]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
moved RecursiveLightPoint code to model_brush.c (model->brush.LightPoint), removing...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 10 Aug 2003 20:03:05 +0000 (20:03 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 10 Aug 2003 20:03:05 +0000 (20:03 +0000)
made LightPoint able to return quake3 lightgrid data (diffuse color and direction in addition to ambient)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3389 d7cf8633-e32d-0410-b094-e92efae38249

gl_models.c
makefile
model_brush.c
model_shared.h
pr_cmds.c
r_light.c
r_light.h
r_sprites.c
sv_light.c [deleted file]

index c71dcf34c3576a899db43424b062edb2e07c8404..a1effa88d7cfe0a0f39ddb178517caf5427bd794 100644 (file)
@@ -161,7 +161,7 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
        int c, fullbright, layernum, firstpass;
-       float tint[3], fog, ifog, colorscale, ambientcolor4f[4];
+       float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
        vec3_t diff;
        qbyte *bcolor;
        rmeshstate_t m;
@@ -271,11 +271,11 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                                GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
                        else
                        {
-                               if (R_LightModel(ambientcolor4f, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+                               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
                                {
                                        GL_ColorPointer(varray_color4f);
                                        R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
-                                       R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
+                                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
                                }
                                else
                                        GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
@@ -740,7 +740,7 @@ void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int sh
 
 void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
 {
-       float fog, ifog, colorscale, ambientcolor4f[4];
+       float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
        vec3_t diff;
        int i, *renderlist, *elements;
        rtexture_t *texture;
@@ -814,10 +814,10 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
 
        ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
        ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
-       if (R_LightModel(ambientcolor4f, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
+       if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
        {
                GL_ColorPointer(varray_color4f);
-               R_LightModel_CalcVertexColors(ambientcolor4f, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
+               R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
        }
        else
                GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
index 152af8bf1c90a518d0d3ced09e85beaaea13c540..a9edef57e31293667e6a5e1029d2062be3f0ca48 100644 (file)
--- a/makefile
+++ b/makefile
@@ -50,7 +50,7 @@ CLIENTOBJECTS=        cgame.o cgamevm.o chase.o cl_collision.o cl_demo.o cl_input.o \
                r_lerpanim.o r_light.o r_lightning.o r_modules.o r_sky.o \
                r_sprites.o sbar.o ui.o vid_shared.o view.o wavefile.o \
                r_shadow.o
-SERVEROBJECTS= pr_cmds.o pr_edict.o pr_exec.o sv_light.o sv_main.o sv_move.o \
+SERVEROBJECTS= pr_cmds.o pr_edict.o pr_exec.o sv_main.o sv_move.o \
                sv_phys.o sv_user.o
 SHAREDOBJECTS= cmd.o collision.o common.o crc.o cvar.o \
                filematch.o host.o host_cmd.o image.o mathlib.o matrixlib.o \
index 5b36c1568d4cd4f83b19e314d2451bcf4c703fb6..d832103f05813dc5d5d5c5e78c0af24d099c5048 100644 (file)
@@ -464,6 +464,151 @@ static void Mod_Q1BSP_TraceBox(struct model_s *model, trace_t *trace, const vec3
        Mod_Q1BSP_RecursiveHullCheck(&rhc, rhc.hull->firstclipnode, 0, 1, rhc.start, rhc.end);
 }
 
+static int Mod_Q1BSP_LightPoint_RecursiveBSPNode(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const 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 = 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;
+       }
+
+       // go down front side
+       if (node->children[side]->contents >= 0 && Mod_Q1BSP_LightPoint_RecursiveBSPNode(ambientcolor, diffusecolor, diffusenormal, 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->brushq1.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;
+
+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;
+*/
+
+                                       ambientcolor[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
+                                       ambientcolor[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
+                                       ambientcolor[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 Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
+{
+       Mod_Q1BSP_LightPoint_RecursiveBSPNode(ambientcolor, diffusecolor, diffusenormal, cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2], p[2] - 65536);
+}
+
 static qbyte *Mod_Q1BSP_DecompressVis(model_t *model, qbyte *in)
 {
        static qbyte decompressed[MAX_MAP_LEAFS/8];
@@ -2879,6 +3024,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
                Host_Error("Mod_Q1BSP_Load: %s has wrong version number(%i should be %i(Quake) or 30(HalfLife))", mod->name, i, BSPVERSION);
        mod->brushq1.ishlbsp = i == 30;
 
+       mod->brush.LightPoint = Mod_Q1BSP_LightPoint;
        mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
        mod->brush.TraceBox = Mod_Q1BSP_TraceBox;
        mod->brushq1.PointInLeaf = Mod_Q1BSP_PointInLeaf;
@@ -4227,6 +4373,14 @@ void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, q3mnode_t *node, cons
        }
 }
 
+void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
+{
+       // FIXME: write this
+       ambientcolor[0] += 255;
+       ambientcolor[1] += 255;
+       ambientcolor[2] += 255;
+}
+
 void Mod_Q3BSP_TraceBox(model_t *model, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs)
 {
        int i;
@@ -4265,6 +4419,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer)
                R_ResetQuakeSky();
        }
 
+       mod->brush.LightPoint = Mod_Q3BSP_LightPoint;
        mod->brush.FindNonSolidLocation = Mod_Q3BSP_FindNonSolidLocation;
        mod->brush.TraceBox = Mod_Q3BSP_TraceBox;
        //mod->brushq1.PointInLeaf = Mod_Q1BSP_PointInLeaf;
index fd989b5ca72a80b262f2856f62df2f1af9d4ca3a..2c2a1829178378397341bf856f0c9001a0b643b1 100644 (file)
@@ -145,6 +145,7 @@ struct trace_s;
 typedef struct model_brush_s
 {
        char *entities;
+       void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
        void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
        void (*TraceBox)(struct model_s *model, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs);
 }
index b4afef3d46b4f70e9c70d19107400b860629bd18..b34e6b7b0eebac878a5930fb374ca784d5e1a8af 100644 (file)
--- a/pr_cmds.c
+++ b/pr_cmds.c
@@ -1907,7 +1907,6 @@ void PF_randomvec (void)
        VectorCopy (temp, G_VECTOR(OFS_RETURN));
 }
 
-void SV_LightPoint (vec3_t color, vec3_t p);
 /*
 =================
 PF_GetLight
@@ -1922,11 +1921,15 @@ getlight(vector)
 */
 void PF_GetLight (void)
 {
-       vec3_t          color;
-       vec_t*          p;
+       vec3_t ambientcolor, diffusecolor, diffusenormal;
+       vec_t *p;
        p = G_VECTOR(OFS_PARM0);
-       SV_LightPoint (color, p);
-       VectorCopy (color, G_VECTOR(OFS_RETURN));
+       VectorClear(ambientcolor);
+       VectorClear(diffusecolor);
+       VectorClear(diffusenormal);
+       if (sv.worldmodel && sv.worldmodel->brush.LightPoint)
+               sv.worldmodel->brush.LightPoint(sv.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+       VectorMA(ambientcolor, 0.5, diffusecolor, G_VECTOR(OFS_RETURN));
 }
 
 #define MAX_QC_CVARS 128
index 269d3d1f0fd7cfd10f9d2669df9892f48248bc04..0a3e27ff03eced79d4f817b43c99ed3f31905aad 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -432,164 +432,36 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-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;
+       VectorClear(diffusecolor);
+       VectorClear(diffusenormal);
 
-loc0:
-       if (node->contents < 0)
-               return false;           // didn't hit anything
-
-       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->brushq1.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
+               VectorSet(ambientcolor, 1, 1, 1);
 
-       r1 = (((r11-r10) * dsfrac) >> 4) + r10;
-       g1 = (((g11-g10) * dsfrac) >> 4) + g10;
-       b1 = (((b11-b10) * dsfrac) >> 4) + b10;
-
-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 && cl.worldmodel != NULL)
                leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, p);
-       if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->brushq1.lightdata)
+       if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->brushq1.lightdata)
        {
-               color[0] = color[1] = color[2] = 1;
+               VectorSet(ambientcolor, 1, 1, 1);
                return;
        }
+       */
 
-       color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
+       // 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++)
                {
                        sl = cl.worldmodel->brushq1.lights + i;
@@ -600,25 +472,27 @@ void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mlea
                                if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false, NULL) == 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->brushq1.nodes, p[0], p[1], p[2], p[2] - 65536);
 
        if (dynamic)
        {
+               int i;
+               float f, v[3];
+               rdlight_t *rd;
+               // 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);
+                       VectorSubtract(p, rd->origin, v);
                        f = DotProduct(v, v);
                        if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1)
                        {
                                f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
-                               VectorMA(color, f, rd->light, color);
+                               VectorMA(ambientcolor, f, rd->light, ambientcolor);
                        }
                }
        }
@@ -642,57 +516,39 @@ nearlight_t;
 static int nearlights;
 static nearlight_t nearlight[MAX_DLIGHTS];
 
-int R_LightModel(float *ambient4f, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
+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, maxnearlights;
        float v[3], f, mscale, stylescale, intensity, ambientcolor[3];
        nearlight_t *nl;
        mlight_t *sl;
        rdlight_t *rd;
-       mleaf_t *leaf;
 
        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))
        {
                // highly rare
-               ambient4f[0] = colorr;
-               ambient4f[1] = colorg;
-               ambient4f[2] = colorb;
-               ambient4f[3] = colora;
-               return false;
-       }
-       if (r_shadow_realtime_world.integer)
-       {
-               // user config choice
-               ambient4f[0] = r_ambient.value * (2.0f / 128.0f) * colorr;
-               ambient4f[1] = r_ambient.value * (2.0f / 128.0f) * colorg;
-               ambient4f[2] = r_ambient.value * (2.0f / 128.0f) * colorb;
-               ambient4f[3] = colora;
-               return false;
-       }
-       if (maxnearlights == 0)
-       {
-               // user config choice
-               R_CompleteLightPoint (ambient4f, ent->origin, true, NULL);
-               ambient4f[0] *= colorr;
-               ambient4f[1] *= colorg;
-               ambient4f[2] *= colorb;
-               ambient4f[3] = colora;
-               return false;
+               VectorSet(ambient4f, 1, 1, 1);
+               maxnearlights = 0;
        }
-       leaf = cl.worldmodel ? cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, ent->origin) : NULL;
-       if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->brushq1.lightdata)
-               ambient4f[0] = ambient4f[1] = ambient4f[2] = 1;
+       else if (r_shadow_realtime_world.integer)
+               maxnearlights = 0;
        else
        {
-               ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
-               if (!cl.worldmodel->brushq1.numlights)
-                       RecursiveLightPoint (ambient4f, cl.worldmodel->brushq1.nodes, ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[2] - 65536);
+               if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
+                       cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, 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;
+       // FIXME: no support for .lights on non-Q1BSP?
        nl = &nearlight[0];
        for (i = 0;i < ent->numentlights;i++)
        {
@@ -822,18 +678,35 @@ int R_LightModel(float *ambient4f, const entity_render_t *ent, float colorr, flo
        ambient4f[1] *= colorg;
        ambient4f[2] *= colorb;
        ambient4f[3] = colora;
-       return nearlights != 0;
+       diffusecolor[0] *= colorr;
+       diffusecolor[1] *= colorg;
+       diffusecolor[2] *= colorb;
+       return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0;
 }
 
-void R_LightModel_CalcVertexColors(const float *ambientcolor4f, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
+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;
-       float color[4], v[3], dot, dist2, f;
+       int i, j, usediffuse;
+       float color[4], v[3], dot, dist2, f, dnormal[3];
        nearlight_t *nl;
+       usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
+       VectorCopy(diffusenormal, dnormal);
+       if (usediffuse)
+               VectorNormalize(dnormal);
        // directional shading code here
        for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
        {
                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++)
                {
                        VectorSubtract(vertex3f, nl->origin, v);
@@ -881,3 +754,4 @@ void R_UpdateEntLights(entity_render_t *ent)
        }
        ent->entlightsframe = r_framecount;
 }
+
index ac27483281a6d1ee17f96d25b231367d2eef03f5..379c1b8e2ddf873c2f7c6f98b7e54fb99dfd6d35 100644 (file)
--- a/r_light.h
+++ b/r_light.h
@@ -20,9 +20,9 @@ void R_BuildLightList(void);
 void R_AnimateLight(void);
 void R_MarkLights(entity_render_t *ent);
 void R_DrawCoronas(void);
-void R_CompleteLightPoint(vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf);
-int R_LightModel(float *ambient4f, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords);
-void R_LightModel_CalcVertexColors(const float *ambientcolor4f, int numverts, const float *vertex3f, const float *normal3f, float *color4f);
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf);
+int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords);
+void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f);
 void R_UpdateEntLights(entity_render_t *ent);
 
 #endif
index 8adee274de95d17f2b8200a796d0ff08adcaafad..d9d802486d79312a833787bb438e91e59af973ef 100644 (file)
@@ -86,7 +86,7 @@ void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
        int i;
-       vec3_t left, up, org, color;
+       vec3_t left, up, org, color, diffusecolor, diffusenormal;
        mspriteframe_t *frame;
        vec3_t diff;
        float fog, ifog;
@@ -99,7 +99,10 @@ void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
        if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
                color[0] = color[1] = color[2] = 1;
        else
-               R_CompleteLightPoint(color, ent->origin, true, NULL);
+       {
+               R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true, NULL);
+               VectorMA(color, 0.5f, diffusecolor, color);
+       }
 
        if (fogenabled)
        {
diff --git a/sv_light.c b/sv_light.c
deleted file mode 100644 (file)
index 2a50371..0000000
+++ /dev/null
@@ -1,143 +0,0 @@
-/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-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.
-
-See the GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-
-*/
-
-#include "quakedef.h"
-
-int SV_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 = 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;
-       }
-
-       // go down front side
-       if (node->children[side]->contents >= 0 && SV_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 = sv.worldmodel->brushq1.surfaces + node->firstsurface;
-                       for (i = 0;i < node->numsurfaces;i++, surf++)
-                       {
-                               if (!(surf->flags & SURF_LIGHTMAP))
-                                       continue;
-
-                               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 = 256; // FIXME: server doesn't know what light styles are doing
-                                               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;
-       }
-}
-
-// LordHavoc: added light checking to the server
-void SV_LightPoint (vec3_t color, vec3_t p)
-{
-       Mod_CheckLoaded(sv.worldmodel);
-       if (!sv.worldmodel->brushq1.lightdata)
-       {
-               color[0] = color[1] = color[2] = 255;
-               return;
-       }
-
-       color[0] = color[1] = color[2] = 0;
-       SV_RecursiveLightPoint (color, sv.worldmodel->brushq1.nodes, p[0], p[1], p[2], p[2] - 65536);
-}
-