#include "quakedef.h"
#include "cl_collision.h"
+#include "r_shadow.h"
-rdlight_t r_dlight[MAX_DLIGHTS];
+dlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
pixels[y][x][3] = 255;
}
}
- lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE);
+ lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
}
void r_light_shutdown(void)
/*
==================
-R_AnimateLight
+R_UpdateLights
==================
*/
-void R_AnimateLight (void)
+void R_UpdateLights(void)
{
int i, j, k;
-//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int)(cl.time * 10);
k = k*22;
d_lightstylevalue[j] = k;
}
-}
-
-
-void R_BuildLightList(void)
-{
- int i;
- dlight_t *cd;
- rdlight_t *rd;
r_numdlights = 0;
c_dlights = 0;
for (i = 0;i < MAX_DLIGHTS;i++)
{
- cd = cl_dlights + i;
- if (cd->radius <= 0)
- continue;
- rd = &r_dlight[r_numdlights++];
- VectorCopy(cd->origin, rd->origin);
- VectorScale(cd->color, cd->radius * 64.0f, rd->light);
- rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
- // clamp radius to avoid overflowing division table in lightmap code
- if (rd->cullradius2 > (2048.0f * 2048.0f))
- rd->cullradius2 = (2048.0f * 2048.0f);
- rd->cullradius = sqrt(rd->cullradius2);
- rd->subtract = 1.0f / rd->cullradius2;
- rd->ent = cd->ent;
- c_dlights++; // count every dlight in use
+ 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;
- rmeshstate_t m;
- float scale, viewdist, diff[3], dist;
- rdlight_t *rd;
+ int i, lnum;
+ float cscale, scale, viewdist, dist;
+ dlight_t *light;
if (!r_coronas.integer)
return;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ONE;
- m.depthdisable = true; // magic
- m.tex[0] = R_GetTexture(lightcorona);
R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
- viewdist = DotProduct(r_origin, vpn);
- for (i = 0;i < r_numdlights;i++)
+ viewdist = DotProduct(r_vieworigin, r_viewforward);
+ if (r_shadow_realtime_world.integer)
{
- rd = r_dlight + i;
- dist = (DotProduct(rd->origin, vpn) - viewdist);
- if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true, NULL) == 1)
+ for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++)
{
- scale = r_colorscale * (1.0f / 131072.0f);
- if (gl_flashblend.integer)
- scale *= 4.0f;
- if (fogenabled)
+ 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)
{
- VectorSubtract(rd->origin, r_origin, diff);
- scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ 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);
}
- GL_Color(rd->light[0] * scale, rd->light[1] * scale, rd->light[2] * scale, 1);
- varray_texcoord[0][0] = 0;
- varray_texcoord[0][1] = 0;
- varray_texcoord[0][2] = 0;
- varray_texcoord[0][3] = 1;
- varray_texcoord[0][4] = 1;
- varray_texcoord[0][5] = 1;
- varray_texcoord[0][6] = 1;
- varray_texcoord[0][7] = 0;
- scale = rd->cullradius * 0.25f;
+ }
+ }
+ 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;
- varray_vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
- varray_vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
- varray_vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
- varray_vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
- varray_vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
- varray_vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
- varray_vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
- varray_vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
- varray_vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
- varray_vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
- varray_vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
- varray_vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
- R_Mesh_Draw(4, 2, polygonelements);
+ }
+ 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
=============
*/
-extern int r_pvsframecount;
-static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, 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 ndist, maxdist;
- msurface_t *surf;
- int i, *surfacepvsframes;
- int d, impacts, impactt;
- float dist, dist2, impact[3];
-
- if (!r_dynamic.integer)
- return;
+ int i;
+ mleaf_t *leaf;
+ float dist;
// for comparisons to minimum acceptable light
- maxdist = rd->cullradius2;
-
- surfacepvsframes = ent->model->surfacepvsframes;
-loc0:
- if (node->contents < 0)
- return;
-
- ndist = PlaneDiff(lightorigin, node->plane);
-
- if (ndist > rd->cullradius)
- {
- node = node->children[0];
- goto loc0;
- }
- if (ndist < -rd->cullradius)
- {
- node = node->children[1];
- goto loc0;
- }
-
-// mark the polygons
- surf = ent->model->surfaces + node->firstsurface;
- for (i = 0;i < node->numsurfaces;i++, surf++)
+ while(node->contents >= 0)
{
- if (surfacepvsframes[surf->number] != r_pvsframecount)
- 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;
-
- if (node->plane->type < 3)
- {
- VectorCopy(lightorigin, impact);
- impact[node->plane->type] -= dist;
- }
+ dist = PlaneDiff(lightorigin, node->plane);
+ if (dist > light->rtlight.lightmap_cullradius)
+ node = node->children[0];
else
{
- impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
- impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
- impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
- }
-
- 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_framecount;
+ if (dist >= -light->rtlight.lightmap_cullradius)
+ R_RecursiveMarkLights(ent, lightorigin, light, bit, bitindex, node->children[0], pvs, pvsbits);
+ node = node->children[1];
}
- surf->dlightbits[bitindex] |= bit;
}
- if (node->children[0]->contents >= 0)
+ // check if leaf is visible according to pvs
+ leaf = (mleaf_t *)node;
+ i = leaf->clusterindex;
+ if (leaf->nummarksurfaces && (i >= pvsbits || CHECKPVSBIT(pvs, i)))
{
- if (node->children[1]->contents >= 0)
- {
- R_OldMarkLights (ent, lightorigin, rd, bit, bitindex, node->children[0]);
- node = node->children[1];
- goto loc0;
- }
- else
+ 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++)
{
- node = node->children[0];
- goto loc0;
- }
- }
- else if (node->children[1]->contents >= 0)
- {
- node = node->children[1];
- goto loc0;
- }
-}
+ 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;
-static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int bitindex)
-{
- static int lightframe = 0;
- mleaf_t *pvsleaf;
- vec3_t lightorigin;
- model_t *model;
- int i, k, m, c, leafnum, *surfacepvsframes, *mark;
- msurface_t *surf;
- mleaf_t *leaf;
- qbyte *in;
- int row;
- float low[3], high[3], dist, maxdist;
-
- if (!r_dynamic.integer)
- return;
-
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
+ dist2 = dist * dist;
+ if (dist2 >= maxdist)
+ continue;
- model = ent->model;
- pvsleaf = Mod_PointInLeaf (lightorigin, model);
- if (pvsleaf == NULL)
- return;
-
- in = pvsleaf->compressed_vis;
- if (!r_vismarklights.integer || !in)
- {
- // told not to use pvs, or there's no pvs to use
- R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
- return;
- }
+ VectorCopy(lightorigin, impact);
+ if (surf->plane->type >= 3)
+ VectorMA(impact, -sdist, surf->plane->normal, impact);
+ else
+ impact[surf->plane->type] -= sdist;
- lightframe++;
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius;
- high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius;
+ d = bound(0, impacts, surf->extents[0] + 16) - impacts;
+ dist2 += d * d;
+ if (dist2 > maxdist)
+ continue;
- // for comparisons to minimum acceptable light
- maxdist = rd->cullradius2;
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
- row = (model->numleafs+7)>>3;
- surfacepvsframes = model->surfacepvsframes;
+ d = bound(0, impactt, surf->extents[1] + 16) - impactt;
+ dist2 += d * d;
+ if (dist2 > maxdist)
+ continue;
- k = 0;
- while (k < row)
- {
- c = *in++;
- if (c)
- {
- for (i = 0;i < 8;i++)
+ if (surf->dlightframe != r_framecount) // not dynamic until now
{
- if (c & (1<<i))
- {
- // warning to the clumsy: numleafs is one less than it should be, it only counts leafs with vis bits (skips leaf 0)
- leafnum = (k << 3)+i+1;
- if (leafnum > model->numleafs)
- return;
- leaf = &model->leafs[leafnum];
- 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 ((m = leaf->nummarksurfaces))
- {
- mark = leaf->firstmarksurface;
- do
- {
- surf = model->surfaces + *mark++;
- // if not visible in current frame, or already marked because it was in another leaf we passed, skip
- if (surf->lightframe == lightframe)
- continue;
- surf->lightframe = lightframe;
- if (surfacepvsframes[surf->number] != r_pvsframecount)
- continue;
- 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 < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius)))
- {
- int d;
- int impacts, impactt;
- float dist2, impact[3];
-
- dist2 = dist * dist;
-
- if (surf->plane->type < 3)
- {
- VectorCopy(lightorigin, impact);
- impact[surf->plane->type] -= dist;
- }
- else
- {
- impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
- impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
- impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
- }
-
- 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_framecount;
- }
- surf->dlightbits[bitindex] |= bit;
- }
- }
- while (--m);
- }
- }
+ 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->cached_dlight = true;
}
- k++;
- continue;
+ surf->dlightbits[bitindex] |= bit;
}
-
- k += *in++;
}
}
void R_MarkLights(entity_render_t *ent)
{
- int i;
- if (!gl_flashblend.integer)
- for (i = 0;i < r_numdlights;i++)
- R_VisMarkLights (ent, r_dlight + i, 1 << (i & 31), i >> 5);
+ int i, bit, bitindex;
+ dlight_t *light;
+ vec3_t lightorigin;
+ if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brushq1.num_leafs)
+ {
+ 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));
+ }
+ }
}
/*
=============================================================================
*/
-static int RecursiveLightPoint (vec3_t color, const mnode_t *node, float x, float y, float startz, float endz)
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf)
{
- int side, distz = endz - startz;
- float front, back;
- float mid;
-
-loc0:
- if (node->contents < 0)
- return false; // didn't hit anything
+ VectorClear(diffusecolor);
+ VectorClear(diffusenormal);
- switch (node->plane->type)
+ if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint)
{
- 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 = 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 + distz * (front - node->plane->dist) / (front - back);
- break;
+ ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
}
-
- // 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;
-
- surf = cl.worldmodel->surfaces + node->firstsurface;
- for (i = 0;i < node->numsurfaces;i++, surf++)
- {
- if (!(surf->flags & SURF_LIGHTMAP))
- 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)
- {
- qbyte *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;
- }
-
-/*
-LordHavoc: here's the readable version of the interpolation
-code, not quite as easy for the compiler to optimize...
-
-dsfrac is the X position in the lightmap pixel, * 16
-dtfrac is the Y position in the lightmap pixel, * 16
-r00 is top left corner, r01 is top right corner
-r10 is bottom left corner, r11 is bottom right corner
-g and b are the same layout.
-r0 and r1 are the top and bottom intermediate results
-
-first we interpolate the top two points, to get the top
-edge sample
-
- r0 = (((r01-r00) * dsfrac) >> 4) + r00;
- g0 = (((g01-g00) * dsfrac) >> 4) + g00;
- b0 = (((b01-b00) * dsfrac) >> 4) + b00;
-
-then we interpolate the bottom two points, to get the
-bottom edge sample
-
- r1 = (((r11-r10) * dsfrac) >> 4) + r10;
- g1 = (((g11-g10) * dsfrac) >> 4) + g10;
- b1 = (((b11-b10) * dsfrac) >> 4) + b10;
+ VectorSet(ambientcolor, 1, 1, 1);
-then we interpolate the top and bottom samples to get the
-middle sample (the one which was requested)
-
- r = (((r1-r0) * dtfrac) >> 4) + r0;
- g = (((g1-g0) * dtfrac) >> 4) + g0;
- b = (((b1-b0) * dtfrac) >> 4) + b0;
-*/
-
- color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
- color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
- color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
- }
- return true; // success
- }
- }
-
- // go down back side
- node = node->children[side ^ 1];
- startz = mid;
- distz = endz - startz;
- goto loc0;
- }
-}
-
-void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf)
-{
- int i;
- vec3_t v;
- float f;
- rdlight_t *rd;
- mlight_t *sl;
- if (leaf == NULL)
- leaf = Mod_PointInLeaf(p, cl.worldmodel);
- if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata)
- {
- color[0] = color[1] = color[2] = 1;
- return;
- }
-
- color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
- if (cl.worldmodel->numlights)
+ // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
+ if (cl.worldmodel->brushq1.numlights)
{
- for (i = 0;i < cl.worldmodel->numlights;i++)
+ int i;
+ vec3_t v;
+ float f;
+ mlight_t *sl;
+ for (i = 0;i < cl.worldmodel->brushq1.numlights;i++)
{
- sl = cl.worldmodel->lights + i;
+ sl = cl.worldmodel->brushq1.lights + i;
if (d_lightstylevalue[sl->style] > 0)
{
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, 0, false, NULL) == 1)
+ if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
{
f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- VectorMA(color, f, sl->light, color);
+ VectorMA(ambientcolor, f, sl->light, ambientcolor);
}
}
}
}
- else
- RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
if (dynamic)
{
+ 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++)
{
- rd = r_dlight + i;
- VectorSubtract (p, rd->origin, v);
+ light = r_dlight + i;
+ VectorSubtract(p, light->origin, v);
f = DotProduct(v, v);
- if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1)
+ if (f < light->rtlight.lightmap_cullradius2 && CL_TraceLine(p, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) == 1)
{
- f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
- VectorMA(color, f, rd->light, color);
+ f = (1.0f / (f + LIGHTOFFSET)) - light->rtlight.lightmap_subtract;
+ VectorMA(ambientcolor, f, light->rtlight.lightmap_light, ambientcolor);
}
}
}
}
-void R_ModelLightPoint (const entity_render_t *ent, vec3_t color, const vec3_t p)
+typedef struct
{
- mleaf_t *leaf;
- leaf = Mod_PointInLeaf(p, cl.worldmodel);
- if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata || ent->effects & EF_FULLBRIGHT)
- {
- color[0] = color[1] = color[2] = 1;
- return;
- }
-
- color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
- if (!cl.worldmodel->numlights)
- RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+ 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;
-void R_LightModel(const entity_render_t *ent, int numverts, float colorr, float colorg, float colorb, int worldcoords)
+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, nearlights = 0, maxnearlights = r_modellights.integer;
- float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
- 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 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;
+ // highly rare
+ VectorSet(ambient4f, 1, 1, 1);
+ maxnearlights = 0;
}
- nearlight[MAX_DLIGHTS], *nl;
- mlight_t *sl;
- rdlight_t *rd;
- a = ent->alpha;
+ else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ maxnearlights = 0;
+ else
+ {
+ if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
+ {
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal);
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal);
+ VectorNormalize(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;
- if ((maxnearlights != 0) && !r_fullbright.integer && !(ent->effects & EF_FULLBRIGHT))
+ // FIXME: no support for .lights on non-Q1BSP?
+ nl = &nearlight[0];
+ for (i = 0;i < ent->numentlights;i++)
{
- R_ModelLightPoint(ent, basecolor, ent->origin);
-
- 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
{
- sl = cl.worldmodel->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++)
{
- for (j = 0;j < maxnearlights;j++)
+ if (nearlight[j].intensity < intensity)
{
- if (nearlight[j].intensity < intensity)
- {
- if (nearlight[j].intensity > 0)
- VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
- break;
- }
+ 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(basecolor, ambientcolor, basecolor);
- }
+ }
+ 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
- {
- 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;
- }
+ 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);
+ 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, rd->origin, v);
- if (DotProduct(v, v) < rd->cullradius2)
+ VectorSubtract (v, light->origin, v);
+ if (DotProduct(v, v) < light->rtlight.lightmap_cullradius2)
{
- if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
+ if (CL_TraceLine(ent->origin, light->origin, NULL, NULL, false, NULL, SUPERCONTENTS_SOLID) != 1)
continue;
- VectorSubtract (ent->origin, rd->origin, v);
- f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
- VectorScale(rd->light, f, ambientcolor);
+ 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 (nearlight[j].intensity < intensity)
{
if (nearlight[j].intensity > 0)
- VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+ VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
break;
}
}
// this light is less significant than all others,
// add it to ambient
if (intensity > 0)
- VectorAdd(basecolor, ambientcolor, basecolor);
+ VectorAdd(ambient4f, ambientcolor, ambient4f);
}
else
{
nl->intensity = intensity;
// transform the light into the model's coordinate system
if (worldcoords)
- VectorCopy(rd->origin, nl->origin);
+ VectorCopy(light->origin, nl->origin);
else
{
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
+ 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
- , rd->origin[0], rd->origin[1], rd->origin[2]
+ , 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]
// 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->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;
}
}
}
}
- else
- {
- R_CompleteLightPoint (basecolor, ent->origin, true, NULL);
- }
- basecolor[0] *= colorr;
- basecolor[1] *= colorg;
- basecolor[2] *= colorb;
- avc = aliasvertcolor;
- 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)
{
- av = aliasvert;
- avn = aliasvertnorm;
- for (i = 0;i < numverts;i++)
+ 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++)
{
- VectorCopy(basecolor, color);
- for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
+ VectorSubtract(vertex3f, nl->origin, v);
+ // first eliminate negative lighting (back side)
+ dot = DotProduct(normal3f, v);
+ if (dot > 0)
{
- VectorSubtract(nl->origin, av, v);
- // directional shading
- dot = DotProduct(avn,v);
- if (dot > 0)
+ // 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)
{
- // the vertex normal faces the light
-
- // do the distance attenuation
- dist2 = DotProduct(v,v);
- f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
- if (f > 0)
- {
- //#if SLOWMATH
- t = 1.0f / sqrt(dist2);
- //#else
- //*((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1);
- //t = t * (1.5f - (dist2 * 0.5f * t * t));
- //#endif
-
- // dot * t is dotproduct with a normalized v.
- // (the result would be -1 to +1, but we already
- // eliminated the <= 0 case, so it is 0 to 1)
-
- // the hardness variables are for backlighting/shinyness
- // these have been hardwired at * 0.5 + 0.5 to match
- // the quake map lighting utility's equations
- f *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset;
- VectorMA(color, f, nl->light, color);
- }
+ // 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);
}
}
-
- VectorCopy(color, avc);
- avc[3] = a;
- avc += 4;
- av += 4;
- avn += 3;
- }
- }
- else
- {
- for (i = 0;i < numverts;i++)
- {
- VectorCopy(basecolor, avc);
- avc[3] = a;
- avc += 4;
}
+ VectorCopy4(color, color4f);
}
}
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))
{
VectorCopy(ent->origin, ent->entlightsorigin);
ent->numentlights = 0;
if (cl.worldmodel)
- for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
- if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false, NULL) == 1)
+ 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;
}
+