]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
improved TraceLine in chase.c to be more generally useful (should move it to another...
[xonotic/darkplaces.git] / r_light.c
index 04504d212b91b1bc36b31615b56ecf6adb95005f..7d259b76bcea98c80bbedc2ff92c1e37704c9b64 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -22,6 +22,7 @@ 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_modelsdonttransformnormals = {"r_modelsdonttransformnormals", "0"};
 
 void r_light_start()
 {
@@ -34,6 +35,7 @@ void r_light_shutdown()
 void R_Light_Init()
 {
        Cvar_RegisterVariable(&r_lightmodels);
+       Cvar_RegisterVariable(&r_modelsdonttransformnormals);
        R_RegisterModule("R_Light", r_light_start, r_light_shutdown);
 }
 
@@ -81,17 +83,27 @@ 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;
        int                     i;
 
+       if (!r_dynamic.value)
+               return;
+
+       // for comparisons to minimum acceptable light
+       maxdist = light->radius * light->radius * LIGHTSCALE;
+
+       // clamp radius to avoid exceeding 32768 entry division table
+       if (maxdist > 4194304)
+               maxdist = 4194304;
+
 loc0:
        if (node->contents < 0)
                return;
 
-       dist = PlaneDiff(lightorigin, node->plane);
+       ndist = PlaneDiff(lightorigin, node->plane);
        
-       if (dist > light->radius)
+       if (ndist > light->radius)
        {
                if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
                {
@@ -100,7 +112,7 @@ loc0:
                }
                return;
        }
-       if (dist < -light->radius)
+       if (ndist < -light->radius)
        {
                if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
                {
@@ -121,6 +133,69 @@ loc0:
        surf = cl.worldmodel->surfaces + node->firstsurface;
        for (i=0 ; i<node->numsurfaces ; i++, surf++)
        {
+               int d;
+               float dist, dist2, impact[3];
+               dist = ndist;
+               if (surf->flags & SURF_PLANEBACK)
+                       dist = -dist;
+
+               if (dist < -0.25f)
+                       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;
+
+               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_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;
+
+               /*
                if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist))
                {
                        if (surf->dlightframe != r_dlightframecount) // not dynamic until now
@@ -130,6 +205,7 @@ loc0:
                        }
                        surf->dlightbits[bitindex] |= bit;
                }
+               */
        }
 
        if (node->children[0]->contents >= 0)
@@ -163,6 +239,9 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
 {
        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);
@@ -175,12 +254,20 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                mleaf_t *leaf;
                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;
+
+               radius = light->radius * LIGHTSCALE1;
+
+               // 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;
 
+               // for comparisons to minimum acceptable light
+               maxdist = radius*radius;
+
                lightframe++;
                k = 0;
                while (k < row)
@@ -202,12 +289,10 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                                                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;
@@ -223,8 +308,59 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                                                                if (surf->visframe != r_framecount || surf->lightframe == lightframe)
                                                                        continue;
                                                                surf->lightframe = lightframe;
-                                                               if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist))
+                                                               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 >= -0.25f && dist < radius)
                                                                {
+                                                                       int d;
+                                                                       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;
+
+                                                                       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_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;
@@ -625,6 +761,7 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p)
 }
 
 extern float *aliasvert;
+extern float *modelaliasvert;
 extern float *aliasvertnorm;
 extern byte *aliasvertcolor;
 extern float modelalpha;
@@ -681,7 +818,7 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
        basecolor[0] *= mod[0];
        basecolor[1] *= mod[1];
        basecolor[2] *= mod[2];
-       if (r_lightmodels.value)
+       if (!r_lightmodels.value)
        {
                for (i = 0;i < MAX_DLIGHTS;i++)
                {
@@ -694,20 +831,28 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                                continue;
                        VectorSubtract (center, cl_dlights[i].origin, dist);
                        t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
-                       t2 = DotProduct(dist,dist) + LIGHTOFFSET;
+                       t2 = DotProduct(dist,dist) * (1.0f / LIGHTSCALE) + 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 / LIGHTSCALE2) / t2;
-                               basecolor[0] += nearlight[nearlights].color[0] * t1;
-                               basecolor[1] += nearlight[nearlights].color[1] * t1;
-                               basecolor[2] += nearlight[nearlights].color[2] * t1;
-                               nearlights++;
+                               dist[0] = cl_dlights[i].color[0] * t1 * mod[0];
+                               dist[1] = cl_dlights[i].color[1] * t1 * mod[1];
+                               dist[2] = cl_dlights[i].color[2] * t1 * mod[2];
+                               t1 = (224.0f / LIGHTSCALE / LIGHTSCALE) / t2;
+                               basecolor[0] += dist[0] * t1;
+                               basecolor[1] += dist[1] * t1;
+                               basecolor[2] += dist[2] * t1;
                        }
                }
+               ((byte *)&color)[0] = bound(0, basecolor[0], 255);
+               ((byte *)&color)[1] = bound(0, basecolor[1], 255);
+               ((byte *)&color)[2] = bound(0, basecolor[2], 255);
+               ((byte *)&color)[3] = a;
+               for (i = 0;i < numverts;i++)
+               {
+                       *((int *)avc) = color;
+                       avc += 4;
+               }
+               return;
        }
        else
        {
@@ -722,16 +867,23 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                                continue;
                        VectorSubtract (center, cl_dlights[i].origin, dist);
                        t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
-                       t2 = DotProduct(dist,dist) + LIGHTOFFSET;
+                       t2 = DotProduct(dist,dist) * (1.0f / LIGHTSCALE) + LIGHTOFFSET;
                        if (t2 < t1)
                        {
-                               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 = (224.0f / LIGHTSCALE2) / t2;
-                               basecolor[0] += dist[0] * t1;
-                               basecolor[1] += dist[1] * t1;
-                               basecolor[2] += dist[2] * t1;
+                               if (r_modelsdonttransformnormals.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];
+//                             t1 = (128.0f / LIGHTSCALE2) / t2;
+//                             basecolor[0] += nearlight[nearlights].color[0] * t1;
+//                             basecolor[1] += nearlight[nearlights].color[1] * t1;
+//                             basecolor[2] += nearlight[nearlights].color[2] * t1;
+                               nearlights++;
                        }
                }
        }
@@ -747,7 +899,10 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                int temp;
                vec3_t v;
                float *av;
-               av = aliasvert;
+               if (r_modelsdonttransformnormals.value)
+                       av = modelaliasvert;
+               else
+                       av = aliasvert;
                if (nearlights == 1)
                {
                        for (i = 0;i < numverts;i++)
@@ -765,8 +920,8 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                                else
                                        *((int *)avc) = color;
                                avc += 4;
-                               av+=3;
-                               avn+=3;
+                               av += 3;
+                               avn += 3;
                        }
                }
                else
@@ -791,16 +946,18 @@ void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
                                                k = true;
                                        }
                                }
-                               if (k) // dodge the costly float -> int conversions
+                               if (k)
                                {
                                        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
+                               else // dodge the costly float -> int conversions
                                        *((int *)avc) = color;
                                avc += 4;
+                               av += 3;
+                               avn += 3;
                        }
                }
        }