2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_collision.h"
25 rdlight_t r_dlight[MAX_DLIGHTS];
28 cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
29 cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
30 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"};
31 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "1"};
33 static rtexture_t *lightcorona;
34 static rtexturepool_t *lighttexturepool;
36 void r_light_start(void)
40 qbyte pixels[32][32][4];
41 lighttexturepool = R_AllocTexturePool();
42 for (y = 0;y < 32;y++)
44 dy = (y - 15.5f) * (1.0f / 16.0f);
45 for (x = 0;x < 32;x++)
47 dx = (x - 15.5f) * (1.0f / 16.0f);
48 a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2));
53 pixels[y][x][3] = 255;
56 lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE);
59 void r_light_shutdown(void)
61 lighttexturepool = NULL;
65 void r_light_newmap(void)
68 for (i = 0;i < 256;i++)
69 d_lightstylevalue[i] = 264; // normal light value
72 void R_Light_Init(void)
74 Cvar_RegisterVariable(&r_modellights);
75 Cvar_RegisterVariable(&r_vismarklights);
76 Cvar_RegisterVariable(&r_coronas);
77 Cvar_RegisterVariable(&gl_flashblend);
78 R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
86 void R_AnimateLight (void)
92 // 'm' is normal light, 'a' is no light, 'z' is double bright
93 i = (int)(cl.time * 10);
94 for (j = 0;j < MAX_LIGHTSTYLES;j++)
96 if (!cl_lightstyle || !cl_lightstyle[j].length)
98 d_lightstylevalue[j] = 256;
101 k = i % cl_lightstyle[j].length;
102 k = cl_lightstyle[j].map[k] - 'a';
104 d_lightstylevalue[j] = k;
109 void R_BuildLightList(void)
118 if (!r_dynamic.integer || !cl_dlights)
121 for (i = 0;i < MAX_DLIGHTS;i++)
126 rd = &r_dlight[r_numdlights++];
127 VectorCopy(cd->origin, rd->origin);
128 VectorScale(cd->color, cd->radius * 64.0f, rd->light);
129 rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
130 // clamp radius to avoid overflowing division table in lightmap code
131 if (rd->cullradius2 > (2048.0f * 2048.0f))
132 rd->cullradius2 = (2048.0f * 2048.0f);
133 rd->cullradius = sqrt(rd->cullradius2);
134 rd->subtract = 1.0f / rd->cullradius2;
136 c_dlights++; // count every dlight in use
140 void R_DrawCoronas(void)
144 float scale, viewdist, diff[3], dist;
146 if (!r_coronas.integer)
148 memset(&m, 0, sizeof(m));
149 m.blendfunc1 = GL_ONE;
150 m.blendfunc2 = GL_ONE;
151 m.wantoverbright = false;
152 m.depthdisable = true; // magic
153 m.tex[0] = R_GetTexture(lightcorona);
154 R_Mesh_Matrix(&r_identitymatrix);
156 viewdist = DotProduct(r_origin, vpn);
157 for (i = 0;i < r_numdlights;i++)
160 dist = (DotProduct(rd->origin, vpn) - viewdist);
161 if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true) == 1)
163 scale = mesh_colorscale * (1.0f / 131072.0f);
164 if (gl_flashblend.integer)
168 VectorSubtract(rd->origin, r_origin, diff);
169 scale *= 1 - exp(fogdensity/DotProduct(diff,diff));
171 varray_element[0] = 0;
172 varray_element[1] = 1;
173 varray_element[2] = 2;
174 varray_element[3] = 0;
175 varray_element[4] = 2;
176 varray_element[5] = 3;
177 varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = rd->light[0] * scale;
178 varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = rd->light[1] * scale;
179 varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = rd->light[2] * scale;
180 varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = 1;
181 varray_texcoord[0][0] = 0;
182 varray_texcoord[0][1] = 0;
183 varray_texcoord[0][2] = 0;
184 varray_texcoord[0][3] = 1;
185 varray_texcoord[0][4] = 1;
186 varray_texcoord[0][5] = 1;
187 varray_texcoord[0][6] = 1;
188 varray_texcoord[0][7] = 0;
189 scale = rd->cullradius * 0.25f;
190 if (gl_flashblend.integer)
192 varray_vertex[0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
193 varray_vertex[1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
194 varray_vertex[2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
195 varray_vertex[4] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
196 varray_vertex[5] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
197 varray_vertex[6] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
198 varray_vertex[8] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
199 varray_vertex[9] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
200 varray_vertex[10] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
201 varray_vertex[12] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
202 varray_vertex[13] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
203 varray_vertex[14] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
210 =============================================================================
214 =============================================================================
222 extern int r_pvsframecount;
223 static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
225 float ndist, maxdist;
227 int i, *surfacepvsframes;
228 int d, impacts, impactt;
229 float dist, dist2, impact[3];
231 if (!r_dynamic.integer)
234 // for comparisons to minimum acceptable light
235 maxdist = rd->cullradius2;
237 surfacepvsframes = ent->model->surfacepvsframes;
239 if (node->contents < 0)
242 ndist = PlaneDiff(lightorigin, node->plane);
244 if (ndist > rd->cullradius)
246 node = node->children[0];
249 if (ndist < -rd->cullradius)
251 node = node->children[1];
256 surf = ent->model->surfaces + node->firstsurface;
257 for (i = 0;i < node->numsurfaces;i++, surf++)
259 if (surfacepvsframes[surf->number] != r_pvsframecount)
262 if (surf->flags & SURF_PLANEBACK)
265 if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
269 if (dist2 >= maxdist)
272 if (node->plane->type < 3)
274 VectorCopy(lightorigin, impact);
275 impact[node->plane->type] -= dist;
279 impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
280 impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
281 impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
284 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
286 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
291 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
293 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
298 if (surf->dlightframe != r_framecount) // not dynamic until now
300 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;
301 surf->dlightframe = r_framecount;
303 surf->dlightbits[bitindex] |= bit;
306 if (node->children[0]->contents >= 0)
308 if (node->children[1]->contents >= 0)
310 R_OldMarkLights (ent, lightorigin, rd, bit, bitindex, node->children[0]);
311 node = node->children[1];
316 node = node->children[0];
320 else if (node->children[1]->contents >= 0)
322 node = node->children[1];
328 static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int bitindex)
330 static int lightframe = 0;
334 int i, k, m, c, leafnum, *surfacepvsframes, *mark;
339 float low[3], high[3], dist, maxdist;
341 if (!r_dynamic.integer)
344 Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
347 pvsleaf = Mod_PointInLeaf (lightorigin, model);
351 in = pvsleaf->compressed_vis;
352 if (!r_vismarklights.integer || !in)
354 // told not to use pvs, or there's no pvs to use
355 R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
361 low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius;
362 high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius;
364 // for comparisons to minimum acceptable light
365 maxdist = rd->cullradius2;
367 row = (model->numleafs+7)>>3;
368 surfacepvsframes = model->surfacepvsframes;
376 for (i = 0;i < 8;i++)
380 // warning to the clumsy: numleafs is one less than it should be, it only counts leafs with vis bits (skips leaf 0)
381 leafnum = (k << 3)+i+1;
382 if (leafnum > model->numleafs)
384 leaf = &model->leafs[leafnum];
385 if (leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
386 || leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
387 || leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
389 if ((m = leaf->nummarksurfaces))
391 mark = leaf->firstmarksurface;
394 surf = model->surfaces + *mark++;
395 // if not visible in current frame, or already marked because it was in another leaf we passed, skip
396 if (surf->lightframe == lightframe)
398 surf->lightframe = lightframe;
399 if (surfacepvsframes[surf->number] != r_pvsframecount)
401 dist = PlaneDiff(lightorigin, surf->plane);
402 if (surf->flags & SURF_PLANEBACK)
404 // LordHavoc: make sure it is infront of the surface and not too far away
405 if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius)))
408 int impacts, impactt;
409 float dist2, impact[3];
413 if (surf->plane->type < 3)
415 VectorCopy(lightorigin, impact);
416 impact[surf->plane->type] -= dist;
420 impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
421 impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
422 impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
425 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
426 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
431 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
432 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
437 if (surf->dlightframe != r_framecount) // not dynamic until now
439 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;
440 surf->dlightframe = r_framecount;
442 surf->dlightbits[bitindex] |= bit;
457 void R_MarkLights(entity_render_t *ent)
460 if (!gl_flashblend.integer)
461 for (i = 0;i < r_numdlights;i++)
462 R_VisMarkLights (ent, r_dlight + i, 1 << (i & 31), i >> 5);
466 =============================================================================
470 =============================================================================
473 static int RecursiveLightPoint (vec3_t color, const mnode_t *node, float x, float y, float startz, float endz)
475 int side, distz = endz - startz;
480 if (node->contents < 0)
481 return false; // didn't hit anything
483 switch (node->plane->type)
486 node = node->children[x < node->plane->dist];
489 node = node->children[y < node->plane->dist];
492 side = startz < node->plane->dist;
493 if ((endz < node->plane->dist) == side)
495 node = node->children[side];
498 // found an intersection
499 mid = node->plane->dist;
502 back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
503 front += startz * node->plane->normal[2];
504 back += endz * node->plane->normal[2];
505 side = front < node->plane->dist;
506 if ((back < node->plane->dist) == side)
508 node = node->children[side];
511 // found an intersection
512 mid = startz + distz * (front - node->plane->dist) / (front - back);
516 // go down front side
517 if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
518 return true; // hit something
521 // check for impact on this node
522 if (node->numsurfaces)
527 surf = cl.worldmodel->surfaces + node->firstsurface;
528 for (i = 0;i < node->numsurfaces;i++, surf++)
530 if (!(surf->flags & SURF_LIGHTMAP))
531 continue; // no lightmaps
533 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]);
534 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]);
536 if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
539 ds -= surf->texturemins[0];
540 dt -= surf->texturemins[1];
542 if (ds > surf->extents[0] || dt > surf->extents[1])
548 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;
549 line3 = ((surf->extents[0]>>4)+1)*3;
550 size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
552 lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
554 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
556 scale = d_lightstylevalue[surf->styles[maps]];
557 r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale;
558 r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale;
559 r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
560 r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
565 LordHavoc: here's the readable version of the interpolation
566 code, not quite as easy for the compiler to optimize...
568 dsfrac is the X position in the lightmap pixel, * 16
569 dtfrac is the Y position in the lightmap pixel, * 16
570 r00 is top left corner, r01 is top right corner
571 r10 is bottom left corner, r11 is bottom right corner
572 g and b are the same layout.
573 r0 and r1 are the top and bottom intermediate results
575 first we interpolate the top two points, to get the top
578 r0 = (((r01-r00) * dsfrac) >> 4) + r00;
579 g0 = (((g01-g00) * dsfrac) >> 4) + g00;
580 b0 = (((b01-b00) * dsfrac) >> 4) + b00;
582 then we interpolate the bottom two points, to get the
585 r1 = (((r11-r10) * dsfrac) >> 4) + r10;
586 g1 = (((g11-g10) * dsfrac) >> 4) + g10;
587 b1 = (((b11-b10) * dsfrac) >> 4) + b10;
589 then we interpolate the top and bottom samples to get the
590 middle sample (the one which was requested)
592 r = (((r1-r0) * dtfrac) >> 4) + r0;
593 g = (((g1-g0) * dtfrac) >> 4) + g0;
594 b = (((b1-b0) * dtfrac) >> 4) + b0;
597 color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
598 color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
599 color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
601 return true; // success
606 node = node->children[side ^ 1];
608 distz = endz - startz;
613 void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf)
621 leaf = Mod_PointInLeaf(p, cl.worldmodel);
622 if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata)
624 color[0] = color[1] = color[2] = 1;
628 color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
629 if (cl.worldmodel->numlights)
631 for (i = 0;i < cl.worldmodel->numlights;i++)
633 sl = cl.worldmodel->lights + i;
634 if (d_lightstylevalue[sl->style] > 0)
636 VectorSubtract (p, sl->origin, v);
637 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
638 if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
640 f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
641 VectorMA(color, f, sl->light, color);
647 RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
651 for (i = 0;i < r_numdlights;i++)
654 VectorSubtract (p, rd->origin, v);
655 f = DotProduct(v, v);
656 if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false) == 1)
658 f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
659 VectorMA(color, f, rd->light, color);
665 void R_ModelLightPoint (const entity_render_t *ent, vec3_t color, const vec3_t p)
668 leaf = Mod_PointInLeaf(p, cl.worldmodel);
669 if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->lightdata || ent->effects & EF_FULLBRIGHT)
671 color[0] = color[1] = color[2] = 1;
675 color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
676 if (!cl.worldmodel->numlights)
677 RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
680 void R_LightModel(const entity_render_t *ent, int numverts, float colorr, float colorg, float colorb, int worldcoords)
682 int i, j, nearlights = 0, maxnearlights = r_modellights.integer;
683 float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
689 // how much this light would contribute to ambient if replaced
694 // used for choosing only the brightest lights
697 nearlight[MAX_DLIGHTS], *nl;
701 // scale of the model's coordinate space, to alter light attenuation to match
702 // make the mscale squared so it can scale the squared distance results
703 mscale = ent->scale * ent->scale;
704 if ((maxnearlights != 0) && !r_fullbright.integer && !(ent->effects & EF_FULLBRIGHT))
706 R_ModelLightPoint(ent, basecolor, ent->origin);
709 for (i = 0;i < ent->numentlights;i++)
711 sl = cl.worldmodel->lights + ent->entlights[i];
712 stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
713 VectorSubtract (ent->origin, sl->origin, v);
714 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
715 VectorScale(sl->light, f, ambientcolor);
716 intensity = DotProduct(ambientcolor, ambientcolor);
719 if (nearlights < maxnearlights)
723 for (j = 0;j < maxnearlights;j++)
725 if (nearlight[j].intensity < intensity)
727 if (nearlight[j].intensity > 0)
728 VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
733 if (j >= maxnearlights)
735 // this light is less significant than all others,
738 VectorAdd(basecolor, ambientcolor, basecolor);
743 nl->intensity = intensity;
744 // transform the light into the model's coordinate system
746 VectorCopy(sl->origin, nl->origin);
748 Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
749 // integrate mscale into falloff, for maximum speed
750 nl->falloff = sl->falloff * mscale;
751 VectorCopy(ambientcolor, nl->ambientlight);
752 nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
753 nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
754 nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
755 nl->subtract = sl->subtract;
756 nl->offset = sl->distbias;
759 for (i = 0;i < r_numdlights;i++)
762 VectorCopy(rd->origin, v);
763 if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
764 if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
765 if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
766 VectorSubtract (v, rd->origin, v);
767 if (DotProduct(v, v) < rd->cullradius2)
769 if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false) != 1)
771 VectorSubtract (ent->origin, rd->origin, v);
772 f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
773 VectorScale(rd->light, f, ambientcolor);
774 intensity = DotProduct(ambientcolor, ambientcolor);
777 if (nearlights < maxnearlights)
781 for (j = 0;j < maxnearlights;j++)
783 if (nearlight[j].intensity < intensity)
785 if (nearlight[j].intensity > 0)
786 VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
791 if (j >= maxnearlights)
793 // this light is less significant than all others,
796 VectorAdd(basecolor, ambientcolor, basecolor);
801 nl->intensity = intensity;
802 // transform the light into the model's coordinate system
804 VectorCopy(rd->origin, nl->origin);
807 Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
809 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"
810 , rd - r_dlight, ent->model->name
811 , rd->origin[0], rd->origin[1], rd->origin[2]
812 , nl->origin[0], nl->origin[1], nl->origin[2]
813 , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
814 , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
815 , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
816 , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
819 // integrate mscale into falloff, for maximum speed
820 nl->falloff = mscale;
821 VectorCopy(ambientcolor, nl->ambientlight);
822 nl->light[0] = rd->light[0] * colorr * 4.0f;
823 nl->light[1] = rd->light[1] * colorg * 4.0f;
824 nl->light[2] = rd->light[2] * colorb * 4.0f;
825 nl->subtract = rd->subtract;
826 nl->offset = LIGHTOFFSET;
833 R_CompleteLightPoint (basecolor, ent->origin, true, NULL);
835 basecolor[0] *= colorr;
836 basecolor[1] *= colorg;
837 basecolor[2] *= colorb;
838 avc = aliasvertcolor;
843 for (i = 0;i < numverts;i++)
845 VectorCopy(basecolor, color);
846 for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
848 VectorSubtract(nl->origin, av, v);
849 // directional shading
850 dot = DotProduct(avn,v);
853 // the vertex normal faces the light
855 // do the distance attenuation
856 dist2 = DotProduct(v,v);
857 f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
861 t = 1.0f / sqrt(dist2);
863 //*((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1);
864 //t = t * (1.5f - (dist2 * 0.5f * t * t));
867 // dot * t is dotproduct with a normalized v.
868 // (the result would be -1 to +1, but we already
869 // eliminated the <= 0 case, so it is 0 to 1)
871 // the hardness variables are for backlighting/shinyness
872 // these have been hardwired at * 0.5 + 0.5 to match
873 // the quake map lighting utility's equations
874 f *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset;
875 VectorMA(color, f, nl->light, color);
880 VectorCopy(color, avc);
889 for (i = 0;i < numverts;i++)
891 VectorCopy(basecolor, avc);
898 void R_UpdateEntLights(entity_render_t *ent)
903 VectorSubtract(ent->origin, ent->entlightsorigin, v);
904 if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
906 ent->entlightstime = realtime + 0.1;
907 VectorCopy(ent->origin, ent->entlightsorigin);
908 ent->numentlights = 0;
910 for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
911 if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false) == 1)
912 ent->entlights[ent->numentlights++] = i;
914 ent->entlightsframe = r_framecount;