red = r_dlight[lnum].light[0];
green = r_dlight[lnum].light[1];
blue = r_dlight[lnum].light[2];
- subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
+ subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
bl = intblocklights;
i = impactt;
k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
if (k > 0)
{
- bl[0] += (red * k) >> 8;
- bl[1] += (green * k) >> 8;
- bl[2] += (blue * k) >> 8;
+ bl[0] += (red * k) >> 7;
+ bl[1] += (green * k) >> 7;
+ bl[2] += (blue * k) >> 7;
lit = true;
}
}
red = r_dlight[lnum].light[0];
green = r_dlight[lnum].light[1];
blue = r_dlight[lnum].light[2];
- subtract = r_dlight[lnum].lightsubtract * 16384.0f;
+ subtract = r_dlight[lnum].subtract * 32768.0f;
bl = floatblocklights;
td1 = impactt;
{
if (sdtable[s] < maxdist2)
{
- k = (16384.0f / (sdtable[s] + td)) - subtract;
+ k = (32768.0f / (sdtable[s] + td)) - subtract;
bl[0] += red * k;
bl[1] += green * k;
bl[2] += blue * k;
static int RSurf_Light(int *dlightbits, int numverts)
{
- float f;
- int i, l, lit = false;
- rdlight_t *rd;
- vec3_t lightorigin;
- surfvert_t *sv;
+ float f;
+ int i, l, lit = false;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ surfvert_t *sv;
for (l = 0;l < r_numdlights;l++)
{
if (dlightbits[l >> 5] & (1 << (l & 31)))
VectorCopy(rd->origin, lightorigin);
for (i = 0, sv = svert;i < numverts;i++, sv++)
{
- f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
+ f = VectorDistance2(sv->v, lightorigin);
if (f < rd->cullradius2)
{
- f = (1.0f / f) - rd->lightsubtract;
+ f = (1.0f / f) - rd->subtract;
sv->c[0] += rd->light[0] * f;
sv->c[1] += rd->light[1] * f;
sv->c[2] += rd->light[2] * f;
return lit;
}
+static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+{
+ float f, *v, *c;
+ int i, l, lit = false;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ rd = &r_dlight[l];
+ // FIXME: support softwareuntransform here and make bmodels use hardware transform?
+ VectorCopy(rd->origin, lightorigin);
+ for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+ {
+ f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+ if (f < rd->cullradius2)
+ {
+ f = (1.0f / f) - rd->subtract;
+ VectorMA(c, f, rd->light, c);
+ lit = true;
+ }
+ }
+ }
+ }
+ return lit;
+}
+
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+{
+ int i, l;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ surfvertex_t *sv;
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ rd = &r_dlight[l];
+ softwareuntransform(rd->origin, lightorigin);
+ for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+ if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+ return true;
+ }
+ }
+ return false;
+}
+
static void RSurfShader_Water_Pass_Base(msurface_t *surf)
{
+#if 0
+ int i, size3;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ float base[3], scale, f;
+ qbyte *lm;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+ size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f) + surf->flags & SURF_LIGHTMAP ? 0 : ;
+
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+ {
+ if (surf->flags & SURF_LIGHTMAP)
+ if (surf->styles[0] != 255)
+ {
+ lm = surf->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ }
+ }
+ }
+ }
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ else
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ if (r_waterripple.value)
+ outv[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ outv[3] = 1;
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ }
+ else
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+#else
int i;
float diff[3], alpha, ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
-{
- int i;
- float diff[3], alpha, ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
- alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
- memset(&m, 0, sizeof(m));
- m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = alpha;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- m.texcoords[0] = &svert[0].st[0];
- m.texcoordstep[0] = sizeof(surfvert_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- if (fogenabled)
- {
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
- }
- else
- {
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- }
- }
- R_Mesh_Draw(&m);
- }
+#endif
}
static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
{
+#if 0
+#else
int i;
float alpha;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Water(msurface_t *firstsurf)
msurface_t *surf;
for (surf = firstsurf;surf;surf = surf->chain)
RSurfShader_Water_Pass_Base(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Water_Pass_Glow(surf);
if (fogenabled)
for (surf = firstsurf;surf;surf = surf->chain)
RSurfShader_Water_Pass_Fog(surf);
static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
surfvertex_t *v;
surfvert_t *sv;
m.vertex = &mesh->vertex->v[0];
m.vertexstep = sizeof(surfvertex_t);
}
- R_Mesh_Draw(&m);
+ R_Mesh_Draw(&m);
+ }
+#endif
+}
+
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
+{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ }
}
-}
-
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
-{
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
{
+#if 1
+ int i, size3;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ float base[3], scale, f;
+ qbyte *lm;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+ size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+ {
+ if (surf->styles[0] != 255)
+ {
+ lm = surf->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ }
+ }
+ }
+ }
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ else
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+ }
+#else
int i, size3;
float c[3], base[3], scale, diff[3], ifog;
surfvertex_t *v;
size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
- base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 128.0f);
memset(&m, 0, sizeof(m));
if (currentrenderentity->effects & EF_ADDITIVE)
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3], f;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+
+ if (surf->dlightframe != r_framecount)
+ return;
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
+ return;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ if (RSurf_LightCheck(surf->dlightbits, mesh))
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorClear(outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (fogenabled)
+ {
+ for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ }
+ else if (cl != 1)
+ for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
R_Mesh_Draw(&m);
}
}
+#endif
}
static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
rmeshinfo_t m;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
- else
- m.transparent = false;
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.cr = 1;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3], f;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(fogcolor, f, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(fogcolor, f, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
surfvertex_t *v;
surfvert_t *sv;
vec3_t diff;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
- else
- m.transparent = false;
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.color = &svert[0].c[0];
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
rdlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
-cvar_t r_lightmodels = {CVAR_SAVE, "r_lightmodels", "1"};
+cvar_t r_modellights = {CVAR_SAVE, "r_modellights", "4"};
cvar_t r_vismarklights = {0, "r_vismarklights", "1"};
static rtexture_t *lightcorona;
void R_Light_Init(void)
{
- Cvar_RegisterVariable(&r_lightmodels);
+ Cvar_RegisterVariable(&r_modellights);
Cvar_RegisterVariable(&r_vismarklights);
R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap);
}
void R_BuildLightList(void)
{
- int i;
- dlight_t *cd;
- rdlight_t *rd;
+ int i;
+ dlight_t *cd;
+ rdlight_t *rd;
r_numdlights = 0;
c_dlights = 0;
continue;
rd = &r_dlight[r_numdlights++];
VectorCopy(cd->origin, rd->origin);
- VectorScale(cd->color, cd->radius * 128.0f, rd->light);
- rd->cullradius = (1.0f / 128.0f) * sqrt(DotProduct(rd->light, rd->light));
+ VectorScale(cd->color, cd->radius * 64.0f, rd->light);
+ rd->cullradius2 = DotProduct(rd->light, rd->light) * (0.25f / (64.0f * 64.0f)) + 4096.0f;
// clamp radius to avoid overflowing division table in lightmap code
- if (rd->cullradius > 2048.0f)
- rd->cullradius = 2048.0f;
- rd->cullradius2 = rd->cullradius * rd->cullradius;
- rd->lightsubtract = 1.0f / rd->cullradius2;
+ if (rd->cullradius2 > (2048.0f * 2048.0f))
+ rd->cullradius2 = (2048.0f * 2048.0f);
+ rd->cullradius = sqrt(rd->cullradius2);
+ rd->subtract = 1.0f / rd->cullradius2;
//rd->ent = cd->ent;
r_numdlights++;
c_dlights++; // count every dlight in use
*/
static void R_OldMarkLights (vec3_t lightorigin, rdlight_t *rd, int bit, int bitindex, mnode_t *node)
{
- float ndist, maxdist;
- msurface_t *surf;
- mleaf_t *leaf;
- int i;
+ float ndist, maxdist;
+ msurface_t *surf;
+ mleaf_t *leaf;
+ int i;
if (!r_dynamic.integer)
return;
mleaf_t *pvsleaf;
vec3_t lightorigin;
model_t *model;
- int i, k, m, c, leafnum;
+ int i, k, m, c, leafnum;
msurface_t *surf, **mark;
mleaf_t *leaf;
- qbyte *in;
- int row;
- float low[3], high[3], dist, maxdist;
+ qbyte *in;
+ int row;
+ float low[3], high[3], dist, maxdist;
if (!r_dynamic.integer)
return;
static int 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;
+ int side, distz = endz - startz;
+ float front, back;
+ float mid;
loc0:
if (node->contents < 0)
void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
{
- int i, *dlightbits;
- vec3_t dist;
+ int i, *dlightbits;
+ vec3_t v;
float f;
rdlight_t *rd;
mlight_t *sl;
sl = cl.worldmodel->lights + i;
if (d_lightstylevalue[sl->style] > 0)
{
- VectorSubtract (p, sl->origin, dist);
- f = DotProduct(dist, dist) + sl->distbias;
- f = (1.0f / f) - sl->subtract;
- if (f > 0)
+ VectorSubtract (p, sl->origin, v);
+ f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract);
+ if (f > 0 && CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
{
- if (CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
- {
- f *= d_lightstylevalue[sl->style] * (1.0f / 16384.0f);
- VectorMA(color, f, sl->light, color);
- }
+ f *= d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+ VectorMA(color, f, sl->light, color);
}
}
-
}
}
else
if (!(dlightbits[i >> 5] & (1 << (i & 31))))
continue;
rd = r_dlight + i;
- VectorSubtract (p, rd->origin, dist);
- f = DotProduct(dist, dist) + LIGHTOFFSET;
+ VectorSubtract (p, rd->origin, v);
+ f = DotProduct(v, v);
if (f < rd->cullradius2)
{
- f = (1.0f / f) - rd->lightsubtract;
- if (f > 0)
- VectorMA(color, f, rd->light, color);
+ f = (1.0f / (f + LIGHTOFFSET)) - rd->subtract;
+ VectorMA(color, f, rd->light, color);
}
}
}
return;
}
- if (r_fullbright.integer || !cl.worldmodel->lightdata)
+ if (r_fullbright.integer || !cl.worldmodel->lightdata || currentrenderentity->effects & EF_FULLBRIGHT)
{
color[0] = color[1] = color[2] = 2;
dlightbits[0] = dlightbits[1] = dlightbits[2] = dlightbits[3] = dlightbits[4] = dlightbits[5] = dlightbits[6] = dlightbits[7] = 0;
void R_LightModel(int numverts, float colorr, float colorg, float colorb, int worldcoords)
{
- int i, j, nearlights = 0;
- float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot;
+ int i, j, nearlights = 0, maxnearlights = r_modellights.integer;
+ float color[3], basecolor[3], v[3], t, *av, *avn, *avc, a, f, dist2, mscale, dot, stylescale, intensity, ambientcolor[3];
struct
{
vec3_t origin;
//vec_t cullradius2;
vec3_t light;
- vec_t lightsubtract;
+ // how much this light would contribute to ambient if replaced
+ vec3_t ambientlight;
+ vec_t subtract;
vec_t falloff;
vec_t offset;
+ // used for choosing only the brightest lights
+ vec_t intensity;
}
nearlight[MAX_DLIGHTS], *nl;
int modeldlightbits[8];
mlight_t *sl;
+ rdlight_t *rd;
a = currentrenderentity->alpha;
// 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 = currentrenderentity->scale * currentrenderentity->scale;
- if (r_fullbright.integer || r_ambient.value > 128.0f || currentrenderentity->effects & EF_FULLBRIGHT)
+ if ((maxnearlights != 0) && !r_fullbright.integer && !(currentrenderentity->effects & EF_FULLBRIGHT))
{
- basecolor[0] = colorr * 2.0f;
- basecolor[1] = colorg * 2.0f;
- basecolor[2] = colorb * 2.0f;
- }
- else
- {
- if (r_lightmodels.integer)
- {
- R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
+ R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
- nl = &nearlight[0];
- VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
- if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f) || currentrenderentity->numentlights >= MAXENTLIGHTS)
+ nl = &nearlight[0];
+ VectorSubtract(currentrenderentity->origin, currentrenderentity->entlightsorigin, v);
+ if ((realtime > currentrenderentity->entlightstime && DotProduct(v,v) >= 1.0f))
+ {
+ currentrenderentity->numentlights = 0;
+ currentrenderentity->entlightstime = realtime + 0.2;
+ VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
+ for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && currentrenderentity->numentlights < MAXENTLIGHTS;i++, sl++)
+ if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+ currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
+ }
+ for (i = 0;i < currentrenderentity->numentlights;i++)
+ {
+ sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
+ stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+ VectorSubtract (currentrenderentity->origin, sl->origin, v);
+ f = ((1.0f / (DotProduct(v, v) * sl->falloff + sl->distbias)) - sl->subtract) * stylescale;
+ VectorScale(sl->light, f, ambientcolor);
+ intensity = DotProduct(ambientcolor, ambientcolor);
+ if (f < 0)
+ intensity *= -1.0f;
+ if (nearlights < maxnearlights)
+ j = nearlights++;
+ else
{
- currentrenderentity->numentlights = 0;
- currentrenderentity->entlightstime = realtime + 0.2;
- VectorCopy(currentrenderentity->origin, currentrenderentity->entlightsorigin);
- for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
+ for (j = 0;j < maxnearlights;j++)
{
- if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+ if (nearlight[j].intensity < intensity)
{
- if (currentrenderentity->numentlights < MAXENTLIGHTS)
- currentrenderentity->entlights[currentrenderentity->numentlights++] = i;
-
- // integrate mscale into falloff, for maximum speed
- nl->falloff = mscale * sl->falloff;
- // transform the light into the model's coordinate system
- if (worldcoords)
- VectorCopy(sl->origin, nl->origin);
- else
- softwareuntransform(sl->origin, nl->origin);
- f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- nl->light[0] = sl->light[0] * f * colorr;
- nl->light[1] = sl->light[1] * f * colorg;
- nl->light[2] = sl->light[2] * f * colorb;
- //nl->cullradius2 = 99999999;
- nl->lightsubtract = sl->subtract;
- nl->offset = sl->distbias;
- nl++;
- nearlights++;
+ if (nearlight[j].intensity > 0)
+ VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+ break;
}
}
}
+ if (j >= maxnearlights)
+ {
+ // this light is less significant than all others,
+ // add it to ambient
+ if (intensity > 0)
+ VectorAdd(basecolor, ambientcolor, basecolor);
+ }
else
{
- for (i = 0;i < currentrenderentity->numentlights && nearlights < MAX_DLIGHTS;i++)
- {
- sl = cl.worldmodel->lights + currentrenderentity->entlights[i];
-
- // integrate mscale into falloff, for maximum speed
- nl->falloff = mscale * sl->falloff;
- // transform the light into the model's coordinate system
- if (worldcoords)
- VectorCopy(sl->origin, nl->origin);
- else
- softwareuntransform(sl->origin, nl->origin);
- f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- nl->light[0] = sl->light[0] * f * colorr;
- nl->light[1] = sl->light[1] * f * colorg;
- nl->light[2] = sl->light[2] * f * colorb;
- //nl->cullradius2 = 99999999;
- nl->lightsubtract = sl->subtract;
- nl->offset = sl->distbias;
- nl++;
- nearlights++;
- }
+ nl = nearlight + j;
+ nl->intensity = intensity;
+ // transform the light into the model's coordinate system
+ if (worldcoords)
+ VectorCopy(sl->origin, nl->origin);
+ else
+ softwareuntransform(sl->origin, nl->origin);
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = sl->falloff * mscale;
+ VectorCopy(ambientcolor, nl->ambientlight);
+ nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
+ nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
+ nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
+ nl->subtract = sl->subtract;
+ nl->offset = sl->distbias;
}
- for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
+ }
+ for (i = 0;i < r_numdlights;i++)
+ {
+ if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
+ continue;
+ rd = r_dlight + i;
+ VectorSubtract (currentrenderentity->origin, rd->origin, v);
+ f = ((1.0f / (DotProduct(v, v) + LIGHTOFFSET)) - rd->subtract);
+ VectorScale(rd->light, f, ambientcolor);
+ intensity = DotProduct(ambientcolor, ambientcolor);
+ if (f < 0)
+ intensity *= -1.0f;
+ if (nearlights < maxnearlights)
+ j = nearlights++;
+ else
{
- if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
- continue;
- /*
- if (currentrenderentity == r_dlight[i].ent)
+ for (j = 0;j < maxnearlights;j++)
{
- f = (1.0f / LIGHTOFFSET) - nl->lightsubtract;
- if (f > 0)
- VectorMA(basecolor, f, r_dlight[i].light, basecolor);
+ if (nearlight[j].intensity < intensity)
+ {
+ if (nearlight[j].intensity > 0)
+ VectorAdd(basecolor, nearlight[j].ambientlight, basecolor);
+ break;
+ }
}
+ }
+ if (j >= maxnearlights)
+ {
+ // this light is less significant than all others,
+ // add it to ambient
+ if (intensity > 0)
+ VectorAdd(basecolor, ambientcolor, basecolor);
+ }
+ else
+ {
+ nl = nearlight + j;
+ nl->intensity = intensity;
+ // transform the light into the model's coordinate system
+ if (worldcoords)
+ VectorCopy(rd->origin, nl->origin);
else
- {
- */
- // transform the light into the model's coordinate system
- if (worldcoords)
- VectorCopy(r_dlight[i].origin, nl->origin);
- else
- softwareuntransform(r_dlight[i].origin, nl->origin);
- // integrate mscale into falloff, for maximum speed
- nl->falloff = mscale;
- // scale the cullradius so culling by distance is done before mscale is applied
- //nl->cullradius2 = r_dlight[i].cullradius2 * currentrenderentity->scale * currentrenderentity->scale;
- nl->light[0] = r_dlight[i].light[0] * colorr;
- nl->light[1] = r_dlight[i].light[1] * colorg;
- nl->light[2] = r_dlight[i].light[2] * colorb;
- nl->lightsubtract = r_dlight[i].lightsubtract;
- nl->offset = LIGHTOFFSET;
- nl++;
- nearlights++;
- //}
+ softwareuntransform(rd->origin, nl->origin);
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = mscale;
+ VectorCopy(ambientcolor, nl->ambientlight);
+ nl->light[0] = rd->light[0] * colorr * 4.0f;
+ nl->light[1] = rd->light[1] * colorg * 4.0f;
+ nl->light[2] = rd->light[2] * colorb * 4.0f;
+ nl->subtract = rd->subtract;
+ nl->offset = LIGHTOFFSET;
}
}
- else
- R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
+ }
+ else
+ {
+ R_CompleteLightPoint (basecolor, currentrenderentity->origin, true, NULL);
}
basecolor[0] *= colorr;
basecolor[1] *= colorg;
// do the distance attenuation
dist2 = DotProduct(v,v);
- f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->lightsubtract;
+ f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract;
if (f > 0)
{
#if SLOWMATH
// the hardness variables are for backlighting/shinyness
// these have been hardwired at * 0.5 + 0.5 to match
// the quake map lighting utility's equations
- f *= dot * t * 0.5f + 0.5f;// * hardness + hardnessoffset;
+ f *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset;
VectorMA(color, f, nl->light, color);
}
}