl->light[1] * f * colorg;
+ nl->light[2] = sl->light[2] * f * colorb;
+ //nl->cullradius2 = 99999999;
+ nl->lightsubtract = sl->subtract;
+ nl->offset = sl->distbias;
+ nl++;
+ nearlights++;
+ }
+ }
+ }
+ else
{
- if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1)
+ for (i = 0;i < currentrenderentity->numentlights && nearlights < MAX_DLIGHTS;i++)
{
- nl->fadetype = sl->fadetype;
- nl->distancescale = sl->distancescale;
- nl->radius = sl->radius;
- VectorCopy(sl->origin, nl->origin);
- VectorCopy(sl->color, nl->light);
- nl->cullradius2 = 99999999;
- nl->lightsubtract = 0;
+ sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
+
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = mscale * 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 / 65536.0f);
+ nl->light[0] = sl->light[0] * f * colorr;
+ nl->light[1] = sl->light[1] * f * colorg;
+ nl->light[2] = sl->light[2] * f * colorb;
+ //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))))
continue;
+ /*
if (currentrenderentity == r_dlight[i].ent)
{
f = (1.0f / LIGHTOFFSET) - nl->lightsubtract;
}
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 (gl_transform.integer)
- // softwareuntransform(r_dlight[i].origin, nl->origin);
- //else
- VectorCopy(r_dlight[i].origin, nl->origin);
- nl->cullradius2 = r_dlight[i].cullradius2;
- VectorCopy(r_dlight[i].light, nl->light);
- 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);
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = mscale;
+ // 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++;
+ //}
}
}
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++)
{
VectorCopy(basecolor, color);
for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
- // distance attenuation
VectorSubtract(nl->origin, av, v);
- dist2 = DotProduct(v,v);
- if (dist2 < nl->cullradius2)
+ // directional shading
+ dot = DotProduct(avn,v);
+ if (dot > 0)
{
- f = (1.0f / (dist2 + LIGHTOFFSET)) - nl->lightsubtract;
+ // the vertex normal faces the light
+
+ // do the distance attenuation
+ dist2 = DotProduct(v,v);
+ f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->lightsubtract;
if (f > 0)
{
- // directional shading
#if SLOWMATH
t = 1.0f / sqrt(dist2);
#else
- number = DotProduct(v, v);
- *((long *)&t) = 0x5f3759df - ((* (long *) &number) >> 1);
- t = t * (1.5f - (number * 0.5f * t * t));
+ *((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1);
+ t = t * (1.5f - (dist2 * 0.5f * t * t));
#endif
- // DotProduct(avn,v) * t is dotproduct with a normalized v,
+
+ // dot * t is dotproduct with a normalized v.
+ // (the result would be -1 to +1, but we already
+ // eliminated the <= 0 case, so it is 0 to 1)
+
// the hardness variables are for backlighting/shinyness
- f *= DotProduct(avn,v) * t * hardness + hardnessoffset;
- if (f > 0)
- VectorMA(color, f, nl->light, color);
+ // these have been hardwired at * 0.5 + 0.5 to match
+ // the quake map lighting utility's equations
+ f *= dot * t * 0.5f + 0.5f;// * hardness + hardnessoffset;
+ VectorMA(color, f, nl->light, color);
}
}
}
VectorCopy(color, avc);
avc[3] = a;
avc += 4;
- av += 3;
+ av += 4;
avn += 3;
}
}
}
}
}
+