]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
fixed a lighting bug with overbright modes when using r_quickmodels which made most...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 2 Aug 2002 15:01:21 +0000 (15:01 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 2 Aug 2002 15:01:21 +0000 (15:01 +0000)
changed directional lighting to only light vertices facing the light source (this makes for a very dramatic look)

CompleteLightPoint is now twice as bright as it used to be when running a map that uses a .lights file - more closely matchs the lightmaps

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2164 d7cf8633-e32d-0410-b094-e92efae38249

r_light.c

index 1c8b099ba2de6b3658ff31556dc81d7c21c36160..a55de97171c3c217e715f2c3d2d4c7928a87a05b 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -669,7 +669,7 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic, mleaf_t *leaf)
                                {
                                        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);
                                        }
                                }
@@ -791,7 +791,9 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                                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;
@@ -814,7 +816,9 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                                        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;
@@ -869,25 +873,35 @@ void R_LightModel(int numverts, float colorr, float colorg, float colorb, int wo
                        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);
+                                       }
                                }
                        }