]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
fixed backwards q3bsp model lighting and backwards rtlighting
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 22 Nov 2005 00:55:26 +0000 (00:55 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 22 Nov 2005 00:55:26 +0000 (00:55 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5815 d7cf8633-e32d-0410-b094-e92efae38249

r_light.c
r_shadow.c

index 5c69018b3f2309f8283a65c1c54395b85cbc4542..69b5097e425b3a4aab7afa817eb449afdc18abd1 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -387,9 +387,11 @@ void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *dif
                // silly directional diffuse shading
                if (usediffuse)
                {
+                       // we have to negate this result because it is the incoming light
+                       // direction, not simply the normal to dotproduct with.
                        dot = DotProduct(normal3f, dnormal);
-                       if (dot > 0)
-                               VectorMA(color, dot, diffusecolor, color);
+                       if (dot < 0)
+                               VectorMA(color, -dot, diffusecolor, color);
                }
 
                // pretty good lighting
index a929ff5b78e6e7b1512b133525009f3b342194fd..1b5a8600481ca9c7cfcddf4fd151773d6ef1c414 100644 (file)
@@ -319,16 +319,16 @@ const char *builtinshader_light_vert =
 "      // (we use unnormalized to ensure that it interpolates correctly and then\n"
 "      //  normalize it per pixel)\n"
 "      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-"      LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-"      LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
 "\n"
 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "      // transform unnormalized eye direction into tangent space\n"
 "      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"      EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
 "#endif\n"
 "\n"
 "      // transform vertex to camera space, using ftransform to match non-VS\n"
@@ -1444,9 +1444,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                {
                        Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                        Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                       if ((dot = DotProduct(n, v)) > 0)
+                       if ((dot = DotProduct(n, v)) < 0)
                        {
-                               shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
                                color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
                                color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
                                color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
@@ -1470,9 +1470,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                        {
                                distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) > 0)
+                               if ((dot = DotProduct(n, v)) < 0)
                                {
-                                       shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
                                        color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
                                        color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
                                        color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
@@ -1504,9 +1504,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                                dist = sqrt(dist);
                                distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) > 0)
+                               if ((dot = DotProduct(n, v)) < 0)
                                {
-                                       shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
                                        color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
                                        color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
                                        color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
@@ -1568,7 +1568,7 @@ static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numver
        float lightdir[3];
        for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
-               VectorSubtract(vertex3f, relativelightorigin, lightdir);
+               VectorSubtract(relativelightorigin, vertex3f, lightdir);
                // the cubemap normalizes this for us
                out3f[0] = DotProduct(svector3f, lightdir);
                out3f[1] = DotProduct(tvector3f, lightdir);
@@ -1582,9 +1582,9 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        float lightdir[3], eyedir[3], halfdir[3];
        for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
-               VectorSubtract(vertex3f, relativelightorigin, lightdir);
+               VectorSubtract(relativelightorigin, vertex3f, lightdir);
                VectorNormalize(lightdir);
-               VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
+               VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
                VectorNormalize(eyedir);
                VectorAdd(lightdir, eyedir, halfdir);
                // the cubemap normalizes this for us