- 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);
- 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(ambientcolor, f, rd->light, ambientcolor);
- }
- }
- }
-}
-
-typedef 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_t;
-
-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, maxnearlights;
- float v[3], f, mscale, stylescale, intensity, ambientcolor[3];
- nearlight_t *nl;
- mlight_t *sl;
- rdlight_t *rd;
-
- 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;
- // FIXME: no support for .lights on non-Q1BSP?
- 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
- {
- for (j = 0;j < maxnearlights;j++)
- {
- if (nearlight[j].intensity < intensity)
- {
- 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(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
- 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;
- VectorCopy(rd->origin, v);
- if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
- if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
- if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
- VectorSubtract (v, rd->origin, v);
- if (DotProduct(v, v) < rd->cullradius2)
- {
- if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
- continue;
- VectorSubtract (ent->origin, rd->origin, v);
- f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
- VectorScale(rd->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++)
- {
- if (nearlight[j].intensity < intensity)
- {
- 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(ambient4f, ambientcolor, ambient4f);
- }
- else
- {
- nl = nearlight + j;
- nl->intensity = intensity;
- // transform the light into the model's coordinate system
- if (worldcoords)
- VectorCopy(rd->origin, nl->origin);
- else
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
- /*
- Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
- , rd - r_dlight, ent->model->name
- , rd->origin[0], rd->origin[1], rd->origin[2]
- , nl->origin[0], nl->origin[1], nl->origin[2]
- , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
- , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
- , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
- , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
- */
- }
- // integrate mscale into falloff, for maximum speed
- nl->falloff = mscale;
- VectorCopy(ambientcolor, nl->ambientlight);
- nl->light[0] = rd->light[0] * colorr * 4.0f;
- nl->light[1] = rd->light[1] * colorg * 4.0f;
- nl->light[2] = rd->light[2] * colorb * 4.0f;
- nl->subtract = rd->subtract;
- nl->offset = LIGHTOFFSET;
- }
- }
- }
- }
- 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)
- {
- VectorCopy4(ambientcolor4f, color);
-
- // silly directional diffuse shading
- if (usediffuse)
- {
- 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++)