X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_light.c;h=0a3e27ff03eced79d4f817b43c99ed3f31905aad;hb=7e5eece842864c299b83206699693913cb5ca0b7;hp=1d5c2cbb6216e0f50dde08cf48dc8b671ba669a9;hpb=8fd8e96110f501587d3331139e694f54e4f32c9f;p=xonotic%2Fdarkplaces.git diff --git a/r_light.c b/r_light.c index 1d5c2cbb..0a3e27ff 100644 --- a/r_light.c +++ b/r_light.c @@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "cl_collision.h" +#include "r_shadow.h" rdlight_t r_dlight[MAX_DLIGHTS]; int r_numdlights = 0; @@ -53,7 +54,7 @@ void r_light_start(void) pixels[y][x][3] = 255; } } - lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE); + lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL); } void r_light_shutdown(void) @@ -140,54 +141,26 @@ void R_BuildLightList(void) void R_DrawCoronas(void) { int i; - rmeshstate_t m; - float scale, viewdist, diff[3], dist; + float cscale, scale, viewdist, dist; rdlight_t *rd; if (!r_coronas.integer) return; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ONE; - m.depthdisable = true; // magic - m.tex[0] = R_GetTexture(lightcorona); R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); viewdist = DotProduct(r_origin, vpn); - varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0; - varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1; - varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1; - varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0; for (i = 0;i < r_numdlights;i++) { rd = r_dlight + i; dist = (DotProduct(rd->origin, vpn) - viewdist); if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true, NULL) == 1) { - scale = r_colorscale * (1.0f / 131072.0f); - if (gl_flashblend.integer) - scale *= 4.0f; - if (fogenabled) - { - VectorSubtract(rd->origin, r_origin, diff); - scale *= 1 - exp(fogdensity/DotProduct(diff,diff)); - } - GL_Color(rd->light[0] * scale, rd->light[1] * scale, rd->light[2] * scale, 1); + cscale = (1.0f / 131072.0f); scale = rd->cullradius * 0.25f; if (gl_flashblend.integer) + { + cscale *= 4.0f; scale *= 2.0f; - varray_vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale; - varray_vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale; - varray_vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale; - varray_vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale; - varray_vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale; - varray_vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale; - varray_vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale; - varray_vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale; - varray_vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale; - varray_vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale; - varray_vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale; - varray_vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale; - R_Mesh_Draw(4, 2, polygonelements); + } + R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, vright, vup, scale, -scale, -scale, scale, rd->light[0] * cscale, rd->light[1] * cscale, rd->light[2] * cscale, 1); } } } @@ -205,7 +178,6 @@ DYNAMIC LIGHTS R_MarkLights ============= */ -extern int r_pvsframecount; static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node) { float ndist, maxdist; @@ -220,7 +192,7 @@ static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t // for comparisons to minimum acceptable light maxdist = rd->cullradius2; - surfacepvsframes = ent->model->surfacepvsframes; + surfacepvsframes = ent->model->brushq1.surfacepvsframes; loc0: if (node->contents < 0) return; @@ -239,10 +211,10 @@ loc0: } // mark the polygons - surf = ent->model->surfaces + node->firstsurface; + surf = ent->model->brushq1.surfaces + node->firstsurface; for (i = 0;i < node->numsurfaces;i++, surf++) { - if (surfacepvsframes[surf->number] != r_pvsframecount) + if (surfacepvsframes[surf->number] != ent->model->brushq1.pvsframecount) continue; dist = ndist; if (surf->flags & SURF_PLANEBACK) @@ -285,6 +257,8 @@ loc0: { 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; + if (r_dlightmap.integer) + surf->cached_dlight = true; } surf->dlightbits[bitindex] |= bit; } @@ -324,13 +298,13 @@ static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int b int row; float low[3], high[3], dist, maxdist; - if (!r_dynamic.integer) + if (!r_dynamic.integer || !ent->model) return; Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin); model = ent->model; - pvsleaf = Mod_PointInLeaf (lightorigin, model); + pvsleaf = model->brushq1.PointInLeaf(model, lightorigin); if (pvsleaf == NULL) return; @@ -338,7 +312,7 @@ static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int b if (!r_vismarklights.integer || !in) { // told not to use pvs, or there's no pvs to use - R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); + R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode); return; } @@ -350,8 +324,8 @@ static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int b // for comparisons to minimum acceptable light maxdist = rd->cullradius2; - row = (model->numleafs+7)>>3; - surfacepvsframes = model->surfacepvsframes; + row = (model->brushq1.numleafs+7)>>3; + surfacepvsframes = model->brushq1.surfacepvsframes; k = 0; while (k < row) @@ -365,9 +339,9 @@ static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int b { // 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) + if (leafnum > model->brushq1.numleafs) return; - leaf = &model->leafs[leafnum]; + leaf = &model->brushq1.leafs[leafnum]; if (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]) @@ -377,12 +351,12 @@ static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int b mark = leaf->firstmarksurface; do { - surf = model->surfaces + *mark++; + surf = model->brushq1.surfaces + *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 (surfacepvsframes[surf->number] != r_pvsframecount) + if (surfacepvsframes[surf->number] != model->brushq1.pvsframecount) continue; dist = PlaneDiff(lightorigin, surf->plane); if (surf->flags & SURF_PLANEBACK) @@ -424,6 +398,8 @@ static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int b { 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; + if (r_dlightmap.integer) + surf->cached_dlight = true; } surf->dlightbits[bitindex] |= bit; } @@ -456,167 +432,39 @@ LIGHT SAMPLING ============================================================================= */ -static int RecursiveLightPoint (vec3_t color, const mnode_t *node, float x, float y, float startz, float endz) +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf) { - int side, distz = endz - startz; - float front, back; - float mid; - -loc0: - if (node->contents < 0) - return false; // didn't hit anything + VectorClear(diffusecolor); + VectorClear(diffusenormal); - switch (node->plane->type) + if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint) { - case PLANE_X: - node = node->children[x < node->plane->dist]; - goto loc0; - case PLANE_Y: - node = node->children[y < node->plane->dist]; - goto loc0; - case PLANE_Z: - side = startz < node->plane->dist; - if ((endz < node->plane->dist) == side) - { - node = node->children[side]; - goto loc0; - } - // found an intersection - mid = node->plane->dist; - break; - default: - back = front = x * node->plane->normal[0] + y * node->plane->normal[1]; - front += startz * node->plane->normal[2]; - back += endz * node->plane->normal[2]; - side = front < node->plane->dist; - if ((back < node->plane->dist) == side) - { - node = node->children[side]; - goto loc0; - } - // found an intersection - mid = startz + distz * (front - node->plane->dist) / (front - back); - break; + ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f); + cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); } - - // go down front side - if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid)) - return true; // hit something else - { - // check for impact on this node - if (node->numsurfaces) - { - int i, ds, dt; - msurface_t *surf; - - surf = cl.worldmodel->surfaces + node->firstsurface; - for (i = 0;i < node->numsurfaces;i++, surf++) - { - 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]); - dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][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; + VectorSet(ambientcolor, 1, 1, 1); - if (surf->samples) - { - 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 = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color - - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) - { - scale = d_lightstylevalue[surf->styles[maps]]; - r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale; - r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale; - r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale; - r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale; - 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; -*/ - - 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 - } - } - - // go down back side - node = node->children[side ^ 1]; - startz = mid; - distz = endz - startz; - goto loc0; - } -} - -void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf) -{ - int i; - vec3_t v; - float f; - rdlight_t *rd; - mlight_t *sl; - if (leaf == NULL) - leaf = Mod_PointInLeaf(p, cl.worldmodel); - if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata) + /* + if (leaf == NULL && cl.worldmodel != NULL) + leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, p); + if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->brushq1.lightdata) { - color[0] = color[1] = color[2] = 1; + VectorSet(ambientcolor, 1, 1, 1); return; } + */ - color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f); - if (cl.worldmodel->numlights) + // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code + if (cl.worldmodel->brushq1.numlights) { - for (i = 0;i < cl.worldmodel->numlights;i++) + int i; + vec3_t v; + float f; + mlight_t *sl; + for (i = 0;i < cl.worldmodel->brushq1.numlights;i++) { - sl = cl.worldmodel->lights + i; + sl = cl.worldmodel->brushq1.lights + i; if (d_lightstylevalue[sl->style] > 0) { VectorSubtract (p, sl->origin, v); @@ -624,124 +472,136 @@ void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mlea if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false, NULL) == 1) { f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f); - VectorMA(color, f, sl->light, color); + VectorMA(ambientcolor, f, sl->light, ambientcolor); } } } } - else - RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536); if (dynamic) { + int i; + float f, v[3]; + rdlight_t *rd; + // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow for (i = 0;i < r_numdlights;i++) { rd = r_dlight + i; - VectorSubtract (p, rd->origin, v); + VectorSubtract(p, rd->origin, v); f = DotProduct(v, v); if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1) { f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract; - VectorMA(color, f, rd->light, color); + VectorMA(ambientcolor, f, rd->light, ambientcolor); } } } } -void R_ModelLightPoint (const entity_render_t *ent, vec3_t color, const vec3_t p) +typedef struct { - mleaf_t *leaf; - leaf = Mod_PointInLeaf(p, cl.worldmodel); - if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata || ent->effects & EF_FULLBRIGHT) - { - color[0] = color[1] = color[2] = 1; - return; - } - - 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); + vec3_t origin; + //vec_t cullradius2; + vec3_t light; + // how much this light would contribute to ambient if replaced + vec3_t ambientlight; + vec_t subtract; + vec_t falloff; + vec_t offset; + // used for choosing only the brightest lights + vec_t intensity; } +nearlight_t; -void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords) +static int nearlights; +static nearlight_t nearlight[MAX_DLIGHTS]; + +int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords) { - int i, j, nearlights = 0, maxnearlights = r_modellights.integer; - float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3]; - struct - { - vec3_t origin; - //vec_t cullradius2; - vec3_t light; - // how much this light would contribute to ambient if replaced - vec3_t ambientlight; - vec_t subtract; - vec_t falloff; - vec_t offset; - // used for choosing only the brightest lights - vec_t intensity; - } - nearlight[MAX_DLIGHTS], *nl; + int i, j, maxnearlights; + float v[3], f, mscale, stylescale, intensity, ambientcolor[3]; + nearlight_t *nl; mlight_t *sl; rdlight_t *rd; - a = ent->alpha; + + nearlights = 0; + maxnearlights = r_modellights.integer; + ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f); + VectorClear(diffusecolor); + VectorClear(diffusenormal); + if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT)) + { + // highly rare + VectorSet(ambient4f, 1, 1, 1); + maxnearlights = 0; + } + else if (r_shadow_realtime_world.integer) + maxnearlights = 0; + else + { + if (cl.worldmodel && cl.worldmodel->brush.LightPoint) + cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, diffusenormal); + else + VectorSet(ambient4f, 1, 1, 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 = ent->scale * ent->scale; - if ((maxnearlights != 0) && !r_fullbright.integer && !(ent->effects & EF_FULLBRIGHT)) + // FIXME: no support for .lights on non-Q1BSP? + nl = &nearlight[0]; + for (i = 0;i < ent->numentlights;i++) { - R_ModelLightPoint(ent, basecolor, ent->origin); - - nl = &nearlight[0]; - for (i = 0;i < ent->numentlights;i++) + sl = cl.worldmodel->brushq1.lights + ent->entlights[i]; + stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f); + VectorSubtract (ent->origin, sl->origin, v); + f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale; + VectorScale(sl->light, f, ambientcolor); + intensity = DotProduct(ambientcolor, ambientcolor); + if (f < 0) + intensity *= -1.0f; + if (nearlights < maxnearlights) + j = nearlights++; + else { - sl = cl.worldmodel->lights + ent->entlights[i]; - stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f); - VectorSubtract (ent->origin, sl->origin, v); - f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale; - VectorScale(sl->light, f, ambientcolor); - intensity = DotProduct(ambientcolor, ambientcolor); - if (f < 0) - intensity *= -1.0f; - if (nearlights < maxnearlights) - j = nearlights++; - else + for (j = 0;j < maxnearlights;j++) { - for (j = 0;j < maxnearlights;j++) + if (nearlight[j].intensity < intensity) { - if (nearlight[j].intensity < intensity) - { - if (nearlight[j].intensity > 0) - VectorAdd(basecolor, nearlight[j].ambientlight, basecolor); - break; - } + if (nearlight[j].intensity > 0) + VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); + break; } } - if (j >= maxnearlights) - { - // this light is less significant than all others, - // add it to ambient - if (intensity > 0) - VectorAdd(basecolor, ambientcolor, basecolor); - } + } + if (j >= maxnearlights) + { + // this light is less significant than all others, + // add it to ambient + if (intensity > 0) + VectorAdd(ambient4f, ambientcolor, ambient4f); + } + else + { + nl = nearlight + j; + nl->intensity = intensity; + // transform the light into the model's coordinate system + if (worldcoords) + VectorCopy(sl->origin, nl->origin); else - { - nl = nearlight + j; - nl->intensity = intensity; - // transform the light into the model's coordinate system - if (worldcoords) - VectorCopy(sl->origin, nl->origin); - else - Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin); - // integrate mscale into falloff, for maximum speed - nl->falloff = sl->falloff * mscale; - VectorCopy(ambientcolor, nl->ambientlight); - nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f; - nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f; - nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f; - nl->subtract = sl->subtract; - nl->offset = sl->distbias; - } + Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin); + // integrate mscale into falloff, for maximum speed + nl->falloff = sl->falloff * mscale; + VectorCopy(ambientcolor, nl->ambientlight); + nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f; + nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f; + nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f; + nl->subtract = sl->subtract; + nl->offset = sl->distbias; } + } + if (!r_shadow_realtime_dlight.integer) + { for (i = 0;i < r_numdlights;i++) { rd = r_dlight + i; @@ -769,7 +629,7 @@ void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, flo if (nearlight[j].intensity < intensity) { if (nearlight[j].intensity > 0) - VectorAdd(basecolor, nearlight[j].ambientlight, basecolor); + VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); break; } } @@ -779,7 +639,7 @@ void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, flo // this light is less significant than all others, // add it to ambient if (intensity > 0) - VectorAdd(basecolor, ambientcolor, basecolor); + VectorAdd(ambient4f, ambientcolor, ambient4f); } else { @@ -814,70 +674,63 @@ void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, flo } } } - else - { - R_CompleteLightPoint (basecolor, ent->origin, true, NULL); - } - basecolor[0] *= colorr; - basecolor[1] *= colorg; - basecolor[2] *= colorb; - avc = colors; - if (nearlights) + ambient4f[0] *= colorr; + ambient4f[1] *= colorg; + ambient4f[2] *= colorb; + ambient4f[3] = colora; + diffusecolor[0] *= colorr; + diffusecolor[1] *= colorg; + diffusecolor[2] *= colorb; + return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0; +} + +void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f) +{ + int i, j, usediffuse; + float color[4], v[3], dot, dist2, f, dnormal[3]; + nearlight_t *nl; + usediffuse = DotProduct(diffusecolor, diffusecolor) > 0; + VectorCopy(diffusenormal, dnormal); + if (usediffuse) + VectorNormalize(dnormal); + // directional shading code here + for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { - av = vertices; - avn = normals; - for (i = 0;i < numverts;i++) + VectorCopy4(ambientcolor4f, color); + + // silly directional diffuse shading + if (usediffuse) { - VectorCopy(basecolor, color); - for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) + dot = DotProduct(normal3f, dnormal); + if (dot > 0) + VectorMA(color, dot, diffusecolor, color); + } + + // pretty good lighting + for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) + { + VectorSubtract(vertex3f, nl->origin, v); + // first eliminate negative lighting (back side) + dot = DotProduct(normal3f, v); + if (dot > 0) { - VectorSubtract(nl->origin, av, v); - // directional shading - dot = DotProduct(avn,v); - if (dot > 0) + // we'll need this again later to normalize the dotproduct + dist2 = DotProduct(v,v); + // do the distance attenuation math + f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract; + if (f > 0) { - // the vertex normal faces the light - - // do the distance attenuation - dist2 = DotProduct(v,v); - f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract; - if (f > 0) - { - //#if SLOWMATH - t = 1.0f / sqrt(dist2); - //#else - //*((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1); - //t = t * (1.5f - (dist2 * 0.5f * t * t)); - //#endif - - // 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 - // 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); - } + // we must divide dot by sqrt(dist2) to compensate for + // the fact we did not normalize v before doing the + // dotproduct, the result is in the range 0 to 1 (we + // eliminated negative numbers already) + f *= dot / sqrt(dist2); + // blend in the lighting + VectorMA(color, f, nl->light, color); } } - - VectorCopy(color, avc); - avc[3] = a; - avc += 4; - av += 4; - avn += 3; - } - } - else - { - for (i = 0;i < numverts;i++) - { - VectorCopy(basecolor, avc); - avc[3] = a; - avc += 4; } + VectorCopy4(color, color4f); } } @@ -886,6 +739,8 @@ void R_UpdateEntLights(entity_render_t *ent) int i; const mlight_t *sl; vec3_t v; + if (r_shadow_realtime_dlight.integer || gl_flashblend.integer) + return; VectorSubtract(ent->origin, ent->entlightsorigin, v); if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f)) { @@ -893,9 +748,10 @@ void R_UpdateEntLights(entity_render_t *ent) VectorCopy(ent->origin, ent->entlightsorigin); ent->numentlights = 0; if (cl.worldmodel) - for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++) + for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++) if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false, NULL) == 1) ent->entlights[ent->numentlights++] = i; } ent->entlightsframe = r_framecount; } +