cvar_t r_lightmodels = {"r_lightmodels", "1"};
-void rlight_init()
+void r_light_start(void)
+{
+}
+
+void r_light_shutdown(void)
{
- Cvar_RegisterVariable(&r_lightmodels);
}
-int r_dlightframecount;
+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);
+}
/*
==================
*/
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 ; i<node->numsurfaces ; i++, surf++)
{
- if (surf->dlightframe != r_dlightframecount) // not dynamic until now
+ int d;
+ 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;
+
+ 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)
R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
}
+int lightframe = 0;
void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
{
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);
int i, k, l, m, c;
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 * 2;
+
+ // 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)
{
if (c & (1<<i))
{
leaf = &model->leafs[(k << 3)+i+1];
- leaf->lightframe = lightframe;
- if (leaf->visframe != r_visframecount)
+ 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))
if (surf->visframe != r_framecount || surf->lightframe == lightframe)
continue;
surf->lightframe = lightframe;
- if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDiff(lightorigin, surf->plane)) >= 0))
+ 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 || (surf->flags & SURF_LIGHTBOTHSIDES)) && dist < radius)
{
- if (surf->dlightframe != r_dlightframecount) // not dynamic until now
+ 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_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;
}
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;
for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
{
- if (l->die < 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);
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;
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;
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;
+ }
+
+ 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;
{
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];
}
}
-// same as above but no bitmask to check
+void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic)
+{
+ mleaf_t *leaf;
+ 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;
for (i=0 ; i<MAX_DLIGHTS ; i++)
{
- if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
+ if (!cl_dlights[i].radius)
continue;
VectorSubtract (org, cl_dlights[i].origin, dist);
- f = DotProduct(dist, dist) + 65536.0f;
- r = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
+ f = DotProduct(dist, dist) + LIGHTOFFSET;
+ r = cl_dlights[i].radius*cl_dlights[i].radius;
if (f < r)
{
- brightness = r * 16.0f / f;
+ brightness = r * 256.0f / f;
if (cl_dlights[i].dark)
brightness = -brightness;
color[0] += brightness * cl_dlights[i].color[0];
}
}
}
+*/
-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;
-extern int modeldlightbits[8];
-void R_LightModel(int numverts, vec3_t center)
+void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor)
{
- int i, j, nearlights = 0;
- vec3_t dist;
+ // LordHavoc: warning: reliance on int being 4 bytes here (of course the d_8to24table relies on that too...)
+ int i, j, nearlights = 0, color;
+ vec3_t dist, mod;
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;
- }
+ int modeldlightbits[8];
avc = aliasvertcolor;
avn = aliasvertnorm;
a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
- if (currententity->effects & EF_FULLBRIGHT)
+ 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]));
- }
+ mod[0] = ent->render.colormod[0] * 0.5f;
+ mod[1] = ent->render.colormod[1] * 0.5f;
+ mod[2] = ent->render.colormod[2] * 0.5f;
+ }
+ else
+ {
+ mod[0] = ent->render.colormod[0];
+ mod[1] = ent->render.colormod[1];
+ mod[2] = ent->render.colormod[2];
+ }
+ if (ent->render.effects & EF_FULLBRIGHT)
+ {
+ ((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++)
{
- *avc++ = r;
- *avc++ = g;
- *avc++ = b;
- *avc++ = a;
+ *((int *)avc) = color;
+ avc += 4;
}
return;
}
- if (r_lightmodels.value)
+ 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);
- 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++;
- }
+ i |= 31;
+ continue;
}
- }
- else
- {
- for (i = 0;i < MAX_DLIGHTS;i++)
+ 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 (!modeldlightbits[i >> 5])
+ // transform the light into the model's coordinate system
+ if (gl_transform.value)
+ softwareuntransform(cl_dlights[i].origin, nearlight[nearlights].origin);
+ else
{
- i |= 31;
- continue;
+ VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
}
- 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)
+ 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 && (ent == NULL || ent != cl_dlights[i].ent))
+ nearlights++;
+ else
{
- 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)
- {
- dist[0] *= 0.5f;
- dist[1] *= 0.5f;
- dist[2] *= 0.5f;
- }
- t1 = 0.75f / t2;
- shadecolor[0] += dist[0] * t1;
- shadecolor[1] += dist[1] * t1;
- shadecolor[2] += dist[2] * t1;
+ t1 = 1.0f / t2;
+ basecolor[0] += nearlight[nearlights].color[0] * t1;
+ basecolor[1] += nearlight[nearlights].color[1] * t1;
+ basecolor[2] += nearlight[nearlights].color[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;
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;
+ t /= (DotProduct(v,v) + LIGHTOFFSET);
+ temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));
+ avc[0] = bound(0, temp, 255);
+ temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));
+ avc[1] = bound(0, temp, 255);
+ temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));
+ avc[2] = bound(0, temp, 255);
+ avc[3] = a;
}
else
- {
- *avc++ = r;
- *avc++ = g;
- *avc++ = b;
- }
- *avc++ = a;
- av+=3;
- avn+=3;
+ *((int *)avc) = color;
+ avc += 4;
+ av += 3;
+ avn += 3;
}
}
else
{
- int i1, i2, i3;
for (i = 0;i < numverts;i++)
{
- t1 = shadecolor[0];
- t2 = shadecolor[1];
- t3 = shadecolor[2];
+ int lit;
+ t1 = basecolor[0];
+ t2 = basecolor[1];
+ t3 = basecolor[2];
+ lit = false;
for (j = 0;j < nearlights;j++)
{
VectorSubtract(nearlight[j].origin, av, v);
t = DotProduct(avn,v);
if (t > 0)
{
- t /= DotProduct(v,v);
+ t /= (DotProduct(v,v) + LIGHTOFFSET);
t1 += nearlight[j].color[0] * t;
t2 += nearlight[j].color[1] * t;
t3 += nearlight[j].color[2] * t;
+ lit = true;
}
}
- 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;
+ if (lit)
+ {
+ int i1, i2, i3;
+ i1 = (int) t1;
+ avc[0] = bound(0, i1, 255);
+ i2 = (int) t2;
+ avc[1] = bound(0, i2, 255);
+ i3 = (int) t3;
+ avc[2] = bound(0, i3, 255);
+ avc[3] = a;
+ }
+ else // dodge the costly float -> int conversions
+ *((int *)avc) = color;
+ avc += 4;
+ av += 3;
+ avn += 3;
}
}
}
{
for (i = 0;i < numverts;i++)
{
- *avc++ = r;
- *avc++ = g;
- *avc++ = b;
- *avc++ = a;
+ *((int *)avc) = color;
+ avc += 4;
}
}
}