moved RecursiveLightPoint code to model_brush.c (model->brush.LightPoint), removing...
[divverent/darkplaces.git] / r_light.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // r_light.c
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "r_shadow.h"
25
26 rdlight_t r_dlight[MAX_DLIGHTS];
27 int r_numdlights = 0;
28
29 cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
30 cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
31 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1"};
32 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "1"};
33
34 static rtexture_t *lightcorona;
35 static rtexturepool_t *lighttexturepool;
36
37 void r_light_start(void)
38 {
39         float dx, dy;
40         int x, y, a;
41         qbyte pixels[32][32][4];
42         lighttexturepool = R_AllocTexturePool();
43         for (y = 0;y < 32;y++)
44         {
45                 dy = (y - 15.5f) * (1.0f / 16.0f);
46                 for (x = 0;x < 32;x++)
47                 {
48                         dx = (x - 15.5f) * (1.0f / 16.0f);
49                         a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2));
50                         a = bound(0, a, 255);
51                         pixels[y][x][0] = a;
52                         pixels[y][x][1] = a;
53                         pixels[y][x][2] = a;
54                         pixels[y][x][3] = 255;
55                 }
56         }
57         lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
58 }
59
60 void r_light_shutdown(void)
61 {
62         lighttexturepool = NULL;
63         lightcorona = NULL;
64 }
65
66 void r_light_newmap(void)
67 {
68         int i;
69         for (i = 0;i < 256;i++)
70                 d_lightstylevalue[i] = 264;             // normal light value
71 }
72
73 void R_Light_Init(void)
74 {
75         Cvar_RegisterVariable(&r_modellights);
76         Cvar_RegisterVariable(&r_vismarklights);
77         Cvar_RegisterVariable(&r_coronas);
78         Cvar_RegisterVariable(&gl_flashblend);
79         R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
80 }
81
82 /*
83 ==================
84 R_AnimateLight
85 ==================
86 */
87 void R_AnimateLight (void)
88 {
89         int i, j, k;
90
91 //
92 // light animations
93 // 'm' is normal light, 'a' is no light, 'z' is double bright
94         i = (int)(cl.time * 10);
95         for (j = 0;j < MAX_LIGHTSTYLES;j++)
96         {
97                 if (!cl_lightstyle || !cl_lightstyle[j].length)
98                 {
99                         d_lightstylevalue[j] = 256;
100                         continue;
101                 }
102                 k = i % cl_lightstyle[j].length;
103                 k = cl_lightstyle[j].map[k] - 'a';
104                 k = k*22;
105                 d_lightstylevalue[j] = k;
106         }
107 }
108
109
110 void R_BuildLightList(void)
111 {
112         int i;
113         dlight_t *cd;
114         rdlight_t *rd;
115
116         r_numdlights = 0;
117         c_dlights = 0;
118
119         if (!r_dynamic.integer || !cl_dlights)
120                 return;
121
122         for (i = 0;i < MAX_DLIGHTS;i++)
123         {
124                 cd = cl_dlights + i;
125                 if (cd->radius <= 0)
126                         continue;
127                 rd = &r_dlight[r_numdlights++];
128                 VectorCopy(cd->origin, rd->origin);
129                 VectorScale(cd->color, cd->radius * 64.0f, rd->light);
130                 rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
131                 // clamp radius to avoid overflowing division table in lightmap code
132                 if (rd->cullradius2 > (2048.0f * 2048.0f))
133                         rd->cullradius2 = (2048.0f * 2048.0f);
134                 rd->cullradius = sqrt(rd->cullradius2);
135                 rd->subtract = 1.0f / rd->cullradius2;
136                 rd->ent = cd->ent;
137                 c_dlights++; // count every dlight in use
138         }
139 }
140
141 void R_DrawCoronas(void)
142 {
143         int i;
144         float cscale, scale, viewdist, dist;
145         rdlight_t *rd;
146         if (!r_coronas.integer)
147                 return;
148         R_Mesh_Matrix(&r_identitymatrix);
149         viewdist = DotProduct(r_origin, vpn);
150         for (i = 0;i < r_numdlights;i++)
151         {
152                 rd = r_dlight + i;
153                 dist = (DotProduct(rd->origin, vpn) - viewdist);
154                 if (dist >= 24.0f && CL_TraceLine(rd->origin, r_origin, NULL, NULL, 0, true, NULL) == 1)
155                 {
156                         cscale = (1.0f / 131072.0f);
157                         scale = rd->cullradius * 0.25f;
158                         if (gl_flashblend.integer)
159                         {
160                                 cscale *= 4.0f;
161                                 scale *= 2.0f;
162                         }
163                         R_DrawSprite(GL_ONE, GL_ONE, lightcorona, true, rd->origin, vright, vup, scale, -scale, -scale, scale, rd->light[0] * cscale, rd->light[1] * cscale, rd->light[2] * cscale, 1);
164                 }
165         }
166 }
167
168 /*
169 =============================================================================
170
171 DYNAMIC LIGHTS
172
173 =============================================================================
174 */
175
176 /*
177 =============
178 R_MarkLights
179 =============
180 */
181 static void R_OldMarkLights (entity_render_t *ent, vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
182 {
183         float ndist, maxdist;
184         msurface_t *surf;
185         int i, *surfacepvsframes;
186         int d, impacts, impactt;
187         float dist, dist2, impact[3];
188
189         if (!r_dynamic.integer)
190                 return;
191
192         // for comparisons to minimum acceptable light
193         maxdist = rd->cullradius2;
194
195         surfacepvsframes = ent->model->brushq1.surfacepvsframes;
196 loc0:
197         if (node->contents < 0)
198                 return;
199
200         ndist = PlaneDiff(lightorigin, node->plane);
201
202         if (ndist > rd->cullradius)
203         {
204                 node = node->children[0];
205                 goto loc0;
206         }
207         if (ndist < -rd->cullradius)
208         {
209                 node = node->children[1];
210                 goto loc0;
211         }
212
213 // mark the polygons
214         surf = ent->model->brushq1.surfaces + node->firstsurface;
215         for (i = 0;i < node->numsurfaces;i++, surf++)
216         {
217                 if (surfacepvsframes[surf->number] != ent->model->brushq1.pvsframecount)
218                         continue;
219                 dist = ndist;
220                 if (surf->flags & SURF_PLANEBACK)
221                         dist = -dist;
222
223                 if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
224                         continue;
225
226                 dist2 = dist * dist;
227                 if (dist2 >= maxdist)
228                         continue;
229
230                 if (node->plane->type < 3)
231                 {
232                         VectorCopy(lightorigin, impact);
233                         impact[node->plane->type] -= dist;
234                 }
235                 else
236                 {
237                         impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
238                         impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
239                         impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
240                 }
241
242                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
243
244                 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
245                 dist2 += d * d;
246                 if (dist2 > maxdist)
247                         continue;
248
249                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
250
251                 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
252                 dist2 += d * d;
253                 if (dist2 > maxdist)
254                         continue;
255
256                 if (surf->dlightframe != r_framecount) // not dynamic until now
257                 {
258                         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;
259                         surf->dlightframe = r_framecount;
260                         if (r_dlightmap.integer)
261                                 surf->cached_dlight = true;
262                 }
263                 surf->dlightbits[bitindex] |= bit;
264         }
265
266         if (node->children[0]->contents >= 0)
267         {
268                 if (node->children[1]->contents >= 0)
269                 {
270                         R_OldMarkLights (ent, lightorigin, rd, bit, bitindex, node->children[0]);
271                         node = node->children[1];
272                         goto loc0;
273                 }
274                 else
275                 {
276                         node = node->children[0];
277                         goto loc0;
278                 }
279         }
280         else if (node->children[1]->contents >= 0)
281         {
282                 node = node->children[1];
283                 goto loc0;
284         }
285 }
286
287
288 static void R_VisMarkLights (entity_render_t *ent, rdlight_t *rd, int bit, int bitindex)
289 {
290         static int lightframe = 0;
291         mleaf_t *pvsleaf;
292         vec3_t lightorigin;
293         model_t *model;
294         int i, k, m, c, leafnum, *surfacepvsframes, *mark;
295         msurface_t *surf;
296         mleaf_t *leaf;
297         qbyte *in;
298         int row;
299         float low[3], high[3], dist, maxdist;
300
301         if (!r_dynamic.integer || !ent->model)
302                 return;
303
304         Matrix4x4_Transform(&ent->inversematrix, rd->origin, lightorigin);
305
306         model = ent->model;
307         pvsleaf = model->brushq1.PointInLeaf(model, lightorigin);
308         if (pvsleaf == NULL)
309                 return;
310
311         in = pvsleaf->compressed_vis;
312         if (!r_vismarklights.integer || !in)
313         {
314                 // told not to use pvs, or there's no pvs to use
315                 R_OldMarkLights(ent, lightorigin, rd, bit, bitindex, model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode);
316                 return;
317         }
318
319         lightframe++;
320
321         low[0] = lightorigin[0] - rd->cullradius;low[1] = lightorigin[1] - rd->cullradius;low[2] = lightorigin[2] - rd->cullradius;
322         high[0] = lightorigin[0] + rd->cullradius;high[1] = lightorigin[1] + rd->cullradius;high[2] = lightorigin[2] + rd->cullradius;
323
324         // for comparisons to minimum acceptable light
325         maxdist = rd->cullradius2;
326
327         row = (model->brushq1.numleafs+7)>>3;
328         surfacepvsframes = model->brushq1.surfacepvsframes;
329
330         k = 0;
331         while (k < row)
332         {
333                 c = *in++;
334                 if (c)
335                 {
336                         for (i = 0;i < 8;i++)
337                         {
338                                 if (c & (1<<i))
339                                 {
340                                         // warning to the clumsy: numleafs is one less than it should be, it only counts leafs with vis bits (skips leaf 0)
341                                         leafnum = (k << 3)+i+1;
342                                         if (leafnum > model->brushq1.numleafs)
343                                                 return;
344                                         leaf = &model->brushq1.leafs[leafnum];
345                                         if (leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
346                                          || leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
347                                          || leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
348                                                 continue;
349                                         if ((m = leaf->nummarksurfaces))
350                                         {
351                                                 mark = leaf->firstmarksurface;
352                                                 do
353                                                 {
354                                                         surf = model->brushq1.surfaces + *mark++;
355                                                         // if not visible in current frame, or already marked because it was in another leaf we passed, skip
356                                                         if (surf->lightframe == lightframe)
357                                                                 continue;
358                                                         surf->lightframe = lightframe;
359                                                         if (surfacepvsframes[surf->number] != model->brushq1.pvsframecount)
360                                                                 continue;
361                                                         dist = PlaneDiff(lightorigin, surf->plane);
362                                                         if (surf->flags & SURF_PLANEBACK)
363                                                                 dist = -dist;
364                                                         // LordHavoc: make sure it is infront of the surface and not too far away
365                                                         if (dist < rd->cullradius && (dist > -0.25f || ((surf->flags & SURF_LIGHTBOTHSIDES) && dist > -rd->cullradius)))
366                                                         {
367                                                                 int d;
368                                                                 int impacts, impactt;
369                                                                 float dist2, impact[3];
370
371                                                                 dist2 = dist * dist;
372
373                                                                 if (surf->plane->type < 3)
374                                                                 {
375                                                                         VectorCopy(lightorigin, impact);
376                                                                         impact[surf->plane->type] -= dist;
377                                                                 }
378                                                                 else
379                                                                 {
380                                                                         impact[0] = lightorigin[0] - surf->plane->normal[0] * dist;
381                                                                         impact[1] = lightorigin[1] - surf->plane->normal[1] * dist;
382                                                                         impact[2] = lightorigin[2] - surf->plane->normal[2] * dist;
383                                                                 }
384
385                                                                 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
386                                                                 d = bound(0, impacts, surf->extents[0] + 16) - impacts;
387                                                                 dist2 += d * d;
388                                                                 if (dist2 > maxdist)
389                                                                         continue;
390
391                                                                 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
392                                                                 d = bound(0, impactt, surf->extents[1] + 16) - impactt;
393                                                                 dist2 += d * d;
394                                                                 if (dist2 > maxdist)
395                                                                         continue;
396
397                                                                 if (surf->dlightframe != r_framecount) // not dynamic until now
398                                                                 {
399                                                                         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;
400                                                                         surf->dlightframe = r_framecount;
401                                                                         if (r_dlightmap.integer)
402                                                                                 surf->cached_dlight = true;
403                                                                 }
404                                                                 surf->dlightbits[bitindex] |= bit;
405                                                         }
406                                                 }
407                                                 while (--m);
408                                         }
409                                 }
410                         }
411                         k++;
412                         continue;
413                 }
414
415                 k += *in++;
416         }
417 }
418
419 void R_MarkLights(entity_render_t *ent)
420 {
421         int i;
422         if (!gl_flashblend.integer)
423                 for (i = 0;i < r_numdlights;i++)
424                         R_VisMarkLights (ent, r_dlight + i, 1 << (i & 31), i >> 5);
425 }
426
427 /*
428 =============================================================================
429
430 LIGHT SAMPLING
431
432 =============================================================================
433 */
434
435 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf)
436 {
437         VectorClear(diffusecolor);
438         VectorClear(diffusenormal);
439
440         if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint)
441         {
442                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
443                 cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
444         }
445         else
446                 VectorSet(ambientcolor, 1, 1, 1);
447
448         /*
449         if (leaf == NULL && cl.worldmodel != NULL)
450                 leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, p);
451         if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->brushq1.lightdata)
452         {
453                 VectorSet(ambientcolor, 1, 1, 1);
454                 return;
455         }
456         */
457
458         // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
459         if (cl.worldmodel->brushq1.numlights)
460         {
461                 int i;
462                 vec3_t v;
463                 float f;
464                 mlight_t *sl;
465                 for (i = 0;i < cl.worldmodel->brushq1.numlights;i++)
466                 {
467                         sl = cl.worldmodel->brushq1.lights + i;
468                         if (d_lightstylevalue[sl->style] > 0)
469                         {
470                                 VectorSubtract (p, sl->origin, v);
471                                 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
472                                 if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false, NULL) == 1)
473                                 {
474                                         f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
475                                         VectorMA(ambientcolor, f, sl->light, ambientcolor);
476                                 }
477                         }
478                 }
479         }
480
481         if (dynamic)
482         {
483                 int i;
484                 float f, v[3];
485                 rdlight_t *rd;
486                 // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
487                 for (i = 0;i < r_numdlights;i++)
488                 {
489                         rd = r_dlight + i;
490                         VectorSubtract(p, rd->origin, v);
491                         f = DotProduct(v, v);
492                         if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1)
493                         {
494                                 f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
495                                 VectorMA(ambientcolor, f, rd->light, ambientcolor);
496                         }
497                 }
498         }
499 }
500
501 typedef struct
502 {
503         vec3_t origin;
504         //vec_t cullradius2;
505         vec3_t light;
506         // how much this light would contribute to ambient if replaced
507         vec3_t ambientlight;
508         vec_t subtract;
509         vec_t falloff;
510         vec_t offset;
511         // used for choosing only the brightest lights
512         vec_t intensity;
513 }
514 nearlight_t;
515
516 static int nearlights;
517 static nearlight_t nearlight[MAX_DLIGHTS];
518
519 int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
520 {
521         int i, j, maxnearlights;
522         float v[3], f, mscale, stylescale, intensity, ambientcolor[3];
523         nearlight_t *nl;
524         mlight_t *sl;
525         rdlight_t *rd;
526
527         nearlights = 0;
528         maxnearlights = r_modellights.integer;
529         ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
530         VectorClear(diffusecolor);
531         VectorClear(diffusenormal);
532         if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
533         {
534                 // highly rare
535                 VectorSet(ambient4f, 1, 1, 1);
536                 maxnearlights = 0;
537         }
538         else if (r_shadow_realtime_world.integer)
539                 maxnearlights = 0;
540         else
541         {
542                 if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
543                         cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, diffusenormal);
544                 else
545                         VectorSet(ambient4f, 1, 1, 1);
546         }
547
548         // scale of the model's coordinate space, to alter light attenuation to match
549         // make the mscale squared so it can scale the squared distance results
550         mscale = ent->scale * ent->scale;
551         // FIXME: no support for .lights on non-Q1BSP?
552         nl = &nearlight[0];
553         for (i = 0;i < ent->numentlights;i++)
554         {
555                 sl = cl.worldmodel->brushq1.lights + ent->entlights[i];
556                 stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
557                 VectorSubtract (ent->origin, sl->origin, v);
558                 f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
559                 VectorScale(sl->light, f, ambientcolor);
560                 intensity = DotProduct(ambientcolor, ambientcolor);
561                 if (f < 0)
562                         intensity *= -1.0f;
563                 if (nearlights < maxnearlights)
564                         j = nearlights++;
565                 else
566                 {
567                         for (j = 0;j < maxnearlights;j++)
568                         {
569                                 if (nearlight[j].intensity < intensity)
570                                 {
571                                         if (nearlight[j].intensity > 0)
572                                                 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
573                                         break;
574                                 }
575                         }
576                 }
577                 if (j >= maxnearlights)
578                 {
579                         // this light is less significant than all others,
580                         // add it to ambient
581                         if (intensity > 0)
582                                 VectorAdd(ambient4f, ambientcolor, ambient4f);
583                 }
584                 else
585                 {
586                         nl = nearlight + j;
587                         nl->intensity = intensity;
588                         // transform the light into the model's coordinate system
589                         if (worldcoords)
590                                 VectorCopy(sl->origin, nl->origin);
591                         else
592                                 Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
593                         // integrate mscale into falloff, for maximum speed
594                         nl->falloff = sl->falloff * mscale;
595                         VectorCopy(ambientcolor, nl->ambientlight);
596                         nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
597                         nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
598                         nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
599                         nl->subtract = sl->subtract;
600                         nl->offset = sl->distbias;
601                 }
602         }
603         if (!r_shadow_realtime_dlight.integer)
604         {
605                 for (i = 0;i < r_numdlights;i++)
606                 {
607                         rd = r_dlight + i;
608                         VectorCopy(rd->origin, v);
609                         if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
610                         if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
611                         if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
612                         VectorSubtract (v, rd->origin, v);
613                         if (DotProduct(v, v) < rd->cullradius2)
614                         {
615                                 if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1)
616                                         continue;
617                                 VectorSubtract (ent->origin, rd->origin, v);
618                                 f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
619                                 VectorScale(rd->light, f, ambientcolor);
620                                 intensity = DotProduct(ambientcolor, ambientcolor);
621                                 if (f < 0)
622                                         intensity *= -1.0f;
623                                 if (nearlights < maxnearlights)
624                                         j = nearlights++;
625                                 else
626                                 {
627                                         for (j = 0;j < maxnearlights;j++)
628                                         {
629                                                 if (nearlight[j].intensity < intensity)
630                                                 {
631                                                         if (nearlight[j].intensity > 0)
632                                                                 VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f);
633                                                         break;
634                                                 }
635                                         }
636                                 }
637                                 if (j >= maxnearlights)
638                                 {
639                                         // this light is less significant than all others,
640                                         // add it to ambient
641                                         if (intensity > 0)
642                                                 VectorAdd(ambient4f, ambientcolor, ambient4f);
643                                 }
644                                 else
645                                 {
646                                         nl = nearlight + j;
647                                         nl->intensity = intensity;
648                                         // transform the light into the model's coordinate system
649                                         if (worldcoords)
650                                                 VectorCopy(rd->origin, nl->origin);
651                                         else
652                                         {
653                                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin);
654                                                 /*
655                                                 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"
656                                                 , rd - r_dlight, ent->model->name
657                                                 , rd->origin[0], rd->origin[1], rd->origin[2]
658                                                 , nl->origin[0], nl->origin[1], nl->origin[2]
659                                                 , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3]
660                                                 , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3]
661                                                 , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3]
662                                                 , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]);
663                                                 */
664                                         }
665                                         // integrate mscale into falloff, for maximum speed
666                                         nl->falloff = mscale;
667                                         VectorCopy(ambientcolor, nl->ambientlight);
668                                         nl->light[0] = rd->light[0] * colorr * 4.0f;
669                                         nl->light[1] = rd->light[1] * colorg * 4.0f;
670                                         nl->light[2] = rd->light[2] * colorb * 4.0f;
671                                         nl->subtract = rd->subtract;
672                                         nl->offset = LIGHTOFFSET;
673                                 }
674                         }
675                 }
676         }
677         ambient4f[0] *= colorr;
678         ambient4f[1] *= colorg;
679         ambient4f[2] *= colorb;
680         ambient4f[3] = colora;
681         diffusecolor[0] *= colorr;
682         diffusecolor[1] *= colorg;
683         diffusecolor[2] *= colorb;
684         return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0;
685 }
686
687 void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
688 {
689         int i, j, usediffuse;
690         float color[4], v[3], dot, dist2, f, dnormal[3];
691         nearlight_t *nl;
692         usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
693         VectorCopy(diffusenormal, dnormal);
694         if (usediffuse)
695                 VectorNormalize(dnormal);
696         // directional shading code here
697         for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
698         {
699                 VectorCopy4(ambientcolor4f, color);
700
701                 // silly directional diffuse shading
702                 if (usediffuse)
703                 {
704                         dot = DotProduct(normal3f, dnormal);
705                         if (dot > 0)
706                                 VectorMA(color, dot, diffusecolor, color);
707                 }
708
709                 // pretty good lighting
710                 for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
711                 {
712                         VectorSubtract(vertex3f, nl->origin, v);
713                         // first eliminate negative lighting (back side)
714                         dot = DotProduct(normal3f, v);
715                         if (dot > 0)
716                         {
717                                 // we'll need this again later to normalize the dotproduct
718                                 dist2 = DotProduct(v,v);
719                                 // do the distance attenuation math
720                                 f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
721                                 if (f > 0)
722                                 {
723                                         // we must divide dot by sqrt(dist2) to compensate for
724                                         // the fact we did not normalize v before doing the
725                                         // dotproduct, the result is in the range 0 to 1 (we
726                                         // eliminated negative numbers already)
727                                         f *= dot / sqrt(dist2);
728                                         // blend in the lighting
729                                         VectorMA(color, f, nl->light, color);
730                                 }
731                         }
732                 }
733                 VectorCopy4(color, color4f);
734         }
735 }
736
737 void R_UpdateEntLights(entity_render_t *ent)
738 {
739         int i;
740         const mlight_t *sl;
741         vec3_t v;
742         if (r_shadow_realtime_dlight.integer || gl_flashblend.integer)
743                 return;
744         VectorSubtract(ent->origin, ent->entlightsorigin, v);
745         if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))
746         {
747                 ent->entlightstime = realtime + 0.1;
748                 VectorCopy(ent->origin, ent->entlightsorigin);
749                 ent->numentlights = 0;
750                 if (cl.worldmodel)
751                         for (i = 0, sl = cl.worldmodel->brushq1.lights;i < cl.worldmodel->brushq1.numlights && ent->numentlights < MAXENTLIGHTS;i++, sl++)
752                                 if (CL_TraceLine(ent->origin, sl->origin, NULL, NULL, 0, false, NULL) == 1)
753                                         ent->entlights[ent->numentlights++] = i;
754         }
755         ent->entlightsframe = r_framecount;
756 }
757