X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_light.c;h=db05fdea5b56a4a8909aff607ab5cde408b8bf79;hb=018a70ec5e58fead3ddcbd1a4cf63ad2abc3d8f1;hp=775beee83a9d2c52c4c6980bc7f60ed60ff12bce;hpb=63b6ae30eb111258c230af6cf97f96f46ccc4c51;p=xonotic%2Fdarkplaces.git diff --git a/r_light.c b/r_light.c index 775beee8..db05fdea 100644 --- a/r_light.c +++ b/r_light.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. 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. @@ -21,14 +21,25 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -cvar_t r_lightmodels = {"r_lightmodels", "1"}; +cvar_t r_lightmodels = {0, "r_lightmodels", "1"}; -void rlight_init() +void r_light_start(void) { - Cvar_RegisterVariable(&r_lightmodels); } -int r_dlightframecount; +void r_light_shutdown(void) +{ +} + +void r_light_newmap(void) +{ +} + +void R_Light_Init(void) +{ + Cvar_RegisterVariable(&r_lightmodels); + R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap); +} /* ================== @@ -38,7 +49,7 @@ R_AnimateLight void R_AnimateLight (void) { int i,j,k; - + // // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright @@ -72,52 +83,146 @@ R_MarkLights */ void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, 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.value) return; - dist = PlaneDiff(lightorigin, node->plane); - - if (dist > light->radius) + // for comparisons to minimum acceptable light + maxdist = light->radius * light->radius; + + // clamp radius to avoid exceeding 32768 entry division table + if (maxdist > 4194304) + maxdist = 4194304; + +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 > light->radius) { - 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 < -light->radius) { - 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; for (i=0 ; inumsurfaces ; 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] = light->origin[0] - surf->plane->normal[0] * dist; + impact[1] = light->origin[1] - surf->plane->normal[1] * dist; + impact[2] = light->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) @@ -148,8 +253,12 @@ void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitind void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model) { + static int lightframe = 0; mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model); + if (!r_dynamic.value) + return; + if (!pvsleaf->compressed_vis) { // no vis info, so make all visible R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode); @@ -157,47 +266,55 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex } else { - int i, k, l, m, c; + int i, k, m, c, leafnum; msurface_t *surf, **mark; mleaf_t *leaf; - static int lightframe = 0; byte *in = pvsleaf->compressed_vis; int row = (model->numleafs+7)>>3; - float low[3], high[3], radius; + float low[3], high[3], radius, dist, maxdist; + + lightframe++; + + radius = light->radius * 3; + + // clamp radius to avoid exceeding 32768 entry division table + if (radius > 2048) + radius = 2048; - 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++; + // for comparisons to minimum acceptable light + maxdist = radius*radius; + k = 0; while (k < row) { c = *in++; if (c) { - l = model->numleafs - (k << 3); - if (l > 8) - l = 8; - for (i=0 ; ileafs[(k << 3)+i+1]; - leaf->lightframe = lightframe; - if (leaf->visframe != r_visframecount) - continue; - if (leaf->contents == CONTENTS_SOLID) - continue; + // 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) +// 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]) + 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]) continue; - if (leaf->dlightframe != r_dlightframecount) // not dynamic until now + 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_dlightframecount; + leaf->dlightframe = r_framecount; } leaf->dlightbits[bitindex] |= bit; if ((m = leaf->nummarksurfaces)) @@ -206,15 +323,85 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex do { surf = *mark++; - if (surf->visframe != r_framecount || surf->lightframe == lightframe) + // 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->flags & SURF_PLANEBACK) == 0) == ((PlaneDiff(lightorigin, surf->plane)) >= 0)) + 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 < radius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -radius))) { - if (surf->dlightframe != r_dlightframecount) // not dynamic until now + int d, impacts, impactt; + float dist2, impact[3]; + + dist2 = dist * dist; + + impact[0] = light->origin[0] - surf->plane->normal[0] * dist; + impact[1] = light->origin[1] - surf->plane->normal[1] * dist; + impact[2] = light->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; } @@ -226,7 +413,7 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex k++; continue; } - + k += *in++; } } @@ -243,8 +430,6 @@ void R_PushDlights (void) int i; dlight_t *l; - r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame - if (!r_dynamic.value) return; @@ -252,11 +437,13 @@ void R_PushDlights (void) for (i=0 ; idie < cl.time || !l->radius) + if (!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); } + + } @@ -271,8 +458,7 @@ LIGHT SAMPLING mplane_t *lightplane; vec3_t lightspot; -extern cvar_t r_ambient; - +/* int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) { float front, back, frac; @@ -368,8 +554,8 @@ void R_LightPoint (vec3_t color, vec3_t p) color[0] = color[1] = color[2] = 255; return; } - - end[0] = p[0]; + + end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; @@ -377,7 +563,172 @@ void R_LightPoint (vec3_t color, vec3_t p) RecursiveLightPoint (color, cl.worldmodel->nodes, p, end); } -// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting +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); +} +*/ + +int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz) +{ + int side, distz = endz - startz; + float front, back; + float mid; + +loc0: + if (node->contents < 0) + return false; // didn't hit anything + + switch (node->plane->type) + { + 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 = 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: + 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 + (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; + } + + // 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; + 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) + 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; + + if (surf->samples) + { + byte *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 / 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); + } + return true; // success + } + } + + // go down back side + node = node->children[side ^ 1]; + startz = mid; + distz = endz - startz; + goto loc0; +// return RecursiveLightPoint (color, node->children[side ^ 1], x, y, mid, endz); + } +} + void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits) { int i, j, k; @@ -393,15 +744,17 @@ void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits) { for (i=0 ; i<32 ; i++) { - if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius) + if (!((1 << i) & dlightbits[j])) continue; k = (j<<5)+i; + if (!cl_dlights[k].radius) + continue; VectorSubtract (org, cl_dlights[k].origin, dist); - f = DotProduct(dist, dist) + 65536.0f; - r = cl_dlights[k].radius*cl_dlights[k].radius*16.0f; + f = DotProduct(dist, dist) + LIGHTOFFSET; + r = cl_dlights[k].radius*cl_dlights[k].radius; if (f < r) { - brightness = r * 16.0f / f; + brightness = r * 128.0f / 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]; @@ -411,7 +764,67 @@ void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits) } } -// same as above but no bitmask to check +void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf) +{ + if (leaf == NULL) + leaf = Mod_PointInLeaf(p, cl.worldmodel); + + if (leaf->contents == CONTENTS_SOLID) + { + color[0] = color[1] = color[2] = 0; + return; + } + + if (r_fullbright.value || !cl.worldmodel->lightdata) + { + color[0] = color[1] = color[2] = 255; + 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); + + if (dynamic) + R_DynamicLightPoint(color, p, leaf->dlightbits); +} + +void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits) +{ + mleaf_t *leaf; + leaf = Mod_PointInLeaf(p, cl.worldmodel); + if (leaf->contents == CONTENTS_SOLID) + { + 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.value || !cl.worldmodel->lightdata) + { + color[0] = color[1] = color[2] = 255; + dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 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); + + if (leaf->dlightframe == r_framecount) + { + 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; +} + +/* // not currently used void R_DynamicLightPointNoMask(vec3_t color, vec3_t org) { int i; @@ -423,14 +836,14 @@ void R_DynamicLightPointNoMask(vec3_t color, vec3_t org) for (i=0 ; ieffects & EF_FULLBRIGHT) + VectorCopy(currentrenderentity->origin, center); + a = (byte) bound((int) 0, (int) (currentrenderentity->alpha * 255.0f), (int) 255); + if (lighthalf) { - if (lighthalf) - { - r = (byte) ((float) (128.0f * currententity->colormod[0])); - g = (byte) ((float) (128.0f * currententity->colormod[1])); - b = (byte) ((float) (128.0f * currententity->colormod[2])); - } - else - { - r = (byte) ((float) (255.0f * currententity->colormod[0])); - g = (byte) ((float) (255.0f * currententity->colormod[1])); - b = (byte) ((float) (255.0f * currententity->colormod[2])); - } - for (i = 0;i < numverts;i++) - { - *avc++ = r; - *avc++ = g; - *avc++ = b; - *avc++ = a; - } - return; + mod[0] = currentrenderentity->colormod[0] * 0.5f; + mod[1] = currentrenderentity->colormod[1] * 0.5f; + mod[2] = currentrenderentity->colormod[2] * 0.5f; } - if (r_lightmodels.value) + else { - for (i = 0;i < MAX_DLIGHTS;i++) + mod[0] = currentrenderentity->colormod[0]; + mod[1] = currentrenderentity->colormod[1]; + mod[2] = currentrenderentity->colormod[2]; + } + if (currentrenderentity->effects & EF_FULLBRIGHT) + { + if (a == 255) + memset(avc, 0, 4 * numverts); + else { - if (!modeldlightbits[i >> 5]) + ((byte *)&color)[0] = (byte) (255.0f * mod[0]); + ((byte *)&color)[1] = (byte) (255.0f * mod[1]); + ((byte *)&color)[2] = (byte) (255.0f * mod[2]); + ((byte *)&color)[3] = a; + for (i = 0;i < numverts;i++) { - i |= 31; - continue; - } - if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) - continue; -// if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) -// continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f; - t2 = DotProduct(dist,dist) + 65536.0f; - 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 * 0.5f; - nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - if (lighthalf) - { - nearlight[nearlights].color[0] *= 0.5f; - nearlight[nearlights].color[1] *= 0.5f; - nearlight[nearlights].color[2] *= 0.5f; - } - t1 = 0.5f / t2; - shadecolor[0] += nearlight[nearlights].color[0] * t1; - shadecolor[1] += nearlight[nearlights].color[1] * t1; - shadecolor[2] += nearlight[nearlights].color[2] * t1; - nearlight[nearlights].color[0] *= currententity->colormod[0]; - nearlight[nearlights].color[1] *= currententity->colormod[1]; - nearlight[nearlights].color[2] *= currententity->colormod[2]; - nearlights++; + *((int *)avc) = color; + avc += 4; } } + return; } - else + R_ModelLightPoint(basecolor, center, modeldlightbits); + + basecolor[0] *= mod[0]; + basecolor[1] *= mod[1]; + basecolor[2] *= mod[2]; + for (i = 0;i < MAX_DLIGHTS;i++) { - for (i = 0;i < MAX_DLIGHTS;i++) + if (!modeldlightbits[i >> 5]) { - if (!modeldlightbits[i >> 5]) - { - i |= 31; - continue; - } - if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) - continue; -// if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius) -// continue; - VectorSubtract (center, cl_dlights[i].origin, dist); - t2 = DotProduct(dist,dist) + 65536.0f; - t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f; - if (t2 < t1) + i |= 31; + continue; + } + if (!(modeldlightbits[i >> 5] & (1 << (i & 31)))) + continue; + VectorSubtract (center, cl_dlights[i].origin, dist); + t2 = DotProduct(dist,dist) + LIGHTOFFSET; + t1 = cl_dlights[i].radius*cl_dlights[i].radius; + if (t2 < t1) + { + if (TraceLine(center, cl_dlights[i].origin, NULL, NULL, 0)) { - dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f; - if (lighthalf) + // transform the light into the model's coordinate system + if (gl_transform.value) + softwareuntransform(cl_dlights[i].origin, nearlight[nearlights].origin); + else + VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin); + nearlight[nearlights].color[0] = cl_dlights[i].color[0] * t1 * mod[0]; + nearlight[nearlights].color[1] = cl_dlights[i].color[1] * t1 * mod[1]; + nearlight[nearlights].color[2] = cl_dlights[i].color[2] * t1 * mod[2]; + if (r_lightmodels.value && currentrenderentity != cl_dlights[i].ent) { - dist[0] *= 0.5f; - dist[1] *= 0.5f; - dist[2] *= 0.5f; + // boost color, to compensate for dark lighting calcs + VectorScale(nearlight[nearlights].color, cl_dlights[i].radius * 16.0f, nearlight[nearlights].color); + nearlights++; + } + else + { +#if SLOWMATH + t1 = 1.0f / sqrt(t2); +#else + number = t1; + *((long *)&t1) = 0x5f3759df - ((* (long *) &number) >> 1); + t1 = t1 * (1.5f - (number * 0.5f * t1 * t1)); +#endif + t1 = t1 * t1; + basecolor[0] += nearlight[nearlights].color[0] * t1; + basecolor[1] += nearlight[nearlights].color[1] * t1; + basecolor[2] += nearlight[nearlights].color[2] * t1; } - t1 = 0.75f / t2; - shadecolor[0] += dist[0] * t1; - shadecolor[1] += dist[1] * t1; - shadecolor[2] += dist[2] * t1; } } } - shadecolor[0] *= currententity->colormod[0]; - shadecolor[1] *= currententity->colormod[1]; - shadecolor[2] *= currententity->colormod[2]; - t1 = bound(0, shadecolor[0], 255);r = (byte) t1; - t1 = bound(0, shadecolor[1], 255);g = (byte) t1; - t1 = bound(0, shadecolor[2], 255);b = (byte) t1; + 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; + int i1, i2, i3; vec3_t v; - float *av; + float *av, number; av = aliasvert; - if (nearlights == 1) + for (i = 0;i < numverts;i++) { - for (i = 0;i < numverts;i++) + t1 = basecolor[0]; + t2 = basecolor[1]; + t3 = basecolor[2]; + for (j = 0;j < nearlights;j++) { - VectorSubtract(nearlight[0].origin, av, v); + VectorSubtract(nearlight[j].origin, av, v); t = DotProduct(avn,v); if (t > 0) { - t /= DotProduct(v,v); - temp = (int) ((float) (shadecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - temp = (int) ((float) (shadecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - temp = (int) ((float) (shadecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp; - } - else - { - *avc++ = r; - *avc++ = g; - *avc++ = b; - } - *avc++ = a; - av+=3; - avn+=3; - } - } - else - { - int i1, i2, i3; - for (i = 0;i < numverts;i++) - { - t1 = shadecolor[0]; - t2 = shadecolor[1]; - t3 = shadecolor[2]; - for (j = 0;j < nearlights;j++) - { - VectorSubtract(nearlight[j].origin, av, v); - t = DotProduct(avn,v); - if (t > 0) - { - t /= DotProduct(v,v); - t1 += nearlight[j].color[0] * t; - t2 += nearlight[j].color[1] * t; - t3 += nearlight[j].color[2] * t; - } +#if SLOWMATH + t = 1.0f / sqrt(DotProduct(v,v) + 1.0f); +#else + number = DotProduct(v, v) + LIGHTOFFSET; + *((long *)&t) = 0x5f3759df - ((* (long *) &number) >> 1); + t = t * (1.5f - (number * 0.5f * t * t)); +#endif + t = t * t * t; + t1 += nearlight[j].color[0] * t; + t2 += nearlight[j].color[1] * t; + t3 += nearlight[j].color[2] * t; } - i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255; - i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255; - i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255; - *avc++ = i1; - *avc++ = i2; - *avc++ = i3; - *avc++ = a; } + + // FIXME: float to int conversions are very slow on x86 because of + // mode switchs (switch from nearest rounding to down, then back, + // each time), reimplement this part in assembly, SSE and 3DNow! + // versions recommended as well +#if SLOWMATH + i1 = (int) t1; + i2 = (int) t2; + i3 = (int) t3; +#else + // later note: implemented bit hacking float to integer, + // probably makes the issue irrelevant + t1 += 8388608.0f; + i1 = *((long *)&t1) & 0x007FFFFF; + t2 += 8388608.0f; + i2 = *((long *)&t2) & 0x007FFFFF; + t3 += 8388608.0f; + i3 = *((long *)&t3) & 0x007FFFFF; +#endif + + avc[0] = bound(0, i1, 255); + avc[1] = bound(0, i2, 255); + avc[2] = bound(0, i3, 255); + avc[3] = a; + avc += 4; + av += 3; + avn += 3; } } else { for (i = 0;i < numverts;i++) { - *avc++ = r; - *avc++ = g; - *avc++ = b; - *avc++ = a; + *((int *)avc) = color; + avc += 4; } } }