]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
faster static light tracing (by not doing it as often), this also means results of...
[xonotic/darkplaces.git] / r_light.c
index c4db02cc956561ec220eafa5cf4cde418176a128..f728de2c14981c5054112163c12c6aeed876c952 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -171,7 +171,7 @@ void R_DrawCoronas(void)
                        VectorSubtract(rd->origin, vpn, diff);
                        if (CL_TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
                        {
-                               scale = 1.0f / 262144.0f;
+                               scale = 1.0f / 131072.0f;
                                m.cr = rd->light[0] * scale;
                                m.cg = rd->light[1] * scale;
                                m.cb = rd->light[2] * scale;
@@ -754,11 +754,14 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
        int modeldlightbits[8];
        mlight_t *sl;
        a = currentrenderentity->alpha;
-       if (currentrenderentity->effects & EF_FULLBRIGHT)
+       // 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;
-               basecolor[1] = colorg;
-               basecolor[2] = colorb;
+               basecolor[0] = colorr * 2.0f;
+               basecolor[1] = colorg * 2.0f;
+               basecolor[2] = colorb * 2.0f;
        }
        else
        {
@@ -767,17 +770,50 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                        R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
 
                        nl = &nearlight[0];
-                       for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
+                       VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
+                       if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f) || currentrenderentity->numentlights >= MAXENTLIGHTS)
                        {
-                               if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+                               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++)
                                {
-                                       nl->falloff = sl->falloff;
+                                       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);
+                                               VectorScale(sl->light, f, nl->light);
+                                               //nl->cullradius2 = 99999999;
+                                               nl->lightsubtract = sl->subtract;
+                                               nl->offset = sl->distbias;
+                                               nl++;
+                                               nearlights++;
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < currentrenderentity->numentlights && nearlights < MAX_DLIGHTS;i++)
+                               {
+                                       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 / 32768.0f);
+                                       f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
                                        VectorScale(sl->light, f, nl->light);
                                        //nl->cullradius2 = 99999999;
                                        nl->lightsubtract = sl->subtract;
@@ -803,6 +839,8 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                                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;
@@ -822,9 +860,6 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
        basecolor[1] *= colorg;
        basecolor[2] *= colorb;
        avc = aliasvertcolor;
-       // 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 (nearlights)
        {
                av = aliasvert;
@@ -837,7 +872,7 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                // distance attenuation
                                VectorSubtract(nl->origin, av, v);
                                dist2 = DotProduct(v,v);
-                               f = (1.0f / (dist2 * mscale + nl->offset)) - nl->lightsubtract;
+                               f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->lightsubtract;
                                if (f > 0)
                                {
                                        // directional shading