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.
24 cvar_t r_lightmodels = {"r_lightmodels", "1"};
25 cvar_t r_modelsdonttransformnormals = {"r_modelsdonttransformnormals", "0"};
31 void r_light_shutdown()
37 Cvar_RegisterVariable(&r_lightmodels);
38 Cvar_RegisterVariable(&r_modelsdonttransformnormals);
39 R_RegisterModule("R_Light", r_light_start, r_light_shutdown);
42 int r_dlightframecount;
49 void R_AnimateLight (void)
55 // 'm' is normal light, 'a' is no light, 'z' is double bright
56 i = (int)(cl.time*10);
57 for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
59 if (!cl_lightstyle[j].length)
61 d_lightstylevalue[j] = 256;
64 k = i % cl_lightstyle[j].length;
65 k = cl_lightstyle[j].map[k] - 'a';
67 d_lightstylevalue[j] = k;
72 =============================================================================
76 =============================================================================
84 void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node)
93 // for comparisons to minimum acceptable light
94 maxdist = light->radius * light->radius * LIGHTSCALE;
96 // clamp radius to avoid exceeding 32768 entry division table
97 if (maxdist > 4194304)
101 if (node->contents < 0)
104 ndist = PlaneDiff(lightorigin, node->plane);
106 if (ndist > light->radius)
108 if (node->children[0]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
110 node = node->children[0];
115 if (ndist < -light->radius)
117 if (node->children[1]->contents >= 0) // LordHavoc: save some time by not pushing another stack frame
119 node = node->children[1];
125 if (node->dlightframe != r_dlightframecount) // not dynamic until now
127 node->dlightbits[0] = node->dlightbits[1] = node->dlightbits[2] = node->dlightbits[3] = node->dlightbits[4] = node->dlightbits[5] = node->dlightbits[6] = node->dlightbits[7] = 0;
128 node->dlightframe = r_dlightframecount;
130 node->dlightbits[bitindex] |= bit;
133 surf = cl.worldmodel->surfaces + node->firstsurface;
134 for (i=0 ; i<node->numsurfaces ; i++, surf++)
137 float dist, dist2, impact[3];
139 if (surf->flags & SURF_PLANEBACK)
146 if (dist2 >= maxdist)
149 impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
150 impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
151 impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
153 d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
158 if (dist2 >= maxdist)
163 d -= surf->extents[0] + 16;
167 if (dist2 >= maxdist)
172 d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
177 if (dist2 >= maxdist)
182 d -= surf->extents[1] + 16;
186 if (dist2 >= maxdist)
191 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
193 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;
194 surf->dlightframe = r_dlightframecount;
196 surf->dlightbits[bitindex] |= bit;
199 if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDist(lightorigin, surf->plane)) >= surf->plane->dist))
201 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
203 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;
204 surf->dlightframe = r_dlightframecount;
206 surf->dlightbits[bitindex] |= bit;
211 if (node->children[0]->contents >= 0)
213 if (node->children[1]->contents >= 0)
215 R_OldMarkLights (lightorigin, light, bit, bitindex, node->children[0]);
216 node = node->children[1];
221 node = node->children[0];
225 else if (node->children[1]->contents >= 0)
227 node = node->children[1];
232 void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
234 R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
238 void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
240 mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
242 if (!r_dynamic.value)
245 if (!pvsleaf->compressed_vis)
246 { // no vis info, so make all visible
247 R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
253 msurface_t *surf, **mark;
255 byte *in = pvsleaf->compressed_vis;
256 int row = (model->numleafs+7)>>3;
257 float low[3], high[3], radius, dist, maxdist;
259 radius = light->radius * LIGHTSCALE1;
261 // clamp radius to avoid exceeding 32768 entry division table
265 low[0] = lightorigin[0] - radius;low[1] = lightorigin[1] - radius;low[2] = lightorigin[2] - radius;
266 high[0] = lightorigin[0] + radius;high[1] = lightorigin[1] + radius;high[2] = lightorigin[2] + radius;
268 // for comparisons to minimum acceptable light
269 maxdist = radius*radius;
278 l = model->numleafs - (k << 3);
281 for (i=0 ; i<l ; i++)
285 leaf = &model->leafs[(k << 3)+i+1];
286 leaf->lightframe = lightframe;
287 if (leaf->visframe != r_visframecount)
289 if (leaf->contents == CONTENTS_SOLID)
291 // if out of the light radius, skip
292 if (leaf->minmaxs[0] > high[0] || leaf->minmaxs[3] < low[0]
293 || leaf->minmaxs[1] > high[1] || leaf->minmaxs[4] < low[1]
294 || leaf->minmaxs[2] > high[2] || leaf->minmaxs[5] < low[2])
296 if (leaf->dlightframe != r_dlightframecount) // not dynamic until now
298 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;
299 leaf->dlightframe = r_dlightframecount;
301 leaf->dlightbits[bitindex] |= bit;
302 if ((m = leaf->nummarksurfaces))
304 mark = leaf->firstmarksurface;
308 if (surf->visframe != r_framecount || surf->lightframe == lightframe)
310 surf->lightframe = lightframe;
311 dist = PlaneDiff(lightorigin, surf->plane);
312 if (surf->flags & SURF_PLANEBACK)
314 // LordHavoc: make sure it is infront of the surface and not too far away
315 if (dist >= -0.25f && dist < radius)
318 float dist2, impact[3];
322 impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
323 impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
324 impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
326 d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
331 if (dist2 >= maxdist)
336 d -= surf->extents[0] + 16;
340 if (dist2 >= maxdist)
345 d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
350 if (dist2 >= maxdist)
355 d -= surf->extents[1] + 16;
359 if (dist2 >= maxdist)
364 if (surf->dlightframe != r_dlightframecount) // not dynamic until now
366 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;
367 surf->dlightframe = r_dlightframecount;
369 surf->dlightbits[bitindex] |= bit;
391 void R_PushDlights (void)
396 r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame
398 if (!r_dynamic.value)
403 for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
405 if (l->die < cl.time || !l->radius)
407 // R_MarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel->nodes );
408 R_VisMarkLights (l->origin, l, 1<<(i&31), i >> 5, cl.worldmodel);
414 =============================================================================
418 =============================================================================
421 mplane_t *lightplane;
424 extern cvar_t r_ambient;
427 int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
429 float front, back, frac;
433 if (node->contents < 0)
434 return false; // didn't hit anything
436 // calculate mid point
437 front = PlaneDiff (start, node->plane);
438 back = PlaneDiff (end, node->plane);
440 // LordHavoc: optimized recursion
441 if ((back < 0) == (front < 0))
442 // return RecursiveLightPoint (color, node->children[front < 0], start, end);
444 node = node->children[front < 0];
448 frac = front / (front-back);
449 mid[0] = start[0] + (end[0] - start[0])*frac;
450 mid[1] = start[1] + (end[1] - start[1])*frac;
451 mid[2] = start[2] + (end[2] - start[2])*frac;
453 // go down front side
454 if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
455 return true; // hit something
460 // check for impact on this node
461 VectorCopy (mid, lightspot);
462 lightplane = node->plane;
464 surf = cl.worldmodel->surfaces + node->firstsurface;
465 for (i = 0;i < node->numsurfaces;i++, surf++)
467 if (surf->flags & SURF_DRAWTILED)
468 continue; // no lightmaps
470 ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
471 dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
473 if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
476 ds -= surf->texturemins[0];
477 dt -= surf->texturemins[1];
479 if (ds > surf->extents[0] || dt > surf->extents[1])
485 int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
487 line3 = ((surf->extents[0]>>4)+1)*3;
489 lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
491 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
493 scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
494 r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale;
495 r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale;
496 r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
497 r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
498 lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
501 color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
502 color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
503 color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
505 return true; // success
509 return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
513 void R_LightPoint (vec3_t color, vec3_t p)
517 if (r_fullbright.value || !cl.worldmodel->lightdata)
519 color[0] = color[1] = color[2] = 255;
525 end[2] = p[2] - 2048;
527 color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
528 RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
531 void SV_LightPoint (vec3_t color, vec3_t p)
535 if (!sv.worldmodel->lightdata)
537 color[0] = color[1] = color[2] = 255;
543 end[2] = p[2] - 2048;
545 color[0] = color[1] = color[2] = 0;
546 RecursiveLightPoint (color, sv.worldmodel->nodes, p, end);
550 int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
552 int side, distz = endz - startz;
557 if (node->contents < 0)
558 return false; // didn't hit anything
560 switch (node->plane->type)
563 node = node->children[x < node->plane->dist];
566 node = node->children[y < node->plane->dist];
569 side = startz < node->plane->dist;
570 if ((endz < node->plane->dist) == side)
572 node = node->children[side];
575 // found an intersection
576 // mid = startz + (endz - startz) * (startz - node->plane->dist) / (startz - endz);
577 // mid = startz + distz * (startz - node->plane->dist) / (-distz);
578 // mid = startz + (-(startz - node->plane->dist));
579 // mid = startz - (startz - node->plane->dist);
580 // mid = startz + node->plane->dist - startz;
581 mid = node->plane->dist;
584 back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
585 front += startz * node->plane->normal[2];
586 back += endz * node->plane->normal[2];
587 side = front < node->plane->dist;
588 if ((back < node->plane->dist) == side)
590 node = node->children[side];
593 // found an intersection
594 // mid = startz + (endz - startz) * ((front - node->plane->dist) / ((front - node->plane->dist) - (back - node->plane->dist)));
595 // mid = startz + (endz - startz) * ((front - node->plane->dist) / (front - back));
596 mid = startz + distz * (front - node->plane->dist) / (front - back);
600 // go down front side
601 if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
602 return true; // hit something
605 // check for impact on this node
606 if (node->numsurfaces)
613 lightplane = node->plane;
615 surf = cl.worldmodel->surfaces + node->firstsurface;
616 for (i = 0;i < node->numsurfaces;i++, surf++)
618 if (surf->flags & SURF_DRAWTILED)
619 continue; // no lightmaps
621 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]);
622 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]);
624 if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
627 ds -= surf->texturemins[0];
628 dt -= surf->texturemins[1];
630 if (ds > surf->extents[0] || dt > surf->extents[1])
636 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;
637 line3 = ((surf->extents[0]>>4)+1)*3;
638 size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
640 lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
642 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
644 scale = d_lightstylevalue[surf->styles[maps]];
645 r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale;
646 r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale;
647 r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
648 r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
652 color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 256.0f);
653 color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 256.0f);
654 color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 256.0f);
656 return true; // success
661 node = node->children[side ^ 1];
663 distz = endz - startz;
665 // return RecursiveLightPoint (color, node->children[side ^ 1], x, y, mid, endz);
669 void R_LightPoint (vec3_t color, vec3_t p)
671 if (r_fullbright.value || !cl.worldmodel->lightdata)
673 color[0] = color[1] = color[2] = 255;
677 color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
678 RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
681 // LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
682 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
686 float brightness, r, f;
688 if (!r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
691 for (j = 0;j < (MAX_DLIGHTS >> 5);j++)
695 for (i=0 ; i<32 ; i++)
697 if ((!((1 << (i&31)) & dlightbits[i>>5])) || cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
700 VectorSubtract (org, cl_dlights[k].origin, dist);
701 f = DotProduct(dist, dist) + LIGHTOFFSET;
702 r = cl_dlights[k].radius*cl_dlights[k].radius*LIGHTSCALE;
705 brightness = r * (256.0f / LIGHTSCALE2) / f;
706 color[0] += brightness * cl_dlights[k].color[0];
707 color[1] += brightness * cl_dlights[k].color[1];
708 color[2] += brightness * cl_dlights[k].color[2];
715 // same as above but no bitmask to check
716 void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
720 float brightness, r, f;
722 if (!r_dynamic.value)
725 for (i=0 ; i<MAX_DLIGHTS ; i++)
727 if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
729 VectorSubtract (org, cl_dlights[i].origin, dist);
730 f = DotProduct(dist, dist) + LIGHTOFFSET;
731 r = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
734 brightness = r * (256.0f / LIGHTSCALE2) / f;
735 if (cl_dlights[i].dark)
736 brightness = -brightness;
737 color[0] += brightness * cl_dlights[i].color[0];
738 color[1] += brightness * cl_dlights[i].color[1];
739 color[2] += brightness * cl_dlights[i].color[2];
744 void R_CompleteLightPoint (vec3_t color, vec3_t p)
746 R_LightPoint(color, p);
747 R_DynamicLightPointNoMask(color, p);
750 extern float *aliasvert;
751 extern float *modelaliasvert;
752 extern float *aliasvertnorm;
753 extern byte *aliasvertcolor;
754 extern float modelalpha;
755 extern int modeldlightbits[8];
756 void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
758 // LordHavoc: warning: reliance on int being 4 bytes here (of course the d_8to24table relies on that too...)
759 int i, j, nearlights = 0, color;
761 float t, t1, t2, t3, *avn;
767 } nearlight[MAX_DLIGHTS];
768 avc = aliasvertcolor;
770 a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
771 if (currententity->effects & EF_FULLBRIGHT)
775 ((byte *)&color)[0] = (byte) ((float) (128.0f * currententity->colormod[0]));
776 ((byte *)&color)[1] = (byte) ((float) (128.0f * currententity->colormod[1]));
777 ((byte *)&color)[2] = (byte) ((float) (128.0f * currententity->colormod[2]));
781 ((byte *)&color)[0] = (byte) ((float) (255.0f * currententity->colormod[0]));
782 ((byte *)&color)[1] = (byte) ((float) (255.0f * currententity->colormod[1]));
783 ((byte *)&color)[2] = (byte) ((float) (255.0f * currententity->colormod[2]));
785 ((byte *)&color)[3] = a;
786 for (i = 0;i < numverts;i++)
788 *((int *)avc) = color;
795 mod[0] = currententity->colormod[0] * 0.5f;
796 mod[1] = currententity->colormod[1] * 0.5f;
797 mod[2] = currententity->colormod[2] * 0.5f;
801 mod[0] = currententity->colormod[0];
802 mod[1] = currententity->colormod[1];
803 mod[2] = currententity->colormod[2];
805 basecolor[0] *= mod[0];
806 basecolor[1] *= mod[1];
807 basecolor[2] *= mod[2];
808 if (!r_lightmodels.value)
810 for (i = 0;i < MAX_DLIGHTS;i++)
812 if (!modeldlightbits[i >> 5])
817 if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
819 VectorSubtract (center, cl_dlights[i].origin, dist);
820 t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
821 t2 = DotProduct(dist,dist) * (1.0f / LIGHTSCALE) + LIGHTOFFSET;
824 dist[0] = cl_dlights[i].color[0] * t1 * mod[0];
825 dist[1] = cl_dlights[i].color[1] * t1 * mod[1];
826 dist[2] = cl_dlights[i].color[2] * t1 * mod[2];
827 t1 = (224.0f / LIGHTSCALE / LIGHTSCALE) / t2;
828 basecolor[0] += dist[0] * t1;
829 basecolor[1] += dist[1] * t1;
830 basecolor[2] += dist[2] * t1;
833 ((byte *)&color)[0] = bound(0, basecolor[0], 255);
834 ((byte *)&color)[1] = bound(0, basecolor[1], 255);
835 ((byte *)&color)[2] = bound(0, basecolor[2], 255);
836 ((byte *)&color)[3] = a;
837 for (i = 0;i < numverts;i++)
839 *((int *)avc) = color;
846 for (i = 0;i < MAX_DLIGHTS;i++)
848 if (!modeldlightbits[i >> 5])
853 if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
855 VectorSubtract (center, cl_dlights[i].origin, dist);
856 t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
857 t2 = DotProduct(dist,dist) * (1.0f / LIGHTSCALE) + LIGHTOFFSET;
860 if (r_modelsdonttransformnormals.value)
861 softwareuntransform(cl_dlights[i].origin, nearlight[nearlights].origin);
864 VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
866 nearlight[nearlights].color[0] = cl_dlights[i].color[0] * t1 * mod[0];
867 nearlight[nearlights].color[1] = cl_dlights[i].color[1] * t1 * mod[1];
868 nearlight[nearlights].color[2] = cl_dlights[i].color[2] * t1 * mod[2];
869 // t1 = (128.0f / LIGHTSCALE2) / t2;
870 // basecolor[0] += nearlight[nearlights].color[0] * t1;
871 // basecolor[1] += nearlight[nearlights].color[1] * t1;
872 // basecolor[2] += nearlight[nearlights].color[2] * t1;
877 t1 = bound(0, basecolor[0], 255);r = (byte) t1;
878 t1 = bound(0, basecolor[1], 255);g = (byte) t1;
879 t1 = bound(0, basecolor[2], 255);b = (byte) t1;
880 ((byte *)&color)[0] = r;
881 ((byte *)&color)[1] = g;
882 ((byte *)&color)[2] = b;
883 ((byte *)&color)[3] = a;
889 if (r_modelsdonttransformnormals.value)
895 for (i = 0;i < numverts;i++)
897 VectorSubtract(nearlight[0].origin, av, v);
898 t = DotProduct(avn,v);
901 t /= DotProduct(v,v);
902 temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[0] = temp;
903 temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[1] = temp;
904 temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[2] = temp;
908 *((int *)avc) = color;
917 for (i = 0;i < numverts;i++)
923 for (j = 0;j < nearlights;j++)
925 VectorSubtract(nearlight[j].origin, av, v);
926 t = DotProduct(avn,v);
929 t /= DotProduct(v,v);
930 t1 += nearlight[j].color[0] * t;
931 t2 += nearlight[j].color[1] * t;
932 t3 += nearlight[j].color[2] * t;
938 i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;avc[0] = i1;
939 i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;avc[1] = i2;
940 i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;avc[2] = i3;
943 else // dodge the costly float -> int conversions
944 *((int *)avc) = color;
953 for (i = 0;i < numverts;i++)
955 *((int *)avc) = color;