- 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 = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
- r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale;
- r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale;
- r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
- r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
- lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
- }
-
- color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
- color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
- color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
- }
- return true; // success
- }
-
- // go down back side
- return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
- }
-}
-
-void R_LightPoint (vec3_t color, vec3_t p)
-{
- vec3_t end;
-
- if (r_fullbright.value || !cl.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, cl.worldmodel->nodes, p, end);
-}
-
-// LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
-{
- int i;
- vec3_t dist;
- float brightness, r, f;
-
- if (/*gl_flashblend.value ||*/ !r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
- return;
-
- for (i=0 ; i<MAX_DLIGHTS ; i++)
- {
- if (!((1 << (i&31)) & dlightbits[i>>5]))
- continue;
- if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
- continue;
- VectorSubtract (org, cl_dlights[i].origin, dist);
- if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius))
- {
- brightness = r * 16.0 / f;
- if (cl_dlights[i].dark)
- brightness = -brightness;
- color[0] += brightness * cl_dlights[i].color[0];
- color[1] += brightness * cl_dlights[i].color[1];
- color[2] += brightness * cl_dlights[i].color[2];
- }
- }
-}
-
-// same as above but no bitmask to check
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
-{
- int i;
- vec3_t dist;
- float brightness, r, f;
-
- if (/*gl_flashblend.value ||*/ !r_dynamic.value)
- return;
-
- for (i=0 ; i<MAX_DLIGHTS ; i++)
- {
- if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
- continue;
- VectorSubtract (org, cl_dlights[i].origin, dist);
- if ((f = DotProduct(dist, dist) + 64.0) < (r = cl_dlights[i].radius*cl_dlights[i].radius))
- {
- brightness = r * 16.0 / f;
- if (cl_dlights[i].dark)
- brightness = -brightness;
- color[0] += brightness * cl_dlights[i].color[0];
- color[1] += brightness * cl_dlights[i].color[1];
- color[2] += brightness * cl_dlights[i].color[2];
- }
- }
-}
-
-void R_CompleteLightPoint (vec3_t color, vec3_t p)
-{
- R_LightPoint(color, p);
- R_DynamicLightPointNoMask(color, p);
-}
-
-extern float *aliasvert;
-extern float *aliasvertnorm;
-extern byte *aliasvertcolor;
-extern vec_t shadecolor[];
-extern float modelalpha;
-extern qboolean lighthalf;
-void R_LightModel(int numverts, vec3_t center)
-{
- int i, j, nearlights = 0;
- vec3_t dist;
- float t, t1, t2, t3, *avn;
- byte r,g,b,a, *avc;
- struct
- {
- vec3_t color;
- vec3_t origin;
- } nearlight[MAX_DLIGHTS];
- if (!lighthalf)
- {
- shadecolor[0] *= 2.0f;
- shadecolor[1] *= 2.0f;
- shadecolor[2] *= 2.0f;
- }
- avc = aliasvertcolor;
- avn = aliasvertnorm;
- a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
- if (currententity->effects & EF_FULLBRIGHT)
- {
- 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;
- }
- if (r_lightmodels.value)
- {
- for (i = 0;i < MAX_DLIGHTS;i++)
- {
- if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
- continue;
- VectorSubtract (center, cl_dlights[i].origin, dist);
- if ((t2 = DotProduct(dist,dist) + 16.0f) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
- {
- 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 (cl_dlights[i].dark)
- {
- nearlight[nearlights].color[0] = -nearlight[nearlights].color[0];
- nearlight[nearlights].color[1] = -nearlight[nearlights].color[1];
- nearlight[nearlights].color[2] = -nearlight[nearlights].color[2];
- }
- if (lighthalf)
- {
- nearlight[nearlights].color[0] *= 0.5f;
- nearlight[nearlights].color[1] *= 0.5f;
- nearlight[nearlights].color[2] *= 0.5f;
- }
- t1 = 1.0f / 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++;
- }
- }
- }
- else
- {
- for (i = 0;i < MAX_DLIGHTS;i++)
- {
- if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
- continue;
- VectorSubtract (center, cl_dlights[i].origin, dist);
- if ((t2 = DotProduct(dist,dist)) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
- {
- 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 (cl_dlights[i].dark)
- {
- dist[0] = -dist[0];
- dist[1] = -dist[1];
- dist[2] = -dist[2];
- }
- if (lighthalf)
- {
- dist[0] *= 0.5f;
- dist[1] *= 0.5f;
- dist[2] *= 0.5f;
- }
- t1 = 1.5f / 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;
- if (nearlights)
- {
- int temp;
- vec3_t v;
- float *av;
- av = aliasvert;
- if (nearlights == 1)
- {
- for (i = 0;i < numverts;i++)
- {
- VectorSubtract(nearlight[0].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;
- }
- }
- 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;
- }
- }
- }
- else