From: havoc Date: Sat, 24 May 2003 14:53:30 +0000 (+0000) Subject: alias model (q1/q2/q3) rendering now supports gl_mesh_copyarrays 0 (even caches light... X-Git-Tag: xonotic-v0.1.0preview~6625 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=e2aacb31cf7c1c5dbcec7b0ee38070324eb1cb69;p=xonotic%2Fdarkplaces.git alias model (q1/q2/q3) rendering now supports gl_mesh_copyarrays 0 (even caches lighting!) for a speed boost (enough to compensate for the current loss on world rendering), note that only normal rendering uses this so far (more rendering functions to upgrade) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3027 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_models.c b/gl_models.c index 80d6e1e8..d7b5b66e 100644 --- a/gl_models.c +++ b/gl_models.c @@ -158,7 +158,7 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { int c, fullbright, layernum, firstpass; - float tint[3], fog, ifog, colorscale; + float tint[3], fog, ifog, colorscale, ambientcolor4f[4]; vec3_t diff; qbyte *bcolor; rmeshstate_t m; @@ -166,6 +166,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2; aliaslayer_t *layer; aliasskin_t *skin; + rcachearrayrequest_t request; R_Mesh_Matrix(&ent->matrix); @@ -188,7 +189,6 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) ifog = 1 - fog; firstpass = true; - memset(&m, 0, sizeof(m)); skin = R_FetchAliasSkin(ent, mesh); for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { @@ -201,6 +201,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT)))) continue; } + memset(&m, 0, sizeof(m)); if (!firstpass || (ent->effects & EF_ADDITIVE)) { m.blendfunc1 = GL_SRC_ALPHA; @@ -226,15 +227,32 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) colorscale *= 0.25f; m.texrgbscale[0] = 4; } - R_Mesh_State(&m); c_alias_polys += mesh->num_triangles; - R_Mesh_GetSpace(mesh->num_vertices); - if (layer->texture != NULL) - R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices); + if (gl_mesh_copyarrays.integer) + { + R_Mesh_State(&m); + R_Mesh_GetSpace(mesh->num_vertices); + if (layer->texture != NULL) + R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); + } + else + { + m.pointervertexcount = mesh->num_vertices; + memset(&request, 0, sizeof(request)); + request.data_size = mesh->num_vertices * sizeof(float[3]); + request.id_pointer2 = mesh->data_aliasvertex3f; + request.id_number1 = layernum; + request.id_number2 = 0; + request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend)); + if (R_Mesh_CacheArray(&request)) + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, request.data); + m.pointer_vertex = request.data; + m.pointer_texcoord[0] = layer->texture != NULL ? mesh->data_texcoord2f : NULL; + } if (layer->flags & ALIASLAYER_FOG) { colorscale *= fog; - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); } else @@ -257,7 +275,6 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) fullbright = false; } colorscale *= ifog; - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); if (fullbright || !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT)) GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); else if (r_shadow_realtime_world.integer) @@ -267,10 +284,44 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) } else { - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f); - R_LightModel(ent, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, false); + if (R_LightModel(ambientcolor4f, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) + { + GL_UseColorArray(); + if (gl_mesh_copyarrays.integer) + { + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f); + R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f); + } + else + { + // request color4f cache + request.data_size = mesh->num_vertices * sizeof(float[4]); + request.id_pointer1 = ent; + request.id_number2 = 2; + request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend)) + CRC_Block((void *)&ent->entlightstime, sizeof(ent->entlightstime)); + if (R_Mesh_CacheArray(&request)) + { + // save off the color pointer before we blow away the request + m.pointer_color = request.data; + // request normal3f cache + request.data_size = mesh->num_vertices * sizeof(float[3]); + request.id_pointer1 = NULL; + request.id_number2 = 3; + request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend)); + if (R_Mesh_CacheArray(&request)) + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, request.data); + R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, m.pointer_vertex, request.data, m.pointer_color); + } + else + m.pointer_color = request.data; + } + } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } } + if (!gl_mesh_copyarrays.integer) + R_Mesh_State(&m); R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); } } @@ -730,7 +781,7 @@ void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int sh void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) { - float fog, ifog, colorscale; + float fog, ifog, colorscale, ambientcolor4f[4]; vec3_t diff; int i, *renderlist, *elements; rtexture_t *texture; @@ -801,7 +852,13 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts); R_Mesh_CopyTexCoord2f(0, ent->model->zymdata_texcoords, ent->model->zymnum_verts); ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist); - R_LightModel(ent, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f, ifog * colorscale, ifog * colorscale, ifog * colorscale, false); + if (R_LightModel(ambientcolor4f, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false)) + { + GL_UseColorArray(); + R_LightModel_CalcVertexColors(ambientcolor4f, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f); + } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); R_Mesh_Draw(numverts, numtriangles, elements); c_alias_polys += numtriangles; diff --git a/r_light.c b/r_light.c index 395af9ec..d8708134 100644 --- a/r_light.c +++ b/r_light.c @@ -636,229 +636,241 @@ void R_CompleteLightPoint (vec3_t color, const vec3_t p, int dynamic, const mlea } } -void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords) +typedef struct { - 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; - // 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; + vec3_t origin; + //vec_t cullradius2; + vec3_t light; + // 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_t; + +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 i, j, maxnearlights; + float v[3], f, mscale, stylescale, intensity, ambientcolor[3]; + nearlight_t *nl; mlight_t *sl; rdlight_t *rd; mleaf_t *leaf; - a = ent->alpha; + + nearlights = 0; + maxnearlights = r_modellights.integer; + 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; + } + leaf = Mod_PointInLeaf(ent->origin, cl.worldmodel); + if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->lightdata) + ambient4f[0] = ambient4f[1] = ambient4f[2] = 1; + else + { + ambient4f[0] = ambient4f[1] = ambient4f[2] = r_ambient.value * (2.0f / 128.0f); + if (!cl.worldmodel->numlights) + RecursiveLightPoint (ambient4f, cl.worldmodel->nodes, ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[2] - 65536); + } // 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; - if (r_fullbright.integer || (ent->effects & EF_FULLBRIGHT)) - basecolor[0] = basecolor[1] = basecolor[2] = 1.0f; - else if (r_shadow_realtime_world.integer) - basecolor[0] = basecolor[1] = basecolor[2] = r_ambient.value * (2.0f / 128.0f); - else if (maxnearlights == 0) - R_CompleteLightPoint (basecolor, ent->origin, true, NULL); - else + nl = &nearlight[0]; + for (i = 0;i < ent->numentlights;i++) { - leaf = Mod_PointInLeaf(ent->origin, cl.worldmodel); - if (!leaf || leaf->contents == CONTENTS_SOLID || !cl.worldmodel->lightdata) - basecolor[0] = basecolor[1] = basecolor[2] = 1; + sl = cl.worldmodel->lights + ent->entlights[i]; + stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f); + VectorSubtract (ent->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 { - basecolor[0] = basecolor[1] = basecolor[2] = r_ambient.value * (2.0f / 128.0f); - if (!cl.worldmodel->numlights) - RecursiveLightPoint (basecolor, cl.worldmodel->nodes, ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[2] - 65536); - } - nl = &nearlight[0]; - for (i = 0;i < ent->numentlights;i++) - { - sl = cl.worldmodel->lights + ent->entlights[i]; - stylescale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f); - VectorSubtract (ent->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 + for (j = 0;j < maxnearlights;j++) { - for (j = 0;j < maxnearlights;j++) + if (nearlight[j].intensity < intensity) { - if (nearlight[j].intensity < intensity) - { - if (nearlight[j].intensity > 0) - VectorAdd(basecolor, nearlight[j].ambientlight, basecolor); - break; - } + if (nearlight[j].intensity > 0) + VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); + break; } } - if (j >= maxnearlights) - { - // this light is less significant than all others, - // add it to ambient - if (intensity > 0) - VectorAdd(basecolor, ambientcolor, basecolor); - } + } + if (j >= maxnearlights) + { + // this light is less significant than all others, + // add it to ambient + if (intensity > 0) + VectorAdd(ambient4f, ambientcolor, ambient4f); + } + else + { + nl = nearlight + j; + nl->intensity = intensity; + // transform the light into the model's coordinate system + if (worldcoords) + VectorCopy(sl->origin, nl->origin); else - { - nl = nearlight + j; - nl->intensity = intensity; - // transform the light into the model's coordinate system - if (worldcoords) - VectorCopy(sl->origin, nl->origin); - else - Matrix4x4_Transform(&ent->inversematrix, 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; - } + Matrix4x4_Transform(&ent->inversematrix, 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; } - if (!r_shadow_realtime_dlight.integer) + } + if (!r_shadow_realtime_dlight.integer) + { + for (i = 0;i < r_numdlights;i++) { - for (i = 0;i < r_numdlights;i++) + rd = r_dlight + i; + VectorCopy(rd->origin, v); + if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0]; + if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1]; + if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2]; + VectorSubtract (v, rd->origin, v); + if (DotProduct(v, v) < rd->cullradius2) { - rd = r_dlight + i; - VectorCopy(rd->origin, v); - if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0]; - if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1]; - if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2]; - VectorSubtract (v, rd->origin, v); - if (DotProduct(v, v) < rd->cullradius2) + if (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1) + continue; + VectorSubtract (ent->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 (CL_TraceLine(ent->origin, rd->origin, NULL, NULL, 0, false, NULL) != 1) - continue; - VectorSubtract (ent->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 + for (j = 0;j < maxnearlights;j++) { - for (j = 0;j < maxnearlights;j++) + if (nearlight[j].intensity < intensity) { - if (nearlight[j].intensity < intensity) - { - if (nearlight[j].intensity > 0) - VectorAdd(basecolor, nearlight[j].ambientlight, basecolor); - break; - } + if (nearlight[j].intensity > 0) + VectorAdd(ambient4f, nearlight[j].ambientlight, ambient4f); + break; } } - if (j >= maxnearlights) - { - // this light is less significant than all others, - // add it to ambient - if (intensity > 0) - VectorAdd(basecolor, ambientcolor, basecolor); - } + } + if (j >= maxnearlights) + { + // this light is less significant than all others, + // add it to ambient + if (intensity > 0) + VectorAdd(ambient4f, ambientcolor, ambient4f); + } + else + { + nl = nearlight + j; + nl->intensity = intensity; + // transform the light into the model's coordinate system + if (worldcoords) + VectorCopy(rd->origin, nl->origin); else { - nl = nearlight + j; - nl->intensity = intensity; - // transform the light into the model's coordinate system - if (worldcoords) - VectorCopy(rd->origin, nl->origin); - else - { - Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin); - /* - Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n" - , rd - r_dlight, ent->model->name - , rd->origin[0], rd->origin[1], rd->origin[2] - , nl->origin[0], nl->origin[1], nl->origin[2] - , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3] - , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3] - , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3] - , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]); - */ - } - // 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; + Matrix4x4_Transform(&ent->inversematrix, rd->origin, nl->origin); + /* + Con_Printf("%i %s : %f %f %f : %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n" + , rd - r_dlight, ent->model->name + , rd->origin[0], rd->origin[1], rd->origin[2] + , nl->origin[0], nl->origin[1], nl->origin[2] + , ent->inversematrix.m[0][0], ent->inversematrix.m[0][1], ent->inversematrix.m[0][2], ent->inversematrix.m[0][3] + , ent->inversematrix.m[1][0], ent->inversematrix.m[1][1], ent->inversematrix.m[1][2], ent->inversematrix.m[1][3] + , ent->inversematrix.m[2][0], ent->inversematrix.m[2][1], ent->inversematrix.m[2][2], ent->inversematrix.m[2][3] + , ent->inversematrix.m[3][0], ent->inversematrix.m[3][1], ent->inversematrix.m[3][2], ent->inversematrix.m[3][3]); + */ } + // 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; } } } } - basecolor[0] *= colorr; - basecolor[1] *= colorg; - basecolor[2] *= colorb; - avc = colors; - if (nearlights) + ambient4f[0] *= colorr; + ambient4f[1] *= colorg; + ambient4f[2] *= colorb; + ambient4f[3] = colora; + return nearlights != 0; +} + +void R_LightModel_CalcVertexColors(const float *ambientcolor4f, int numverts, const float *vertex3f, const float *normal3f, float *color4f) +{ + int i, j; + float color[4], v[3], dot, dist2, f; + nearlight_t *nl; + // directional shading code here + for (i = 0;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4) { - GL_UseColorArray(); - av = vertices; - avn = normals; - for (i = 0;i < numverts;i++) + VectorCopy4(ambientcolor4f, color); + for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) { - VectorCopy(basecolor, color); - for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++) + VectorSubtract(vertex3f, nl->origin, v); + // first eliminate negative lighting (back side) + dot = DotProduct(normal3f, v); + if (dot > 0) { - VectorSubtract(av, nl->origin, v); - // directional shading - dot = DotProduct(avn,v); - if (dot > 0) + // we'll need this again later to normalize the dotproduct + dist2 = DotProduct(v,v); + // do the distance attenuation math + f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract; + if (f > 0) { - // the vertex normal faces the light - - // do the distance attenuation - dist2 = DotProduct(v,v); - f = (1.0f / (dist2 * nl->falloff + nl->offset)) - nl->subtract; - if (f > 0) - { - //#if SLOWMATH - t = 1.0f / sqrt(dist2); - //#else - //*((int *)&t) = 0x5f3759df - ((* (int *) &dist2) >> 1); - //t = t * (1.5f - (dist2 * 0.5f * t * t)); - //#endif - - // dot * 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 *= dot * t;// * 0.5f + 0.5f;// * hardness + hardnessoffset; - VectorMA(color, f, nl->light, color); - } + // we must divide dot by sqrt(dist2) to compensate for + // the fact we did not normalize v before doing the + // dotproduct, the result is in the range 0 to 1 (we + // eliminated negative numbers already) + f *= dot / sqrt(dist2); + // blend in the lighting + VectorMA(color, f, nl->light, color); } } - - VectorCopy(color, avc); - avc[3] = a; - avc += 4; - av += 3; - avn += 3; } + VectorCopy4(color, color4f); } - else - GL_Color(basecolor[0], basecolor[1], basecolor[2], a); } void R_UpdateEntLights(entity_render_t *ent) diff --git a/r_light.h b/r_light.h index c09e26fa..ac274832 100644 --- a/r_light.h +++ b/r_light.h @@ -21,7 +21,8 @@ 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); -void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords); +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_UpdateEntLights(entity_render_t *ent); #endif