void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
int c, fullbright, layernum, firstpass;
- float tint[3], fog, ifog, colorscale, ambientcolor4f[4];
+ float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
vec3_t diff;
qbyte *bcolor;
rmeshstate_t m;
GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
else
{
- if (R_LightModel(ambientcolor4f, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
{
GL_ColorPointer(varray_color4f);
R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
- R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
}
else
GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
{
- float fog, ifog, colorscale, ambientcolor4f[4];
+ float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
vec3_t diff;
int i, *renderlist, *elements;
rtexture_t *texture;
ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
- if (R_LightModel(ambientcolor4f, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
{
GL_ColorPointer(varray_color4f);
- R_LightModel_CalcVertexColors(ambientcolor4f, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
}
else
GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
r_lerpanim.o r_light.o r_lightning.o r_modules.o r_sky.o \
r_sprites.o sbar.o ui.o vid_shared.o view.o wavefile.o \
r_shadow.o
-SERVEROBJECTS= pr_cmds.o pr_edict.o pr_exec.o sv_light.o sv_main.o sv_move.o \
+SERVEROBJECTS= pr_cmds.o pr_edict.o pr_exec.o sv_main.o sv_move.o \
sv_phys.o sv_user.o
SHAREDOBJECTS= cmd.o collision.o common.o crc.o cvar.o \
filematch.o host.o host_cmd.o image.o mathlib.o matrixlib.o \
Mod_Q1BSP_RecursiveHullCheck(&rhc, rhc.hull->firstclipnode, 0, 1, rhc.start, rhc.end);
}
+static int Mod_Q1BSP_LightPoint_RecursiveBSPNode(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const mnode_t *node, float x, float y, float startz, float endz)
+{
+ int side, distz = endz - startz;
+ float front, back;
+ float mid;
+
+loc0:
+ if (node->contents < 0)
+ return false; // didn't hit anything
+
+ switch (node->plane->type)
+ {
+ case PLANE_X:
+ node = node->children[x < node->plane->dist];
+ goto loc0;
+ case PLANE_Y:
+ node = node->children[y < node->plane->dist];
+ goto loc0;
+ case PLANE_Z:
+ side = startz < node->plane->dist;
+ if ((endz < node->plane->dist) == side)
+ {
+ node = node->children[side];
+ goto loc0;
+ }
+ // found an intersection
+ mid = node->plane->dist;
+ break;
+ default:
+ back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
+ front += startz * node->plane->normal[2];
+ back += endz * node->plane->normal[2];
+ side = front < node->plane->dist;
+ if ((back < node->plane->dist) == side)
+ {
+ node = node->children[side];
+ goto loc0;
+ }
+ // found an intersection
+ mid = startz + distz * (front - node->plane->dist) / (front - back);
+ break;
+ }
+
+ // go down front side
+ if (node->children[side]->contents >= 0 && Mod_Q1BSP_LightPoint_RecursiveBSPNode(ambientcolor, diffusecolor, diffusenormal, node->children[side], x, y, startz, mid))
+ return true; // hit something
+ else
+ {
+ // check for impact on this node
+ if (node->numsurfaces)
+ {
+ int i, ds, dt;
+ msurface_t *surf;
+
+ surf = cl.worldmodel->brushq1.surfaces + node->firstsurface;
+ for (i = 0;i < node->numsurfaces;i++, surf++)
+ {
+ if (!(surf->flags & SURF_LIGHTMAP))
+ continue; // no lightmaps
+
+ ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
+ dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]);
+
+ if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
+ continue;
+
+ ds -= surf->texturemins[0];
+ dt -= surf->texturemins[1];
+
+ if (ds > surf->extents[0] || dt > surf->extents[1])
+ continue;
+
+ if (surf->samples)
+ {
+ qbyte *lightmap;
+ int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
+ line3 = ((surf->extents[0]>>4)+1)*3;
+ size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
+
+ lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
+
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+ {
+ scale = d_lightstylevalue[surf->styles[maps]];
+ r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale;
+ r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale;
+ r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
+ r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
+ lightmap += size3;
+ }
+
+/*
+LordHavoc: here's the readable version of the interpolation
+code, not quite as easy for the compiler to optimize...
+
+dsfrac is the X position in the lightmap pixel, * 16
+dtfrac is the Y position in the lightmap pixel, * 16
+r00 is top left corner, r01 is top right corner
+r10 is bottom left corner, r11 is bottom right corner
+g and b are the same layout.
+r0 and r1 are the top and bottom intermediate results
+
+first we interpolate the top two points, to get the top
+edge sample
+
+ r0 = (((r01-r00) * dsfrac) >> 4) + r00;
+ g0 = (((g01-g00) * dsfrac) >> 4) + g00;
+ b0 = (((b01-b00) * dsfrac) >> 4) + b00;
+
+then we interpolate the bottom two points, to get the
+bottom edge sample
+
+ r1 = (((r11-r10) * dsfrac) >> 4) + r10;
+ g1 = (((g11-g10) * dsfrac) >> 4) + g10;
+ b1 = (((b11-b10) * dsfrac) >> 4) + b10;
+
+then we interpolate the top and bottom samples to get the
+middle sample (the one which was requested)
+
+ r = (((r1-r0) * dtfrac) >> 4) + r0;
+ g = (((g1-g0) * dtfrac) >> 4) + g0;
+ b = (((b1-b0) * dtfrac) >> 4) + b0;
+*/
+
+ ambientcolor[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
+ ambientcolor[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
+ ambientcolor[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
+ }
+ return true; // success
+ }
+ }
+
+ // go down back side
+ node = node->children[side ^ 1];
+ startz = mid;
+ distz = endz - startz;
+ goto loc0;
+ }
+}
+
+void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
+{
+ Mod_Q1BSP_LightPoint_RecursiveBSPNode(ambientcolor, diffusecolor, diffusenormal, cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2], p[2] - 65536);
+}
+
static qbyte *Mod_Q1BSP_DecompressVis(model_t *model, qbyte *in)
{
static qbyte decompressed[MAX_MAP_LEAFS/8];
Host_Error("Mod_Q1BSP_Load: %s has wrong version number(%i should be %i(Quake) or 30(HalfLife))", mod->name, i, BSPVERSION);
mod->brushq1.ishlbsp = i == 30;
+ mod->brush.LightPoint = Mod_Q1BSP_LightPoint;
mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
mod->brush.TraceBox = Mod_Q1BSP_TraceBox;
mod->brushq1.PointInLeaf = Mod_Q1BSP_PointInLeaf;
}
}
+void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
+{
+ // FIXME: write this
+ ambientcolor[0] += 255;
+ ambientcolor[1] += 255;
+ ambientcolor[2] += 255;
+}
+
void Mod_Q3BSP_TraceBox(model_t *model, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs)
{
int i;
R_ResetQuakeSky();
}
+ mod->brush.LightPoint = Mod_Q3BSP_LightPoint;
mod->brush.FindNonSolidLocation = Mod_Q3BSP_FindNonSolidLocation;
mod->brush.TraceBox = Mod_Q3BSP_TraceBox;
//mod->brushq1.PointInLeaf = Mod_Q1BSP_PointInLeaf;
typedef struct model_brush_s
{
char *entities;
+ void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
void (*TraceBox)(struct model_s *model, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs);
}
VectorCopy (temp, G_VECTOR(OFS_RETURN));
}
-void SV_LightPoint (vec3_t color, vec3_t p);
/*
=================
PF_GetLight
*/
void PF_GetLight (void)
{
- vec3_t color;
- vec_t* p;
+ vec3_t ambientcolor, diffusecolor, diffusenormal;
+ vec_t *p;
p = G_VECTOR(OFS_PARM0);
- SV_LightPoint (color, p);
- VectorCopy (color, G_VECTOR(OFS_RETURN));
+ VectorClear(ambientcolor);
+ VectorClear(diffusecolor);
+ VectorClear(diffusenormal);
+ if (sv.worldmodel && sv.worldmodel->brush.LightPoint)
+ sv.worldmodel->brush.LightPoint(sv.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+ VectorMA(ambientcolor, 0.5, diffusecolor, G_VECTOR(OFS_RETURN));
}
#define MAX_QC_CVARS 128
=============================================================================
*/
-static int RecursiveLightPoint (vec3_t color, const mnode_t *node, float x, float y, float startz, float endz)
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf)
{
- int side, distz = endz - startz;
- float front, back;
- float mid;
+ VectorClear(diffusecolor);
+ VectorClear(diffusenormal);
-loc0:
- if (node->contents < 0)
- return false; // didn't hit anything
-
- switch (node->plane->type)
+ if (!r_fullbright.integer && cl.worldmodel && cl.worldmodel->brush.LightPoint)
{
- case PLANE_X:
- node = node->children[x < node->plane->dist];
- goto loc0;
- case PLANE_Y:
- node = node->children[y < node->plane->dist];
- goto loc0;
- case PLANE_Z:
- side = startz < node->plane->dist;
- if ((endz < node->plane->dist) == side)
- {
- node = node->children[side];
- goto loc0;
- }
- // found an intersection
- mid = node->plane->dist;
- break;
- default:
- back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
- front += startz * node->plane->normal[2];
- back += endz * node->plane->normal[2];
- side = front < node->plane->dist;
- if ((back < node->plane->dist) == side)
- {
- node = node->children[side];
- goto loc0;
- }
- // found an intersection
- mid = startz + distz * (front - node->plane->dist) / (front - back);
- break;
+ ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
}
-
- // go down front side
- if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
- return true; // hit something
else
- {
- // check for impact on this node
- if (node->numsurfaces)
- {
- int i, ds, dt;
- msurface_t *surf;
-
- surf = cl.worldmodel->brushq1.surfaces + node->firstsurface;
- for (i = 0;i < node->numsurfaces;i++, surf++)
- {
- if (!(surf->flags & SURF_LIGHTMAP))
- continue; // no lightmaps
-
- ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
- dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]);
-
- if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
- continue;
-
- ds -= surf->texturemins[0];
- dt -= surf->texturemins[1];
-
- if (ds > surf->extents[0] || dt > surf->extents[1])
- continue;
-
- if (surf->samples)
- {
- qbyte *lightmap;
- int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
- line3 = ((surf->extents[0]>>4)+1)*3;
- size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
-
- lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
-
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
- {
- scale = d_lightstylevalue[surf->styles[maps]];
- r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale;
- r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale;
- r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
- r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
- lightmap += size3;
- }
-
-/*
-LordHavoc: here's the readable version of the interpolation
-code, not quite as easy for the compiler to optimize...
-
-dsfrac is the X position in the lightmap pixel, * 16
-dtfrac is the Y position in the lightmap pixel, * 16
-r00 is top left corner, r01 is top right corner
-r10 is bottom left corner, r11 is bottom right corner
-g and b are the same layout.
-r0 and r1 are the top and bottom intermediate results
-
-first we interpolate the top two points, to get the top
-edge sample
-
- r0 = (((r01-r00) * dsfrac) >> 4) + r00;
- g0 = (((g01-g00) * dsfrac) >> 4) + g00;
- b0 = (((b01-b00) * dsfrac) >> 4) + b00;
-
-then we interpolate the bottom two points, to get the
-bottom edge sample
+ VectorSet(ambientcolor, 1, 1, 1);
- r1 = (((r11-r10) * dsfrac) >> 4) + r10;
- g1 = (((g11-g10) * dsfrac) >> 4) + g10;
- b1 = (((b11-b10) * dsfrac) >> 4) + b10;
-
-then we interpolate the top and bottom samples to get the
-middle sample (the one which was requested)
-
- r = (((r1-r0) * dtfrac) >> 4) + r0;
- g = (((g1-g0) * dtfrac) >> 4) + g0;
- b = (((b1-b0) * dtfrac) >> 4) + b0;
-*/
-
- color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
- color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
- color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
- }
- return true; // success
- }
- }
-
- // go down back side
- node = node->children[side ^ 1];
- startz = mid;
- distz = endz - startz;
- goto loc0;
- }
-}
-
-void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf)
-{
- int i;
- vec3_t v;
- float f;
- rdlight_t *rd;
- mlight_t *sl;
+ /*
if (leaf == NULL && cl.worldmodel != NULL)
leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, p);
- if (!leaf || leaf->contents == CONTENTS_SOLID || r_fullbright.integer || !cl.worldmodel->brushq1.lightdata)
+ if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->brushq1.lightdata)
{
- color[0] = color[1] = color[2] = 1;
+ VectorSet(ambientcolor, 1, 1, 1);
return;
}
+ */
- color[0] = color[1] = color[2] = r_ambient.value * (2.0f / 128.0f);
+ // FIXME: this .lights related stuff needs to be ported into the Mod_Q1BSP code
if (cl.worldmodel->brushq1.numlights)
{
+ int i;
+ vec3_t v;
+ float f;
+ mlight_t *sl;
for (i = 0;i < cl.worldmodel->brushq1.numlights;i++)
{
sl = cl.worldmodel->brushq1.lights + i;
if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false, NULL) == 1)
{
f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- VectorMA(color, f, sl->light, color);
+ VectorMA(ambientcolor, f, sl->light, ambientcolor);
}
}
}
}
- else
- RecursiveLightPoint (color, cl.worldmodel->brushq1.nodes, p[0], p[1], p[2], p[2] - 65536);
if (dynamic)
{
+ int i;
+ float f, v[3];
+ rdlight_t *rd;
+ // FIXME: this really should handle dlights as diffusecolor/diffusenormal somehow
for (i = 0;i < r_numdlights;i++)
{
rd = r_dlight + i;
- VectorSubtract (p, rd->origin, v);
+ VectorSubtract(p, rd->origin, v);
f = DotProduct(v, v);
if (f < rd->cullradius2 && CL_TraceLine(p, rd->origin, NULL, NULL, 0, false, NULL) == 1)
{
f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
- VectorMA(color, f, rd->light, color);
+ VectorMA(ambientcolor, f, rd->light, ambientcolor);
}
}
}
static int nearlights;
static nearlight_t nearlight[MAX_DLIGHTS];
-int R_LightModel(float *ambient4f, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
+int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords)
{
int i, j, maxnearlights;
float v[3], f, mscale, stylescale, intensity, ambientcolor[3];
nearlight_t *nl;
mlight_t *sl;
rdlight_t *rd;
- mleaf_t *leaf;
nearlights = 0;
maxnearlights = r_modellights.integer;
+ ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
+ VectorClear(diffusecolor);
+ VectorClear(diffusenormal);
if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
{
// highly rare
- ambient4f[0] = colorr;
- ambient4f[1] = colorg;
- ambient4f[2] = colorb;
- ambient4f[3] = colora;
- return false;
- }
- if (r_shadow_realtime_world.integer)
- {
- // user config choice
- ambient4f[0] = r_ambient.value * (2.0f / 128.0f) * colorr;
- ambient4f[1] = r_ambient.value * (2.0f / 128.0f) * colorg;
- ambient4f[2] = r_ambient.value * (2.0f / 128.0f) * colorb;
- ambient4f[3] = colora;
- return false;
- }
- if (maxnearlights == 0)
- {
- // user config choice
- R_CompleteLightPoint (ambient4f, ent->origin, true, NULL);
- ambient4f[0] *= colorr;
- ambient4f[1] *= colorg;
- ambient4f[2] *= colorb;
- ambient4f[3] = colora;
- return false;
+ VectorSet(ambient4f, 1, 1, 1);
+ maxnearlights = 0;
}
- leaf = cl.worldmodel ? cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, ent->origin) : NULL;
- if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->brushq1.lightdata)
- ambient4f[0] = ambient4f[1] = ambient4f[2] = 1;
+ else if (r_shadow_realtime_world.integer)
+ maxnearlights = 0;
else
{
- ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f);
- if (!cl.worldmodel->brushq1.numlights)
- RecursiveLightPoint (ambient4f, cl.worldmodel->brushq1.nodes, ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[2] - 65536);
+ if (cl.worldmodel && cl.worldmodel->brush.LightPoint)
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, diffusenormal);
+ else
+ VectorSet(ambient4f, 1, 1, 1);
}
+
// scale of the model's coordinate space, to alter light attenuation to match
// make the mscale squared so it can scale the squared distance results
mscale = ent->scale * ent->scale;
+ // FIXME: no support for .lights on non-Q1BSP?
nl = &nearlight[0];
for (i = 0;i < ent->numentlights;i++)
{
ambient4f[1] *= colorg;
ambient4f[2] *= colorb;
ambient4f[3] = colora;
- return nearlights != 0;
+ diffusecolor[0] *= colorr;
+ diffusecolor[1] *= colorg;
+ diffusecolor[2] *= colorb;
+ return nearlights != 0 || DotProduct(diffusecolor, diffusecolor) > 0;
}
-void R_LightModel_CalcVertexColors(const float *ambientcolor4f, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
+void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f)
{
- int i, j;
- float color[4], v[3], dot, dist2, f;
+ int i, j, usediffuse;
+ float color[4], v[3], dot, dist2, f, dnormal[3];
nearlight_t *nl;
+ usediffuse = DotProduct(diffusecolor, diffusecolor) > 0;
+ VectorCopy(diffusenormal, dnormal);
+ if (usediffuse)
+ VectorNormalize(dnormal);
// directional shading code here
for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
{
VectorCopy4(ambientcolor4f, color);
+
+ // silly directional diffuse shading
+ if (usediffuse)
+ {
+ dot = DotProduct(normal3f, dnormal);
+ if (dot > 0)
+ VectorMA(color, dot, diffusecolor, color);
+ }
+
+ // pretty good lighting
for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
VectorSubtract(vertex3f, nl->origin, v);
}
ent->entlightsframe = r_framecount;
}
+
void R_AnimateLight(void);
void R_MarkLights(entity_render_t *ent);
void R_DrawCoronas(void);
-void R_CompleteLightPoint(vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf);
-int R_LightModel(float *ambient4f, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords);
-void R_LightModel_CalcVertexColors(const float *ambientcolor4f, int numverts, const float *vertex3f, const float *normal3f, float *color4f);
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf);
+int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords);
+void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f);
void R_UpdateEntLights(entity_render_t *ent);
#endif
{
const entity_render_t *ent = calldata1;
int i;
- vec3_t left, up, org, color;
+ vec3_t left, up, org, color, diffusecolor, diffusenormal;
mspriteframe_t *frame;
vec3_t diff;
float fog, ifog;
if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
color[0] = color[1] = color[2] = 1;
else
- R_CompleteLightPoint(color, ent->origin, true, NULL);
+ {
+ R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true, NULL);
+ VectorMA(color, 0.5f, diffusecolor, color);
+ }
if (fogenabled)
{
+++ /dev/null
-/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-
-#include "quakedef.h"
-
-int SV_RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
-{
- int side, distz = endz - startz;
- float front, back;
- float mid;
-
-loc0:
- if (node->contents < 0)
- return false; // didn't hit anything
-
- switch (node->plane->type)
- {
- case PLANE_X:
- node = node->children[x < node->plane->dist];
- goto loc0;
- case PLANE_Y:
- node = node->children[y < node->plane->dist];
- goto loc0;
- case PLANE_Z:
- side = startz < node->plane->dist;
- if ((endz < node->plane->dist) == side)
- {
- node = node->children[side];
- goto loc0;
- }
- // found an intersection
- mid = node->plane->dist;
- break;
- default:
- back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
- front += startz * node->plane->normal[2];
- back += endz * node->plane->normal[2];
- side = front < node->plane->dist;
- if ((back < node->plane->dist) == side)
- {
- node = node->children[side];
- goto loc0;
- }
- // found an intersection
- mid = startz + distz * (front - node->plane->dist) / (front - back);
- break;
- }
-
- // go down front side
- if (node->children[side]->contents >= 0 && SV_RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
- return true; // hit something
- else
- {
- // check for impact on this node
- if (node->numsurfaces)
- {
- int i, ds, dt;
- msurface_t *surf;
-
- surf = sv.worldmodel->brushq1.surfaces + node->firstsurface;
- for (i = 0;i < node->numsurfaces;i++, surf++)
- {
- if (!(surf->flags & SURF_LIGHTMAP))
- continue;
-
- ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
- dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]);
-
- if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
- continue;
-
- ds -= surf->texturemins[0];
- dt -= surf->texturemins[1];
-
- if (ds > surf->extents[0] || dt > surf->extents[1])
- continue;
-
- if (surf->samples)
- {
- qbyte *lightmap;
- int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
- line3 = ((surf->extents[0]>>4)+1)*3;
- size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
-
- lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
-
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
- {
- scale = 256; // FIXME: server doesn't know what light styles are doing
- r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale;
- r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale;
- r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
- r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
- lightmap += size3;
- }
-
- color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 256.0f);
- color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 256.0f);
- color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 256.0f);
- }
- return true; // success
- }
- }
-
- // go down back side
- node = node->children[side ^ 1];
- startz = mid;
- distz = endz - startz;
- goto loc0;
- }
-}
-
-// LordHavoc: added light checking to the server
-void SV_LightPoint (vec3_t color, vec3_t p)
-{
- Mod_CheckLoaded(sv.worldmodel);
- if (!sv.worldmodel->brushq1.lightdata)
- {
- color[0] = color[1] = color[2] = 255;
- return;
- }
-
- color[0] = color[1] = color[2] = 0;
- SV_RecursiveLightPoint (color, sv.worldmodel->brushq1.nodes, p[0], p[1], p[2], p[2] - 65536);
-}
-