]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
BuildTriangleNeighbors now detects edges shared by three triangles, fixes weird shado...
[xonotic/darkplaces.git] / r_light.c
index 1c46419d1f7f66d7e0bf2bec9c2e24442742f195..86c2a0d4031f33e69c1a75315f5f62920e3d9736 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "cl_collision.h"
+#include "r_shadow.h"
 
 rdlight_t r_dlight[MAX_DLIGHTS];
 int r_numdlights = 0;
@@ -284,6 +285,8 @@ loc0:
                {
                        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;
+                       if (r_dlightmap.integer)
+                               surf->cached_dlight = true;
                }
                surf->dlightbits[bitindex] |= bit;
        }
@@ -423,6 +426,8 @@ static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int b
                                                                {
                                                                        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;
+                                                                       if (r_dlightmap.integer)
+                                                                               surf->cached_dlight = true;
                                                                }
                                                                surf->dlightbits[bitindex] |= bit;
                                                        }
@@ -658,11 +663,10 @@ void R_ModelLightPoint (const entity_render_t *ent, vec3_t color, const vec3_t p
        }
 
        color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
-       if (!cl.worldmodel->numlights)
+       if (!cl.worldmodel->numlights && r_shadow_lightingmode < 2)
                RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
 }
 
-extern cvar_t r_shadows;
 void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords)
 {
        int i, j, nearlights = 0, maxnearlights = r_modellights.integer;
@@ -691,7 +695,7 @@ void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, flo
        {
                R_ModelLightPoint(ent, basecolor, ent->origin);
 
-               if (r_shadows.integer != 3)
+               if (r_shadow_lightingmode < 2)
                {
                        nl = &nearlight[0];
                        for (i = 0;i < ent->numentlights;i++)
@@ -744,74 +748,77 @@ void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, flo
                                        nl->offset = sl->distbias;
                                }
                        }
-                       for (i = 0;i < r_numdlights;i++)
+                       if (r_shadow_lightingmode < 1)
                        {
-                               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)
+                               for (i = 0;i < r_numdlights;i++)
                                {
-                                       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
+                                       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)
                                        {
-                                               for (j = 0;j < maxnearlights;j++)
+                                               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
                                                {
-                                                       if (nearlight[j].intensity < intensity)
+                                                       for (j = 0;j < maxnearlights;j++)
                                                        {
-                                                               if (nearlight[j].intensity > 0)
-                                                                       VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
-                                                               break;
+                                                               if (nearlight[j].intensity < intensity)
+                                                               {
+                                                                       if (nearlight[j].intensity > 0)
+                                                                               VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+                                                                       break;
+                                                               }
                                                        }
                                                }
-                                       }
-                                       if (j >= maxnearlights)
-                                       {
-                                               // this light is less significant than all others,
-                                               // add it to ambient
-                                               if (intensity > 0)
-                                                       VectorAdd(basecolor, ambientcolor, basecolor);
-                                       }
-                                       else
-                                       {
-                                               nl = nearlight + j;
-                                               nl->intensity = intensity;
-                                               // transform the light into the model's coordinate system
-                                               if (worldcoords)
-                                                       VectorCopy(rd->origin, nl->origin);
+                                               if (j >= maxnearlights)
+                                               {
+                                                       // this light is less significant than all others,
+                                                       // add it to ambient
+                                                       if (intensity > 0)
+                                                               VectorAdd(basecolor, ambientcolor, basecolor);
+                                               }
                                                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]);
-                                                       */
+                                                       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;
                                                }
-                                               // 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;
                                        }
                                }
                        }
@@ -881,6 +888,8 @@ void R_UpdateEntLights(entity_render_t *ent)
        int i;
        const mlight_t *sl;
        vec3_t v;
+       if (r_shadow_lightingmode >= 2)
+               return;
        VectorSubtract(ent->origin, ent->entlightsorigin, v);
        if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
        {