{
if (CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
{
- f *= d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
+ f *= d_lightstylevalue[sl->style] * (1.0f / 16384.0f);
VectorMA(color, f, sl->light, color);
}
}
else
softwareuntransform(sl->origin, nl->origin);
f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- VectorScale(sl->light, f, nl->light);
+ 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;
else
softwareuntransform(sl->origin, nl->origin);
f = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- VectorScale(sl->light, f, nl->light);
+ 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;
VectorCopy(basecolor, color);
for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
{
- // distance attenuation
VectorSubtract(nl->origin, av, v);
- dist2 = DotProduct(v,v);
- f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->lightsubtract;
- if (f > 0)
+ // directional shading
+ a = DotProduct(avn,v);
+ if (a > 0)
{
- // directional shading
-#if SLOWMATH
- t = 1.0f / sqrt(dist2);
-#else
- number = DotProduct(v, v);
- *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
- t = t * (1.5f - (number * 0.5f * t * t));
-#endif
- // DotProduct(avn,v) * t is dotproduct with a normalized v,
- // the hardness variables are for backlighting/shinyness
- f *= DotProduct(avn,v) * t * 0.5f + 0.5f;// * hardness + hardnessoffset;
+ // the vertex normal faces the light
+
+ // do the distance attenuation
+ dist2 = DotProduct(v,v);
+ f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->lightsubtract;
if (f > 0)
+ {
+ #if SLOWMATH
+ t = 1.0f / sqrt(dist2);
+ #else
+ number = DotProduct(v, v);
+ *((int *)&t) = 0x5f3759df - ((* (int *) &number) >> 1);
+ t = t * (1.5f - (number * 0.5f * t * t));
+ #endif
+ // a * t is dotproduct with a normalized v.
+ // (the result would be -1 to +1, but we already
+ // eliminated the <= 0 case, so it is 0 to 1)
+
+ // 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 *= a * t * 0.5f + 0.5f;// * hardness + hardnessoffset;
VectorMA(color, f, nl->light, color);
+ }
}
}