This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
// r_light.c
#include "quakedef.h"
+#include "cl_collision.h"
+#include "r_shadow.h"
-cvar_t r_lightmodels = {"r_lightmodels", "1"};
+dlight_t r_dlight[MAX_DLIGHTS];
+int r_numdlights = 0;
-void rlight_init()
+cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
+cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
+cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"};
+cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "1"};
+
+static rtexture_t *lightcorona;
+static rtexturepool_t *lighttexturepool;
+
+void r_light_start(void)
+{
+ float dx, dy;
+ int x, y, a;
+ qbyte pixels[32][32][4];
+ lighttexturepool = R_AllocTexturePool();
+ for (y = 0;y < 32;y++)
+ {
+ dy = (y - 15.5f) * (1.0f / 16.0f);
+ for (x = 0;x < 32;x++)
+ {
+ dx = (x - 15.5f) * (1.0f / 16.0f);
+ a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2));
+ a = bound(0, a, 255);
+ pixels[y][x][0] = a;
+ pixels[y][x][1] = a;
+ pixels[y][x][2] = a;
+ pixels[y][x][3] = 255;
+ }
+ }
+ lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+}
+
+void r_light_shutdown(void)
+{
+ lighttexturepool = NULL;
+ lightcorona = NULL;
+}
+
+void r_light_newmap(void)
{
- Cvar_RegisterVariable(&r_lightmodels);
+ int i;
+ for (i = 0;i < 256;i++)
+ d_lightstylevalue[i] = 264; // normal light value
}
-int r_dlightframecount;
+void R_Light_Init(void)
+{
+ Cvar_RegisterVariable(&r_modellights);
+ Cvar_RegisterVariable(&r_vismarklights);
+ Cvar_RegisterVariable(&r_coronas);
+ Cvar_RegisterVariable(&gl_flashblend);
+ R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
+}
/*
==================
-R_AnimateLight
+R_UpdateLights
==================
*/
-void R_AnimateLight (void)
+void R_UpdateLights(void)
{
- int i,j,k;
-
-//
+ int i, j, k;
+
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
- i = (int)(cl.time*10);
- for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
+ i = (int)(cl.time * 10);
+ for (j = 0;j < MAX_LIGHTSTYLES;j++)
{
- if (!cl_lightstyle[j].length)
+ if (!cl_lightstyle || !cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
k = cl_lightstyle[j].map[k] - 'a';
k = k*22;
d_lightstylevalue[j] = k;
- }
+ }
+
+ r_numdlights = 0;
+ c_dlights = 0;
+
+ if (!r_dynamic.integer || !cl_dlights)
+ return;
+
+ for (i = 0;i < MAX_DLIGHTS;i++)
+ {
+ if (cl_dlights[i].radius > 0)
+ {
+ R_RTLight_UpdateFromDLight(&cl_dlights[i].rtlight, &cl_dlights[i], false);
+ // FIXME: use pointer instead of copy
+ r_dlight[r_numdlights++] = cl_dlights[i];
+ c_dlights++; // count every dlight in use
+ }
+ }
+}
+
+void R_DrawCoronas(void)
+{
+ int i, lnum;
+ float cscale, scale, viewdist, dist;
+ dlight_t *light;
+ if (!r_coronas.integer)
+ return;
+ R_Mesh_Matrix(&r_identitymatrix);
+ viewdist = DotProduct(r_vieworigin, r_viewforward);
+ if (r_shadow_realtime_world.integer)
+ {
+ for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++)
+ {
+ if (light->rtlight.corona * r_coronas.value > 0 && (r_shadow_debuglight.integer < 0 || r_shadow_debuglight.integer == lnum) && (dist = (DotProduct(light->rtlight.shadoworigin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->rtlight.shadoworigin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
+ {
+ cscale = light->rtlight.corona * r_coronas.value * 0.25f;
+ scale = light->rtlight.radius * 0.25f;
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->rtlight.shadoworigin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->rtlight.color[0] * cscale, light->rtlight.color[1] * cscale, light->rtlight.color[2] * cscale, 1);
+ }
+ }
+ }
+ for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
+ {
+ if (light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_viewforward) - viewdist)) >= 24.0f && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1)
+ {
+ cscale = light->corona * r_coronas.value * 0.25f;
+ scale = light->radius * 0.25f;
+ if (gl_flashblend.integer)
+ {
+ cscale *= 4.0f;
+ scale *= 2.0f;
+ }
+ R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, light->origin, r_viewright, r_viewup, scale, -scale, -scale, scale, light->color[0] * cscale, light->color[1] * cscale, light->color[2] * cscale, 1);
+ }
+ }
}
/*
=============================================================================
*/
+static int lightpvsbytes;
+static qbyte lightpvs[(MAX_MAP_LEAFS+7)>>3];
+
/*
=============
R_MarkLights
=============
*/
-void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
+static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits)
{
- float dist, l, maxdist;
- msurface_t *surf;
- int i, j, s, t;
- vec3_t impact;
-
-loc0:
- if (node->contents < 0)
- return;
+ int i;
+ mleaf_t *leaf;
+ float dist;
- dist = DotProduct (lightorigin, node->plane->normal) - node->plane->dist;
-
- if (dist > light->radius)
+ // for comparisons to minimum acceptable light
+ while(node->contents >= 0)
{
- if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
- {
+ dist = PlaneDiff(lightorigin, node->plane);
+ if (dist > light->rtlight.lightmap_cullradius)
node = node->children[0];
- goto loc0;
- }
- return;
- }
- if (dist < -light->radius)
- {
- if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
+ else
{
+ if (dist >= -light->rtlight.lightmap_cullradius)
+ R_RecursiveMarkLights(ent, lightorigin, light, bit, bitindex, node->children[0], pvs, pvsbits);
node = node->children[1];
- goto loc0;
}
- return;
}
- maxdist = light->radius*light->radius;
-
-// mark the polygons
- surf = cl.worldmodel->surfaces + node->firstsurface;
- for (i=0 ; i<node->numsurfaces ; i++, surf++)
+ // check if leaf is visible according to pvs
+ leaf = (mleaf_t *)node;
+ i = leaf->clusterindex;
+ if (leaf->nummarksurfaces && (i >= pvsbits || CHECKPVSBIT(pvs, i)))
{
- if (surf->flags & SURF_DRAWTURB) // water
+ int *surfacepvsframes, d, impacts, impactt;
+ float sdist, maxdist, dist2, impact[3];
+ msurface_t *surf;
+ // mark the polygons
+ maxdist = light->rtlight.lightmap_cullradius2;
+ surfacepvsframes = ent->model->brushq1.surfacepvsframes;
+ for (i = 0;i < leaf->nummarksurfaces;i++)
{
- if (surf->dlightframe != r_dlightframecount) // not dynamic until now
+ if (surfacepvsframes[leaf->firstmarksurface[i]] != ent->model->brushq1.pvsframecount)
+ continue;
+ surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[i];
+ dist = sdist = PlaneDiff(lightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ dist = -dist;
+
+ if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
+ continue;
+
+ dist2 = dist * dist;
+ if (dist2 >= maxdist)
+ continue;
+
+ VectorCopy(lightorigin, impact);
+ if (surf->plane->type >= 3)
+ VectorMA(impact, -sdist, surf->plane->normal, impact);
+ else
+ impact[surf->plane->type] -= sdist;
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+
+ d = bound(0, impacts, surf->extents[0] + 16) - impacts;
+ dist2 += d * d;
+ if (dist2 > maxdist)
+ continue;
+
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ d = bound(0, impactt, surf->extents[1] + 16) - impactt;
+ 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->cached_dlight = true;
}
surf->dlightbits[bitindex] |= bit;
}
- // LordHavoc: MAJOR dynamic light speedup here, eliminates marking of surfaces that are too far away from light, thus preventing unnecessary uploads
- else /*if (r_dynamicbothsides.value || (((surf->flags & SURF_PLANEBACK) && (dist < -BACKFACE_EPSILON)) || (!(surf->flags & SURF_PLANEBACK) && (dist > BACKFACE_EPSILON))))*/
- {
- // passed the plane side check
- for (j=0 ; j<3 ; j++)
- impact[j] = lightorigin[j] - surf->plane->normal[j]*dist;
-
- // clamp center of light to corner and check brightness
- l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
- s = l - s;
- l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
- t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
- t = l - t;
- // compare to minimum light
- if ((s*s+t*t+dist*dist) < maxdist)
- {
- if (surf->dlightframe != r_dlightframecount) // 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->dlightbits[bitindex] |= bit;
- }
- }
- }
-
- if (node->children[0]->contents >= 0)
- {
- if (node->children[1]->contents >= 0)
- {
- R_MarkLights (lightorigin, light, bit, bitindex, node->children[0]);
- node = node->children[1];
- goto loc0;
- }
- else
- {
- node = node->children[0];
- goto loc0;
- }
- }
- else if (node->children[1]->contents >= 0)
- {
- node = node->children[1];
- goto loc0;
}
}
-
-/*
-=============
-R_PushDlights
-=============
-*/
-void R_PushDlights (void)
+void R_MarkLights(entity_render_t *ent)
{
- int i;
- dlight_t *l;
-
- r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame
-
- if (/*gl_flashblend.value ||*/ !r_dynamic.value)
- return;
-
- l = cl_dlights;
-
- for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
+ int i, bit, bitindex;
+ dlight_t *light;
+ vec3_t lightorigin;
+ if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.num_leafs)
{
- if (l->die < cl.time || !l->radius)
- continue;
- R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes );
+ for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
+ {
+ bit = 1 << (i & 31);
+ bitindex = i >> 5;
+ Matrix4x4_Transform(&ent->inversematrix, light->origin, lightorigin);
+ lightpvsbytes = 0;
+ if (r_vismarklights.integer && ent->model->brush.FatPVS)
+ lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs));
+ R_RecursiveMarkLights(ent, lightorigin, light, bit, bitindex, ent->model->brushq1.nodes + ent->model->brushq1.hulls[0].firstclipnode, lightpvs, min(lightpvsbytes * 8, ent->model->brush.num_pvsclusters));
+ }
}
}
-
/*
=============================================================================
=============================================================================
*/
-mplane_t *lightplane;
-vec3_t lightspot;
-
-int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf)
{
- float front, back, frac;
- vec3_t mid;
-
-loc0:
- if (node->contents < 0)
- return false; // didn't hit anything
-
-// calculate mid point
- front = PlaneDiff (start, node->plane);
- back = PlaneDiff (end, node->plane);
-
- // LordHavoc: optimized recursion
- if ((back < 0) == (front < 0))
-// return RecursiveLightPoint (color, node->children[front < 0], start, end);
+ VectorClear(diffusecolor);
+ VectorClear(diffusenormal);
+
+ if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint)
{
- node = node->children[front < 0];
- goto loc0;
+ ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
}
-
- frac = front / (front-back);
- mid[0] = start[0] + (end[0] - start[0])*frac;
- mid[1] = start[1] + (end[1] - start[1])*frac;
- mid[2] = start[2] + (end[2] - start[2])*frac;
-
-// go down front side
- if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
- return true; // hit something
else
- {
- int i, ds, dt;
- msurface_t *surf;
- // check for impact on this node
- VectorCopy (mid, lightspot);
- lightplane = node->plane;
+ VectorSet(ambientcolor, 1, 1, 1);
- surf = cl.worldmodel->surfaces + node->firstsurface;
- for (i = 0;i < node->numsurfaces;i++, surf++)
+ // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
+ if (cl.worldmodel->brushq1.numlights)
+ {
+ int i;
+ vec3_t v;
+ float f;
+ mlight_t *sl;
+ for (i = 0;i < cl.worldmodel->brushq1.numlights;i++)
{
- if (surf->flags & SURF_DRAWTILED)
- continue; // no lightmaps
-
- ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
- dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + 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)
+ sl = cl.worldmodel->brushq1.lights + i;
+ if (d_lightstylevalue[sl->style] > 0)
{
- byte *lightmap;
- int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
- float scale;
- line3 = ((surf->extents[0]>>4)+1)*3;
-
- 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++)
+ VectorSubtract (p, sl->origin, v);
+ f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
+ if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
{
- 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
+ f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+ VectorMA(ambientcolor, f, sl->light, ambientcolor);
}
-
- 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)
+ if (dynamic)
{
- 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))
+ int i;
+ float f, v[3];
+ dlight_t *light;
+ // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
+ for (i = 0;i < r_numdlights;i++)
{
- 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];
+ light = r_dlight + i;
+ VectorSubtract(p, light->origin, v);
+ f = DotProduct(v, v);
+ if (f < light->rtlight.lightmap_cullradius2 && CL_TraceLine(p, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
+ {
+ f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract;
+ VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
+ }
}
}
}
-// same as above but no bitmask to check
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
+typedef struct
{
- 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];
- }
- }
+ 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];
-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 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, nearlights = 0;
- vec3_t dist;
- float t, t1, t2, t3, *avn;
- byte r,g,b,a, *avc;
- struct
+ int i, j, maxnearlights;
+ float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3];
+ nearlight_t *nl;
+ mlight_t *sl;
+ dlight_t *light;
+
+ 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))
{
- vec3_t color;
- vec3_t origin;
- } nearlight[MAX_DLIGHTS];
- if (!lighthalf)
- {
- shadecolor[0] *= 2.0f;
- shadecolor[1] *= 2.0f;
- shadecolor[2] *= 2.0f;
+ // highly rare
+ VectorSet(ambient4f, 1, 1, 1);
+ maxnearlights = 0;
}
- avc = aliasvertcolor;
- avn = aliasvertnorm;
- a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
- if (currententity->effects & EF_FULLBRIGHT)
+ else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ maxnearlights = 0;
+ else
{
- if (lighthalf)
+ if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
{
- r = (byte) ((float) (128.0f * currententity->colormod[0]));
- g = (byte) ((float) (128.0f * currententity->colormod[1]));
- b = (byte) ((float) (128.0f * currententity->colormod[2]));
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
+ VectorNormalize(diffusenormal);
}
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;
+ VectorSet(ambient4f, 1, 1, 1);
}
- if (r_lightmodels.value)
+
+ // 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++)
{
- for (i = 0;i < MAX_DLIGHTS;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
{
- 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))
+ for (j = 0;j < maxnearlights;j++)
{
- 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)
+ if (nearlight[j].intensity < intensity)
{
- nearlight[nearlights].color[0] *= 0.5f;
- nearlight[nearlights].color[1] *= 0.5f;
- nearlight[nearlights].color[2] *= 0.5f;
+ if (nearlight[j].intensity > 0)
+ VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
+ break;
}
- 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++;
}
}
+ 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;
+ }
}
- else
+ if (!r_shadow_realtime_dlight.integer)
{
- for (i = 0;i < MAX_DLIGHTS;i++)
+ for (i = 0;i < r_numdlights;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))
+ light = r_dlight + i;
+ VectorCopy(light->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, light->origin, v);
+ if (DotProduct(v, v) < light->rtlight.lightmap_cullradius2)
{
- 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)
+ if (CL_TraceLine(ent->origin, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1)
+ continue;
+ VectorSubtract (ent->origin, light->origin, v);
+ f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - light->rtlight.lightmap_subtract);
+ VectorScale(light->rtlight.lightmap_light, f, ambientcolor);
+ intensity = DotProduct(ambientcolor, ambientcolor);
+ if (f < 0)
+ intensity *= -1.0f;
+ if (nearlights < maxnearlights)
+ j = nearlights++;
+ else
{
- dist[0] = -dist[0];
- dist[1] = -dist[1];
- dist[2] = -dist[2];
+ for (j = 0;j < maxnearlights;j++)
+ {
+ if (nearlight[j].intensity < intensity)
+ {
+ if (nearlight[j].intensity > 0)
+ VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
+ break;
+ }
+ }
}
- if (lighthalf)
+ if (j >= maxnearlights)
{
- dist[0] *= 0.5f;
- dist[1] *= 0.5f;
- dist[2] *= 0.5f;
+ // 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(light->origin, nl->origin);
+ else
+ {
+ Matrix4x4_Transform(&ent->inversematrix, light->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
+ , light->origin[0], light->origin[1], light->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] = light->rtlight.lightmap_light[0] * colorr * 4.0f;
+ nl->light[1] = light->rtlight.lightmap_light[1] * colorg * 4.0f;
+ nl->light[2] = light->rtlight.lightmap_light[2] * colorb * 4.0f;
+ nl->subtract = light->rtlight.lightmap_subtract;
+ nl->offset = LIGHTOFFSET;
}
- 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)
+ 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;
+ // negate the diffuse normal to avoid the need to negate the
+ // dotproduct on each vertex
+ VectorNegate(diffusenormal, dnormal);
+ if (usediffuse)
+ VectorNormalize(dnormal);
+ // directional shading code here
+ for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
{
- int temp;
- vec3_t v;
- float *av;
- av = aliasvert;
- if (nearlights == 1)
+ VectorCopy4(ambientcolor4f, color);
+
+ // silly directional diffuse shading
+ if (usediffuse)
{
- 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;
- }
+ dot = DotProduct(normal3f, dnormal);
+ if (dot > 0)
+ VectorMA(color, dot, diffusecolor, color);
}
- else
+
+ // pretty good lighting
+ for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
- int i1, i2, i3;
- for (i = 0;i < numverts;i++)
+ VectorSubtract(vertex3f, nl->origin, v);
+ // first eliminate negative lighting (back side)
+ dot = DotProduct(normal3f, v);
+ if (dot > 0)
{
- t1 = shadecolor[0];
- t2 = shadecolor[1];
- t3 = shadecolor[2];
- for (j = 0;j < nearlights;j++)
+ // we'll need this again later to normalize the dotproduct
+ dist2 = DotProduct(v,v);
+ // do the distance attenuation math
+ f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
+ if (f > 0)
{
- 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;
- }
+ // we must divide dot by sqrt(dist2) to compensate for
+ // the fact we did not normalize v before doing the
+ // dotproduct, the result is in the range 0 to 1 (we
+ // eliminated negative numbers already)
+ f *= dot / sqrt(dist2);
+ // blend in the lighting
+ VectorMA(color, f, nl->light, color);
}
- 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;
}
}
+ VectorCopy4(color, color4f);
}
- else
+}
+
+void R_UpdateEntLights(entity_render_t *ent)
+{
+ int i;
+ const mlight_t *sl;
+ vec3_t v;
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ return;
+ VectorSubtract(ent->origin, ent->entlightsorigin, v);
+ if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
{
- for (i = 0;i < numverts;i++)
- {
- *avc++ = r;
- *avc++ = g;
- *avc++ = b;
- *avc++ = a;
- }
+ ent->entlightstime = realtime + 0.1;
+ VectorCopy(ent->origin, ent->entlightsorigin);
+ ent->numentlights = 0;
+ if (cl.worldmodel)
+ for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
+ if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
+ ent->entlights[ent->numentlights++] = i;
}
+ ent->entlightsframe = r_framecount;
}
+