]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
changed model lighting to match map lighting (this means it is only barely directiona...
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 3 Jun 2002 17:02:59 +0000 (17:02 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 3 Jun 2002 17:02:59 +0000 (17:02 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1898 d7cf8633-e32d-0410-b094-e92efae38249

r_light.c

index 7dd907640481631a0126d5506e5bb9e356b4c99b..fb9a337c1aa4de46fdbc362dfe44400486b3f200 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -724,11 +724,11 @@ void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
 void R_LightModel(int numverts, float colorr, float colorg, float colorb, int worldcoords)
 {
        int i, j, nearlights = 0;
-       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f, dist2;
+       float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f, dist2, mscale;
        struct
        {
                vec3_t origin;
-               vec_t cullradius2;
+               //vec_t cullradius2;
                vec3_t light;
                vec_t lightsubtract;
                vec_t falloff;
@@ -763,7 +763,7 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                                softwareuntransform(sl->origin, nl->origin);
                                        f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
                                        VectorScale(sl->light, f, nl->light);
-                                       nl->cullradius2 = 99999999;
+                                       //nl->cullradius2 = 99999999;
                                        nl->lightsubtract = sl->subtract;
                                        nl->offset = sl->distbias;
                                        nl++;
@@ -787,7 +787,8 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                                VectorCopy(r_dlight[i].origin, nl->origin);
                                        else
                                                softwareuntransform(r_dlight[i].origin, nl->origin);
-                                       nl->cullradius2 = r_dlight[i].cullradius2;
+                                       // scale the cullradius so culling by distance is done before mscale is applied
+                                       //nl->cullradius2 = r_dlight[i].cullradius2 * currentrenderentity->scale * currentrenderentity->scale;
                                        nl->light[0] = r_dlight[i].light[0] * colorr;
                                        nl->light[1] = r_dlight[i].light[1] * colorg;
                                        nl->light[2] = r_dlight[i].light[2] * colorb;
@@ -805,6 +806,9 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
        basecolor[1] *= colorg;
        basecolor[2] *= colorb;
        avc = aliasvertcolor;
+       // 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 = currentrenderentity->scale * currentrenderentity->scale;
        if (nearlights)
        {
                av = aliasvert;
@@ -817,25 +821,22 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                // distance attenuation
                                VectorSubtract(nl->origin, av, v);
                                dist2 = DotProduct(v,v);
-                               if (dist2 < nl->cullradius2)
+                               f = (1.0f / (dist2 * mscale + nl->offset)) - nl->lightsubtract;
+                               if (f > 0)
                                {
-                                       f = (1.0f / (dist2 + nl->offset)) - nl->lightsubtract;
-                                       if (f > 0)
-                                       {
-                                               // directional shading
+                                       // directional shading
 #if SLOWMATH
-                                               t = 1.0f / sqrt(dist2);
+                                       t = 1.0f / sqrt(dist2);
 #else
-                                               number = DotProduct(v, v);
-                                               *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
-                                               t = t * (1.5f - (number * 0.5f * t * t));
+                                       number = DotProduct(v, v);
+                                       *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
+                                       t = t * (1.5f - (number * 0.5f * t * t));
 #endif
-                                               // DotProduct(avn,v) * t is dotproduct with a normalized v,
-                                               // the hardness variables are for backlighting/shinyness
-                                               f *= DotProduct(avn,v) * t;// * hardness + hardnessoffset;
-                                               if (f > 0)
-                                                       VectorMA(color, f, nl->light, color);
-                                       }
+                                       // DotProduct(avn,v) * t is dotproduct with a normalized v,
+                                       // the hardness variables are for backlighting/shinyness
+                                       f *= DotProduct(avn,v) * t * 0.5f + 0.5f;// * hardness + hardnessoffset;
+                                       if (f > 0)
+                                               VectorMA(color, f, nl->light, color);
                                }
                        }