e8c1f669cc
D3D now supports hlsl shaders. Much functionality is still missing, but sky and water surfaces are in. IQM models now supported. Engine physics code is now potentially callable from csqc, but there are some issues which need to be resolved before its enabled. FTEQCC has had some pointer/struct/array functionality improved. Complex trees can now be navigated properly. added r_dumpshaders command to dump internal glsl scripts for editing. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3896 fc73d0e0-1445-4013-8a0c-d673dee63da5
947 lines
22 KiB
C
947 lines
22 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_light.c
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#include "quakedef.h"
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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#include "glquake.h"
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#include "shader.h"
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int r_dlightframecount;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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/*
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==================
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R_AnimateLight
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==================
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*/
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void R_AnimateLight (void)
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{
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int i,j;
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float f;
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//
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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f = (cl.time*r_lightstylespeed.value);
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if (f < 0)
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f = 0;
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i = (int)f;
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f -= i; //this can require updates at 1000 times a second.. Depends on your framerate of course
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for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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int v1, v2, vd;
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if (!cl_lightstyle[j].length)
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{
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d_lightstylevalue[j] = 256;
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cl_lightstyle[j].colour = 7;
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continue;
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}
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v1 = i % cl_lightstyle[j].length;
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v1 = cl_lightstyle[j].map[v1] - 'a';
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v2 = (i+1) % cl_lightstyle[j].length;
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v2 = cl_lightstyle[j].map[v2] - 'a';
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vd = v1 - v2;
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if (!r_lightstylesmooth.ival || vd < -r_lightstylesmooth_limit.ival || vd > r_lightstylesmooth_limit.ival)
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d_lightstylevalue[j] = v1*22;
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else
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d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22;
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING
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=============================================================================
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*/
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void AddLightBlend (float r, float g, float b, float a2)
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{
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float a;
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r = bound(0, r, 1);
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g = bound(0, g, 1);
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b = bound(0, b, 1);
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sw_blend[3] = a = sw_blend[3] + a2*(1-sw_blend[3]);
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a2 = a2/a;
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sw_blend[0] = sw_blend[0]*(1-a2) + r*a2;
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sw_blend[1] = sw_blend[1]*(1-a2) + g*a2;
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sw_blend[2] = sw_blend[2]*(1-a2) + b*a2;
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//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
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}
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float bubble_sintable[17], bubble_costable[17];
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void R_InitBubble(void)
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{
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float a;
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int i;
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float *bub_sin, *bub_cos;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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for (i=16 ; i>=0 ; i--)
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{
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a = i/16.0 * M_PI*2;
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*bub_sin++ = sin(a);
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*bub_cos++ = cos(a);
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}
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}
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#define FLASHBLEND_VERTS 16
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avec4_t flashblend_colours[FLASHBLEND_VERTS+1];
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vecV_t flashblend_vcoords[FLASHBLEND_VERTS+1];
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vec2_t flashblend_tccoords[FLASHBLEND_VERTS+1];
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index_t flashblend_indexes[FLASHBLEND_VERTS*3];
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index_t flashblend_fsindexes[6] = {0, 1, 2, 0, 2, 3};
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mesh_t flashblend_mesh;
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mesh_t flashblend_fsmesh;
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shader_t *flashblend_shader;
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shader_t *lpplight_shader;
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void R_InitFlashblends(void)
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{
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int i;
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for (i = 0; i < FLASHBLEND_VERTS; i++)
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{
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flashblend_indexes[i*3+0] = 0;
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if (i+1 == FLASHBLEND_VERTS)
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flashblend_indexes[i*3+1] = 1;
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else
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flashblend_indexes[i*3+1] = i+2;
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flashblend_indexes[i*3+2] = i+1;
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}
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flashblend_mesh.numvertexes = FLASHBLEND_VERTS+1;
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flashblend_mesh.xyz_array = flashblend_vcoords;
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flashblend_mesh.st_array = flashblend_tccoords;
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flashblend_mesh.colors4f_array = flashblend_colours;
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flashblend_mesh.indexes = flashblend_indexes;
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flashblend_mesh.numindexes = FLASHBLEND_VERTS*3;
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flashblend_mesh.istrifan = true;
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flashblend_fsmesh.numvertexes = 4;
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flashblend_fsmesh.xyz_array = flashblend_vcoords;
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flashblend_fsmesh.st_array = flashblend_tccoords;
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flashblend_fsmesh.colors4f_array = flashblend_colours;
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flashblend_fsmesh.indexes = flashblend_fsindexes;
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flashblend_fsmesh.numindexes = 6;
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flashblend_fsmesh.istrifan = true;
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flashblend_shader = R_RegisterShader("flashblend",
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"{\n"
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"{\n"
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"map $whitetexture\n"
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"blendfunc gl_one gl_one\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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lpplight_shader = NULL;
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}
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static qboolean R_BuildDlightMesh(dlight_t *light, float radscale, qboolean expand)
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{
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int i, j;
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// float a;
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vec3_t v;
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float rad;
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float *bub_sin, *bub_cos;
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vec3_t colour;
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extern cvar_t gl_mindist;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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rad = light->radius * radscale;
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VectorCopy(light->color, colour);
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if (light->fov)
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{
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float a = -DotProduct(light->axis[0], vpn);
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colour[0] *= a;
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colour[1] *= a;
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colour[2] *= a;
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rad *= a;
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rad *= 0.33;
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}
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VectorSubtract (light->origin, r_origin, v);
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if (Length (v) < rad + gl_mindist.value*2)
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{ // view is inside the dlight
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return false;
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}
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flashblend_colours[0][0] = colour[0]*2;
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flashblend_colours[0][1] = colour[1]*2;
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flashblend_colours[0][2] = colour[2]*2;
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flashblend_colours[0][3] = 1;
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VectorCopy(light->origin, flashblend_vcoords[0]);
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for (i=16 ; i>0 ; i--)
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{
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for (j=0 ; j<3 ; j++)
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flashblend_vcoords[i][j] = light->origin[j] + (vright[j]*(*bub_cos) +
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+ vup[j]*(*bub_sin)) * rad;
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bub_sin++;
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bub_cos++;
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}
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if (!expand)
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VectorMA(flashblend_vcoords[0], -rad/1.5, vpn, flashblend_vcoords[0]);
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else
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{
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vec3_t diff;
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VectorSubtract(r_origin, light->origin, diff);
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VectorNormalize(diff);
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for (i=0 ; i<=16 ; i++)
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VectorMA(flashblend_vcoords[i], rad, diff, flashblend_vcoords[i]);
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}
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return true;
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}
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/*
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=============
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R_RenderDlights
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=============
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*/
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void GLR_RenderDlights (void)
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{
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int i;
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dlight_t *l;
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vec3_t waste1, waste2;
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unsigned int beflags = 0;
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switch(r_flashblend.ival)
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{
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case 0:
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return;
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default:
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case 1:
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break;
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case 2:
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beflags |= BEF_FORCENODEPTH;
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break;
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}
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// r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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l = cl_dlights+rtlights_first;
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for (i=rtlights_first; i<rtlights_max; i++, l++)
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{
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if (!l->radius || !(l->flags & LFLAG_FLASHBLEND))
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continue;
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//dlights emitting from the local player are not visible as flashblends
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if (l->key == cl.playernum[r_refdef.currentplayernum]+1)
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continue; //was a glow
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if (l->key == -(cl.playernum[r_refdef.currentplayernum]+1))
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continue; //was a muzzleflash
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if (r_flashblend.ival == 2)
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{
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if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
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continue;
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}
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if (!R_BuildDlightMesh (l, r_flashblendscale.value, false))
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AddLightBlend (l->color[0]*5, l->color[1]*5, l->color[2]*5, l->radius * 0.0003);
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else
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BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures, beflags);
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}
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}
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void R_GenDlightMesh(struct batch_s *batch)
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{
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static mesh_t *meshptr;
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dlight_t *l = cl_dlights + batch->surf_first;
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BE_SelectDLight(l, l->color);
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if (!R_BuildDlightMesh (l, 1, true))
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{
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int i;
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static vec2_t s[4] = {{1, -1}, {-1, -1}, {-1, 1}, {1, 1}};
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batch->flags |= BEF_FORCENODEPTH;
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for (i = 0; i < 4; i++)
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{
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VectorMA(r_origin, 32, vpn, flashblend_vcoords[i]);
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VectorMA(flashblend_vcoords[i], s[i][0]*320, vright, flashblend_vcoords[i]);
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VectorMA(flashblend_vcoords[i], s[i][1]*320, vup, flashblend_vcoords[i]);
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}
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meshptr = &flashblend_fsmesh;
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}
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else
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{
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meshptr = &flashblend_mesh;
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}
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batch->mesh = &meshptr;
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}
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void R_GenDlightBatches(batch_t *batches[])
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{
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int i, sort;
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dlight_t *l;
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batch_t *b;
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if (!lpplight_shader)
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lpplight_shader = R_RegisterShader("lpp_light",
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"{\n"
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"program lpp_light\n"
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"{\n"
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"map $sourcecolour\n"
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"blendfunc gl_one gl_one\n"
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"}\n"
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"surfaceparm nodlight\n"
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"lpp_light\n"
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"}\n"
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);
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l = cl_dlights+rtlights_first;
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for (i=rtlights_first; i<rtlights_max; i++, l++)
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{
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if (!l->radius)
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continue;
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if (R_CullSphere(l->origin, l->radius))
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continue;
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b = BE_GetTempBatch();
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if (!b)
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return;
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b->flags = 0;
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sort = lpplight_shader->sort;
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b->buildmeshes = R_GenDlightMesh;
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b->ent = &r_worldentity;
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b->mesh = NULL;
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b->firstmesh = 0;
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b->meshes = 1;
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b->skin = &lpplight_shader->defaulttextures;
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b->texture = NULL;
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b->shader = lpplight_shader;
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b->lightmap = -1;
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b->surf_first = i;
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b->flags |= BEF_NOSHADOWS;
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b->vbo = 0;
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b->next = batches[sort];
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batches[sort] = b;
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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*/
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/*
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=============
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R_PushDlights
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=============
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*/
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void R_PushDlights (void)
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{
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int i;
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dlight_t *l;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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if (!r_dynamic.ival || !cl.worldmodel)
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return;
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if (!cl.worldmodel->nodes)
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return;
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currentmodel = cl.worldmodel;
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l = cl_dlights+rtlights_first;
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for (i=rtlights_first ; i <= DL_LAST ; i++, l++)
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{
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if (!l->radius || !(l->flags & LFLAG_LIGHTMAP))
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continue;
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currentmodel->funcs.MarkLights( l, 1<<i, currentmodel->nodes );
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}
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}
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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*/
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mplane_t *lightplane;
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vec3_t lightspot;
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void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
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{
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q3lightgridinfo_t *lg = (q3lightgridinfo_t *)cl.worldmodel->lightgrid;
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int index[8];
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int vi[3];
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int i, j;
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float t[8], direction_uv[3];
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vec3_t vf, vf2;
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vec3_t ambient, diffuse;
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if (res_dir)
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{
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res_dir[0] = 1;
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res_dir[1] = 1;
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res_dir[2] = 0.1;
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}
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if (!lg || !lg->lightgrid)
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{
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if(res_ambient)
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{
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res_ambient[0] = 64;
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res_ambient[1] = 64;
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res_ambient[2] = 64;
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}
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if (res_diffuse)
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{
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res_diffuse[0] = 192;
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res_diffuse[1] = 192;
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res_diffuse[2] = 192;
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}
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return;
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}
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//If in doubt, steal someone else's code...
|
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//Thanks QFusion.
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for ( i = 0; i < 3; i++ )
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{
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vf[i] = (point[i] - lg->gridMins[i]) / lg->gridSize[i];
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vi[i] = (int)(vf[i]);
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vf[i] = vf[i] - floor(vf[i]);
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vf2[i] = 1.0f - vf[i];
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}
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index[0] = vi[2]*lg->gridBounds[3] + vi[1]*lg->gridBounds[0] + vi[0];
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index[1] = index[0] + lg->gridBounds[0];
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index[2] = index[0] + lg->gridBounds[3];
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index[3] = index[2] + lg->gridBounds[0];
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index[4] = index[0]+(index[0]<(lg->numlightgridelems-1));
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index[5] = index[1]+(index[1]<(lg->numlightgridelems-1));
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index[6] = index[2]+(index[2]<(lg->numlightgridelems-1));
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index[7] = index[3]+(index[3]<(lg->numlightgridelems-1));
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for ( i = 0; i < 8; i++ )
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{
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if ( index[i] < 0 || index[i] >= (lg->numlightgridelems) )
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{
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res_ambient[0] = 255; //out of the map
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res_ambient[1] = 255;
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res_ambient[2] = 255;
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return;
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}
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}
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t[0] = vf2[0] * vf2[1] * vf2[2];
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t[1] = vf[0] * vf2[1] * vf2[2];
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t[2] = vf2[0] * vf[1] * vf2[2];
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t[3] = vf[0] * vf[1] * vf2[2];
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t[4] = vf2[0] * vf2[1] * vf[2];
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t[5] = vf[0] * vf2[1] * vf[2];
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t[6] = vf2[0] * vf[1] * vf[2];
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t[7] = vf[0] * vf[1] * vf[2];
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for ( j = 0; j < 3; j++ )
|
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{
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ambient[j] = 0;
|
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diffuse[j] = 0;
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for ( i = 0; i < 4; i++ )
|
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{
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ambient[j] += t[i*2] * lg->lightgrid[ index[i]].ambient[j];
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ambient[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].ambient[j];
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diffuse[j] += t[i*2] * lg->lightgrid[ index[i]].diffuse[j];
|
|
diffuse[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].diffuse[j];
|
|
}
|
|
}
|
|
|
|
for ( j = 0; j < 2; j++ )
|
|
{
|
|
direction_uv[j] = 0;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
direction_uv[j] += t[i*2] * lg->lightgrid[ index[i]].direction[j];
|
|
direction_uv[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].direction[j];
|
|
}
|
|
|
|
direction_uv[j] = anglemod ( direction_uv[j] );
|
|
}
|
|
|
|
VectorCopy(ambient, res_ambient);
|
|
if (res_diffuse)
|
|
VectorCopy(diffuse, res_diffuse);
|
|
if (res_dir)
|
|
{
|
|
vec3_t right, left;
|
|
direction_uv[2] = 0;
|
|
AngleVectors(direction_uv, res_dir, right, left);
|
|
}
|
|
}
|
|
|
|
int GLRecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
|
|
{
|
|
int r;
|
|
float front, back, frac;
|
|
int side;
|
|
mplane_t *plane;
|
|
vec3_t mid;
|
|
msurface_t *surf;
|
|
int s, t, ds, dt;
|
|
int i;
|
|
mtexinfo_t *tex;
|
|
qbyte *lightmap;
|
|
unsigned scale;
|
|
int maps;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
{
|
|
if (node->contents != -1)
|
|
return -1; // solid
|
|
}
|
|
else if (node->contents < 0)
|
|
return -1; // didn't hit anything
|
|
|
|
// calculate mid point
|
|
|
|
// FIXME: optimize for axial
|
|
plane = node->plane;
|
|
front = DotProduct (start, plane->normal) - plane->dist;
|
|
back = DotProduct (end, plane->normal) - plane->dist;
|
|
side = front < 0;
|
|
|
|
if ( (back < 0) == side)
|
|
return GLRecursiveLightPoint (node->children[side], start, end);
|
|
|
|
frac = front / (front-back);
|
|
mid[0] = start[0] + (end[0] - start[0])*frac;
|
|
mid[1] = start[1] + (end[1] - start[1])*frac;
|
|
mid[2] = start[2] + (end[2] - start[2])*frac;
|
|
|
|
// go down front side
|
|
r = GLRecursiveLightPoint (node->children[side], start, mid);
|
|
if (r >= 0)
|
|
return r; // hit something
|
|
|
|
if ( (back < 0) == side )
|
|
return -1; // didn't hit anuthing
|
|
|
|
// check for impact on this node
|
|
VectorCopy (mid, lightspot);
|
|
lightplane = plane;
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_DRAWTILED)
|
|
continue; // no lightmaps
|
|
|
|
tex = surf->texinfo;
|
|
|
|
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
|
|
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
|
|
|
|
if (s < surf->texturemins[0] || t < surf->texturemins[1])
|
|
continue;
|
|
|
|
ds = s - surf->texturemins[0];
|
|
dt = t - surf->texturemins[1];
|
|
|
|
if ( ds > surf->extents[0] || dt > surf->extents[1] )
|
|
continue;
|
|
|
|
if (!surf->samples)
|
|
return 0;
|
|
|
|
ds >>= 4;
|
|
dt >>= 4;
|
|
|
|
lightmap = surf->samples;
|
|
r = 0;
|
|
if (lightmap)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
r += (lightmap[0]+lightmap[1]+lightmap[2]) * scale / 3;
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1)*3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
r += *lightmap * scale;
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1);
|
|
}
|
|
}
|
|
|
|
r >>= 8;
|
|
}
|
|
|
|
return r;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint (node->children[!side], mid, end);
|
|
}
|
|
|
|
|
|
|
|
int GLR_LightPoint (vec3_t p)
|
|
{
|
|
vec3_t end;
|
|
int r;
|
|
|
|
if (r_refdef.flags & 1)
|
|
return 255;
|
|
|
|
if (!cl.worldmodel || !cl.worldmodel->lightdata)
|
|
return 255;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake3)
|
|
{
|
|
GLQ3_LightGrid(cl.worldmodel, p, NULL, end, NULL);
|
|
return (end[0] + end[1] + end[2])/3;
|
|
}
|
|
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 2048;
|
|
|
|
r = GLRecursiveLightPoint (cl.worldmodel->nodes, p, end);
|
|
|
|
if (r == -1)
|
|
r = 0;
|
|
|
|
return r;
|
|
}
|
|
|
|
|
|
|
|
#ifdef PEXT_LIGHTSTYLECOL
|
|
|
|
float *GLRecursiveLightPoint3C (mnode_t *node, vec3_t start, vec3_t end)
|
|
{
|
|
static float l[6];
|
|
float *r;
|
|
float front, back, frac;
|
|
int side;
|
|
mplane_t *plane;
|
|
vec3_t mid;
|
|
msurface_t *surf;
|
|
int s, t, ds, dt;
|
|
int i;
|
|
mtexinfo_t *tex;
|
|
qbyte *lightmap, *deluxmap;
|
|
float scale;
|
|
int maps;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
{
|
|
if (node->contents != -1)
|
|
return NULL; // solid
|
|
}
|
|
else if (node->contents < 0)
|
|
return NULL; // didn't hit anything
|
|
|
|
// calculate mid point
|
|
|
|
// FIXME: optimize for axial
|
|
plane = node->plane;
|
|
front = DotProduct (start, plane->normal) - plane->dist;
|
|
back = DotProduct (end, plane->normal) - plane->dist;
|
|
side = front < 0;
|
|
|
|
if ( (back < 0) == side)
|
|
return GLRecursiveLightPoint3C (node->children[side], start, end);
|
|
|
|
frac = front / (front-back);
|
|
mid[0] = start[0] + (end[0] - start[0])*frac;
|
|
mid[1] = start[1] + (end[1] - start[1])*frac;
|
|
mid[2] = start[2] + (end[2] - start[2])*frac;
|
|
|
|
// go down front side
|
|
r = GLRecursiveLightPoint3C (node->children[side], start, mid);
|
|
if (r && r[0]+r[1]+r[2] >= 0)
|
|
return r; // hit something
|
|
|
|
if ( (back < 0) == side )
|
|
return NULL; // didn't hit anuthing
|
|
|
|
// check for impact on this node
|
|
VectorCopy (mid, lightspot);
|
|
lightplane = plane;
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_DRAWTILED)
|
|
continue; // no lightmaps
|
|
|
|
tex = surf->texinfo;
|
|
|
|
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
|
|
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];
|
|
|
|
if (s < surf->texturemins[0] ||
|
|
t < surf->texturemins[1])
|
|
continue;
|
|
|
|
ds = s - surf->texturemins[0];
|
|
dt = t - surf->texturemins[1];
|
|
|
|
if ( ds > surf->extents[0] || dt > surf->extents[1] )
|
|
continue;
|
|
|
|
if (!surf->samples)
|
|
{
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=1;l[5]=1;
|
|
return l;
|
|
}
|
|
|
|
ds >>= 4;
|
|
dt >>= 4;
|
|
|
|
lightmap = surf->samples;
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=0;l[5]=0;
|
|
if (lightmap)
|
|
{
|
|
if (cl.worldmodel->deluxdata)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
deluxmap = surf->samples - cl.worldmodel->lightdata + cl.worldmodel->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += lightmap[0] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += lightmap[1] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += lightmap[2] * scale;
|
|
|
|
l[3] += (deluxmap[0]-127)*scale;
|
|
l[4] += (deluxmap[1]-127)*scale;
|
|
l[5] += (deluxmap[2]-127)*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
deluxmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
deluxmap = (surf->samples - cl.worldmodel->lightdata)*3 + cl.worldmodel->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
|
|
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += *lightmap * scale;
|
|
|
|
l[3] += deluxmap[0]*scale;
|
|
l[4] += deluxmap[1]*scale;
|
|
l[5] += deluxmap[2]*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1);
|
|
deluxmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += lightmap[0] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += lightmap[1] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += lightmap[2] * scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += *lightmap * scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return l;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint3C (node->children[!side], mid, end);
|
|
}
|
|
|
|
#endif
|
|
|
|
void GLQ1BSP_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
vec3_t end;
|
|
float *r;
|
|
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
|
|
|
|
if (!cl.worldmodel->lightdata || r_fullbright.ival)
|
|
{
|
|
res_diffuse[0] = 0;
|
|
res_diffuse[1] = 0;
|
|
res_diffuse[2] = 0;
|
|
|
|
res_ambient[0] = 255;
|
|
res_ambient[1] = 255;
|
|
res_ambient[2] = 255;
|
|
|
|
res_dir[0] = 1;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 0.1;
|
|
VectorNormalize(res_dir);
|
|
return;
|
|
}
|
|
|
|
end[0] = point[0];
|
|
end[1] = point[1];
|
|
end[2] = point[2] - 2048;
|
|
|
|
r = GLRecursiveLightPoint3C(model->nodes, point, end);
|
|
if (r == NULL)
|
|
{
|
|
res_diffuse[0] = 0;
|
|
res_diffuse[1] = 0;
|
|
res_diffuse[2] = 0;
|
|
|
|
res_ambient[0] = 0;
|
|
res_ambient[1] = 0;
|
|
res_ambient[2] = 0;
|
|
|
|
res_dir[0] = 0;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 1;
|
|
}
|
|
else
|
|
{
|
|
res_diffuse[0] = r[0];
|
|
res_diffuse[1] = r[1];
|
|
res_diffuse[2] = r[2];
|
|
|
|
/*bright on one side, dark on the other, but not too dark*/
|
|
res_ambient[0] = r[0]/3;
|
|
res_ambient[1] = r[1]/3;
|
|
res_ambient[2] = r[2]/3;
|
|
|
|
res_dir[0] = r[3];
|
|
res_dir[1] = r[4];
|
|
res_dir[2] = -r[5];
|
|
if (!res_dir[0] && !res_dir[1] && !res_dir[2])
|
|
res_dir[1] = res_dir[2] = 1;
|
|
VectorNormalize(res_dir);
|
|
}
|
|
|
|
if (r_shadow_realtime_world.ival)
|
|
{
|
|
VectorScale(res_diffuse, r_shadow_realtime_world_lightmaps.value, res_diffuse);
|
|
VectorScale(res_ambient, r_shadow_realtime_world_lightmaps.value, res_ambient);
|
|
}
|
|
}
|
|
|
|
#endif
|