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_lightmodels = {CVAR_SAVE, "r_lightmodels", "1"};
29 cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
31 static rtexture_t *lightcorona;
32 static rtexturepool_t *lighttexturepool;
34 void r_light_start(void)
38 qbyte pixels[32][32][4];
39 lighttexturepool = R_AllocTexturePool();
40 for (y = 0;y < 32;y++)
42 dy = (y - 15.5f) * (1.0f / 16.0f);
43 for (x = 0;x < 32;x++)
45 dx = (x - 15.5f) * (1.0f / 16.0f);
46 a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 64.0f / (1.0f / (1.0f + 0.2));
48 pixels[y][x][0] = 255;
49 pixels[y][x][1] = 255;
50 pixels[y][x][2] = 255;
54 lightcorona = R_LoadTexture (lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_ALPHA);
57 void r_light_shutdown(void)
59 lighttexturepool = NULL;
63 void r_light_newmap(void)
67 void R_Light_Init(void)
69 Cvar_RegisterVariable(&r_lightmodels);
70 Cvar_RegisterVariable(&r_vismarklights);
71 R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
79 void R_AnimateLight (void)
85 // 'm' is normal light, 'a' is no light, 'z' is double bright
86 i = (int)(cl.time * 10);
87 for (j = 0;j < MAX_LIGHTSTYLES;j++)
89 if (!cl_lightstyle[j].length)
91 d_lightstylevalue[j] = 256;
94 k = i % cl_lightstyle[j].length;
95 k = cl_lightstyle[j].map[k] - 'a';
97 d_lightstylevalue[j] = k;
102 void R_BuildLightList(void)
111 if (!r_dynamic.integer)
114 for (i = 0;i < MAX_DLIGHTS;i++)
119 rd = &r_dlight[r_numdlights++];
120 VectorCopy(cd->origin, rd->origin);
121 VectorScale(cd->color, cd->radius * 128.0f, rd->light);
122 rd->cullradius = (1.0f / 128.0f) * sqrt(DotProduct(rd->light, rd->light));
123 // clamp radius to avoid overflowing division table in lightmap code
124 if (rd->cullradius > 2048.0f)
125 rd->cullradius = 2048.0f;
126 rd->cullradius2 = rd->cullradius * rd->cullradius;
127 rd->lightsubtract = 1.0f / rd->cullradius2;
130 c_dlights++; // count every dlight in use
134 static int coronapolyindex[6] = {0, 1, 2, 0, 2, 3};
136 void R_DrawCoronas(void)
140 float tvxyz[4][4], tvst[4][2], scale, viewdist, diff[3], dist;
142 memset(&m, 0, sizeof(m));
143 m.transparent = false;
144 m.blendfunc1 = GL_SRC_ALPHA;
145 m.blendfunc2 = GL_ONE;
146 m.depthdisable = true; // magic
149 m.index = coronapolyindex;
150 m.vertex = &tvxyz[0][0];
151 m.vertexstep = sizeof(float[4]);
152 m.tex[0] = R_GetTexture(lightcorona);
153 m.texcoords[0] = &tvst[0][0];
154 m.texcoordstep[0] = sizeof(float[2]);
163 viewdist = DotProduct(r_origin, vpn);
164 for (i = 0;i < r_numdlights;i++)
167 dist = (DotProduct(rd->origin, vpn) - viewdist);
170 // trace to a point just barely closer to the eye
171 VectorSubtract(rd->origin, vpn, diff);
172 if (CL_TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
174 scale = 1.0f / 262144.0f;
175 m.cr = rd->light[0] * scale;
176 m.cg = rd->light[1] * scale;
177 m.cb = rd->light[2] * scale;
181 VectorSubtract(rd->origin, r_origin, diff);
182 m.ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
184 scale = rd->cullradius * 0.25f;
185 tvxyz[0][0] = rd->origin[0] - vright[0] * scale - vup[0] * scale;
186 tvxyz[0][1] = rd->origin[1] - vright[1] * scale - vup[1] * scale;
187 tvxyz[0][2] = rd->origin[2] - vright[2] * scale - vup[2] * scale;
188 tvxyz[1][0] = rd->origin[0] - vright[0] * scale + vup[0] * scale;
189 tvxyz[1][1] = rd->origin[1] - vright[1] * scale + vup[1] * scale;
190 tvxyz[1][2] = rd->origin[2] - vright[2] * scale + vup[2] * scale;
191 tvxyz[2][0] = rd->origin[0] + vright[0] * scale + vup[0] * scale;
192 tvxyz[2][1] = rd->origin[1] + vright[1] * scale + vup[1] * scale;
193 tvxyz[2][2] = rd->origin[2] + vright[2] * scale + vup[2] * scale;
194 tvxyz[3][0] = rd->origin[0] + vright[0] * scale - vup[0] * scale;
195 tvxyz[3][1] = rd->origin[1] + vright[1] * scale - vup[1] * scale;
196 tvxyz[3][2] = rd->origin[2] + vright[2] * scale - vup[2] * scale;
204 =============================================================================
208 =============================================================================
216 static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
218 float ndist, maxdist;
223 if (!r_dynamic.integer)
226 // for comparisons to minimum acceptable light
227 maxdist = rd->cullradius2;
230 if (node->contents < 0)
232 if (node->contents != CONTENTS_SOLID)
234 leaf = (mleaf_t *)node;
235 if (leaf->dlightframe != r_framecount) // not dynamic until now
237 leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
238 leaf->dlightframe = r_framecount;
240 leaf->dlightbits[bitindex] |= bit;
245 ndist = PlaneDiff(lightorigin, node->plane);
247 if (ndist > rd->cullradius)
249 node = node->children[0];
252 if (ndist < -rd->cullradius)
254 node = node->children[1];
259 surf = currentrenderentity->model->surfaces + node->firstsurface;
260 for (i=0 ; i<node->numsurfaces ; i++, surf++)
262 int d, impacts, impactt;
263 float dist, dist2, impact[3];
264 if (surf->visframe != r_framecount)
267 if (surf->flags & SURF_PLANEBACK)
270 if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
274 if (dist2 >= maxdist)
277 impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
278 impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
279 impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
281 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
283 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
288 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
290 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
295 if (surf->dlightframe != r_framecount) // not dynamic until now
297 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;
298 surf->dlightframe = r_framecount;
300 surf->dlightbits[bitindex] |= bit;
303 if (node->children[0]->contents >= 0)
305 if (node->children[1]->contents >= 0)
307 R_OldMarkLights (lightorigin, rd, bit, bitindex, node->children[0]);
308 node = node->children[1];
313 node = node->children[0];
317 else if (node->children[1]->contents >= 0)
319 node = node->children[1];
325 static void R_VisMarkLights (rdlight_t *rd, int bit, int bitindex)
327 static int lightframe = 0;
331 int i, k, m, c, leafnum;
332 msurface_t *surf, **mark;
336 float low[3], high[3], dist, maxdist;
338 if (!r_dynamic.integer)
341 model = currentrenderentity->model;
342 softwareuntransform(rd->origin, lightorigin);
344 if (!r_vismarklights.integer)
346 R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
350 pvsleaf = Mod_PointInLeaf (lightorigin, model);
353 Con_Printf("R_VisMarkLights: NULL leaf??\n");
354 R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
358 in = pvsleaf->compressed_vis;
361 // no vis info, so make all visible
362 R_OldMarkLights(lightorigin, rd, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
368 low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius;
369 high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius;
371 // for comparisons to minimum acceptable light
372 maxdist = rd->cullradius2;
374 row = (model->numleafs+7)>>3;
382 for (i = 0;i < 8;i++)
386 // warning to the clumsy: numleafs is one less than it should be, it only counts leafs with vis bits (skips leaf 0)
387 leafnum = (k << 3)+i+1;
388 if (leafnum > model->numleafs)
390 leaf = &model->leafs[leafnum];
391 if (leaf->visframe != r_framecount
392 || leaf->contents == CONTENTS_SOLID
393 || leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
394 || leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
395 || leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
397 if (leaf->dlightframe != r_framecount)
399 // not dynamic until now
400 leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
401 leaf->dlightframe = r_framecount;
403 leaf->dlightbits[bitindex] |= bit;
404 if ((m = leaf->nummarksurfaces))
406 mark = leaf->firstmarksurface;
410 // if not visible in current frame, or already marked because it was in another leaf we passed, skip
411 if (surf->lightframe == lightframe)
413 surf->lightframe = lightframe;
414 if (surf->visframe != r_framecount)
416 dist = PlaneDiff(lightorigin, surf->plane);
417 if (surf->flags & SURF_PLANEBACK)
419 // LordHavoc: make sure it is infront of the surface and not too far away
420 if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius)))
423 int impacts, impactt;
424 float dist2, impact[3];
428 impact[0] = rd->origin[0] - surf->plane->normal[0] * dist;
429 impact[1] = rd->origin[1] - surf->plane->normal[1] * dist;
430 impact[2] = rd->origin[2] - surf->plane->normal[2] * dist;
432 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
433 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
438 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
439 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
444 if (surf->dlightframe != r_framecount) // not dynamic until now
446 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;
447 surf->dlightframe = r_framecount;
449 surf->dlightbits[bitindex] |= bit;
464 void R_MarkLights(void)
467 for (i = 0;i < r_numdlights;i++)
468 R_VisMarkLights (r_dlight + i, 1 << (i & 31), i >> 5);
472 =============================================================================
476 =============================================================================
479 static int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
481 int side, distz = endz - startz;
486 if (node->contents < 0)
487 return false; // didn't hit anything
489 switch (node->plane->type)
492 node = node->children[x < node->plane->dist];
495 node = node->children[y < node->plane->dist];
498 side = startz < node->plane->dist;
499 if ((endz < node->plane->dist) == side)
501 node = node->children[side];
504 // found an intersection
505 mid = node->plane->dist;
508 back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
509 front += startz * node->plane->normal[2];
510 back += endz * node->plane->normal[2];
511 side = front < node->plane->dist;
512 if ((back < node->plane->dist) == side)
514 node = node->children[side];
517 // found an intersection
518 mid = startz + distz * (front - node->plane->dist) / (front - back);
522 // go down front side
523 if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
524 return true; // hit something
527 // check for impact on this node
528 if (node->numsurfaces)
533 surf = cl.worldmodel->surfaces + node->firstsurface;
534 for (i = 0;i < node->numsurfaces;i++, surf++)
536 if (!(surf->flags & SURF_LIGHTMAP))
537 continue; // no lightmaps
539 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]);
540 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]);
542 if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
545 ds -= surf->texturemins[0];
546 dt -= surf->texturemins[1];
548 if (ds > surf->extents[0] || dt > surf->extents[1])
554 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;
555 line3 = ((surf->extents[0]>>4)+1)*3;
556 size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
558 lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
560 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
562 scale = d_lightstylevalue[surf->styles[maps]];
563 r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale;
564 r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale;
565 r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
566 r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
571 LordHavoc: here's the readable version of the interpolation
572 code, not quite as easy for the compiler to optimize...
574 dsfrac is the X position in the lightmap pixel, * 16
575 dtfrac is the Y position in the lightmap pixel, * 16
576 r00 is top left corner, r01 is top right corner
577 r10 is bottom left corner, r11 is bottom right corner
578 g and b are the same layout.
579 r0 and r1 are the top and bottom intermediate results
581 first we interpolate the top two points, to get the top
584 r0 = (((r01-r00) * dsfrac) >> 4) + r00;
585 g0 = (((g01-g00) * dsfrac) >> 4) + g00;
586 b0 = (((b01-b00) * dsfrac) >> 4) + b00;
588 then we interpolate the bottom two points, to get the
591 r1 = (((r11-r10) * dsfrac) >> 4) + r10;
592 g1 = (((g11-g10) * dsfrac) >> 4) + g10;
593 b1 = (((b11-b10) * dsfrac) >> 4) + b10;
595 then we interpolate the top and bottom samples to get the
596 middle sample (the one which was requested)
598 r = (((r1-r0) * dtfrac) >> 4) + r0;
599 g = (((g1-g0) * dtfrac) >> 4) + g0;
600 b = (((b1-b0) * dtfrac) >> 4) + b0;
603 color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
604 color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
605 color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
607 return true; // success
612 node = node->children[side ^ 1];
614 distz = endz - startz;
619 void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
627 leaf = Mod_PointInLeaf(p, cl.worldmodel);
629 if (leaf->contents == CONTENTS_SOLID)
631 color[0] = color[1] = color[2] = 0;
635 if (r_fullbright.integer || !cl.worldmodel->lightdata)
637 color[0] = color[1] = color[2] = 2;
641 color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
642 if (cl.worldmodel->numlights)
644 for (i = 0;i < cl.worldmodel->numlights;i++)
646 sl = cl.worldmodel->lights + i;
647 if (d_lightstylevalue[sl->style] > 0)
649 VectorSubtract (p, sl->origin, dist);
650 f = DotProduct(dist, dist) + sl->distbias;
651 f = (1.0f / f) - sl->subtract;
654 if (CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
656 f *= d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
657 VectorMA(color, f, sl->light, color);
665 RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
667 if (dynamic && leaf->dlightframe == r_framecount)
669 dlightbits = leaf->dlightbits;
670 for (i = 0;i < r_numdlights;i++)
672 if (!(dlightbits[i >> 5] & (1 << (i & 31))))
675 VectorSubtract (p, rd->origin, dist);
676 f = DotProduct(dist, dist) + LIGHTOFFSET;
677 if (f < rd->cullradius2)
679 f = (1.0f / f) - rd->lightsubtract;
681 VectorMA(color, f, rd->light, color);
687 void R_ModelLightPoint (vec3_t color, vec3_t p, int *dlightbits)
690 leaf = Mod_PointInLeaf(p, cl.worldmodel);
691 if (leaf->contents == CONTENTS_SOLID)
693 color[0] = color[1] = color[2] = 0;
694 dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
698 if (r_fullbright.integer || !cl.worldmodel->lightdata)
700 color[0] = color[1] = color[2] = 2;
701 dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
705 color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
706 if (!cl.worldmodel->numlights)
707 RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
709 if (leaf->dlightframe == r_framecount)
711 dlightbits[0] = leaf->dlightbits[0];
712 dlightbits[1] = leaf->dlightbits[1];
713 dlightbits[2] = leaf->dlightbits[2];
714 dlightbits[3] = leaf->dlightbits[3];
715 dlightbits[4] = leaf->dlightbits[4];
716 dlightbits[5] = leaf->dlightbits[5];
717 dlightbits[6] = leaf->dlightbits[6];
718 dlightbits[7] = leaf->dlightbits[7];
721 dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
724 void R_LightModel(int numverts, float colorr, float colorg, float colorb, int worldcoords)
726 int i, j, nearlights = 0;
727 float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, number, f, dist2;
737 nearlight[MAX_DLIGHTS], *nl;
738 int modeldlightbits[8];
740 a = currentrenderentity->alpha;
741 if (currentrenderentity->effects & EF_FULLBRIGHT)
743 basecolor[0] = colorr;
744 basecolor[1] = colorg;
745 basecolor[2] = colorb;
749 if (r_lightmodels.integer)
751 R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
754 for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
756 if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
758 nl->falloff = sl->falloff;
759 // transform the light into the model's coordinate system
761 VectorCopy(sl->origin, nl->origin);
763 softwareuntransform(sl->origin, nl->origin);
764 f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
765 VectorScale(sl->light, f, nl->light);
766 nl->cullradius2 = 99999999;
767 nl->lightsubtract = sl->subtract;
768 nl->offset = sl->distbias;
773 for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
775 if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
777 if (currentrenderentity == r_dlight[i].ent)
779 f = (1.0f / LIGHTOFFSET) - nl->lightsubtract;
781 VectorMA(basecolor, f, r_dlight[i].light, basecolor);
785 // transform the light into the model's coordinate system
787 VectorCopy(r_dlight[i].origin, nl->origin);
789 softwareuntransform(r_dlight[i].origin, nl->origin);
790 nl->cullradius2 = r_dlight[i].cullradius2;
791 nl->light[0] = r_dlight[i].light[0] * colorr;
792 nl->light[1] = r_dlight[i].light[1] * colorg;
793 nl->light[2] = r_dlight[i].light[2] * colorb;
794 nl->lightsubtract = r_dlight[i].lightsubtract;
795 nl->offset = LIGHTOFFSET;
802 R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
804 basecolor[0] *= colorr;
805 basecolor[1] *= colorg;
806 basecolor[2] *= colorb;
807 avc = aliasvertcolor;
812 for (i = 0;i < numverts;i++)
814 VectorCopy(basecolor, color);
815 for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
817 // distance attenuation
818 VectorSubtract(nl->origin, av, v);
819 dist2 = DotProduct(v,v);
820 if (dist2 < nl->cullradius2)
822 f = (1.0f / (dist2 + nl->offset)) - nl->lightsubtract;
825 // directional shading
827 t = 1.0f / sqrt(dist2);
829 number = DotProduct(v, v);
830 *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
831 t = t * (1.5f - (number * 0.5f * t * t));
833 // DotProduct(avn,v) * t is dotproduct with a normalized v,
834 // the hardness variables are for backlighting/shinyness
835 f *= DotProduct(avn,v) * t;// * hardness + hardnessoffset;
837 VectorMA(color, f, nl->light, color);
842 VectorCopy(color, avc);
851 for (i = 0;i < numverts;i++)
853 VectorCopy(basecolor, avc);