676 lines
18 KiB
C
676 lines
18 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 "globaldef.h"
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#include "r_local.h"
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int r_dlightframecount;
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int r_shadowframecount;
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int r_wlightframecount;
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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,k;
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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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i = (int)(cl.time*10);
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for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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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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continue;
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}
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k = i % cl_lightstyle[j].length;
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k = cl_lightstyle[j].map[k] - 'a';
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k = k*22;
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d_lightstylevalue[j] = k;
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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_MarkLights
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=============
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*/
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extern unsigned int dynlightenabled;
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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unsigned int i;
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// LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :)
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float l, maxdist;
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int s;
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int t;
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vec3_t impact;
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vec3_t origin_for_ent; // mankrip - dynamic lights on moving brush models fix
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loc0:
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// LordHavoc: .lit support end
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if (node->contents < 0)
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return;
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if(!dynlightenabled)
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return;
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if (light->unmark)
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return; // don't do it if we don't want to mark it
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splitplane = node->plane; // LordHavoc: original code
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VectorSubtract (light->origin, currententity->origin, origin_for_ent); // mankrip - dynamic lights on moving brush models fix
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if (splitplane->type < 3)
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dist = origin_for_ent[splitplane->type] - splitplane->dist;
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else
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dist = DotProduct (origin_for_ent, splitplane->normal) - splitplane->dist; // mankrip - dynamic lights on moving brush models fix - edited
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if (dist > light->radius)
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{
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node = node->children[0];
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goto loc0;
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}
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if (dist < -light->radius)
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{
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node = node->children[1];
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goto loc0;
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}
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maxdist = light->radius*light->radius;
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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// leilei - unrolled
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impact[0] = origin_for_ent[0] - surf->plane->normal[0]*dist;
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impact[1] = origin_for_ent[1] - surf->plane->normal[1]*dist; // MH dlight fix
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impact[2] = origin_for_ent[2] - surf->plane->normal[2]*dist;
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// clamp center of light to corner and check brightness
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l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
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s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
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s = l - s;
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l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
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t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
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t = l - t;
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// compare to minimum light
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if ((s*s+t*t+dist*dist) < maxdist)
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{
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if (surf->dlightframe != r_dlightframecount) // not dynamic until now
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{
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surf->dlightbits = bit;
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surf->dlightframe = r_dlightframecount;
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}
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else // already dynamic
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surf->dlightbits |= bit;
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}
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}
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if (node->children[0]->contents >= 0)
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R_MarkLights (light, bit, node->children[0]); // LordHavoc: original code
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if (node->children[1]->contents >= 0)
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R_MarkLights (light, bit, node->children[1]); // LordHavoc: original code
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}
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extern unsigned int shadowhack;
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void R_MarkShadows (shadow_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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unsigned int i;
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// LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :)
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float l, maxdist;
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int s, t;
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vec3_t impact;
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vec3_t origin_for_ent; // mankrip - dynamic lights on moving brush models fix
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loc0:
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if (node->contents < 0)
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return;
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if(!shadowhack)
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return;
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splitplane = node->plane; // LordHavoc: original code
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VectorSubtract (light->origin, currententity->origin, origin_for_ent); // mankrip - dynamic lights on moving brush models fix
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if (splitplane->type < 3)
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dist = origin_for_ent[splitplane->type] - splitplane->dist;
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else
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dist = DotProduct (origin_for_ent, splitplane->normal) - splitplane->dist; // mankrip - dynamic lights on moving brush models fix - edited
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if (dist > light->radius)
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{
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node = node->children[0];
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goto loc0;
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// LordHavoc: .lit support end
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}
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if (dist < -light->radius)
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{
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node = node->children[1];
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goto loc0;
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}
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maxdist = light->radius*light->radius;
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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impact[0] = origin_for_ent[0] - surf->plane->normal[0]*dist;
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impact[1] = origin_for_ent[1] - surf->plane->normal[1]*dist;
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impact[2] = origin_for_ent[2] - surf->plane->normal[2]*dist;
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// clamp center of light to corner and check brightness
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l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
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s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
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s = l - s;
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l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
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t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
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t = l - t;
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if ((s*s+t*t+dist*dist) < maxdist)
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{
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if (surf->shadowframe != r_shadowframecount) // not dynamic until now
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{
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surf->shadowbits = bit;
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surf->shadowframe = r_shadowframecount;
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}
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else // already dynamic
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surf->shadowbits |= bit;
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}
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}
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if (node->children[0]->contents >= 0)
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R_MarkShadows (light, bit, node->children[0]); // LordHavoc: original code
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if (node->children[1]->contents >= 0)
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R_MarkShadows (light, bit, node->children[1]); // LordHavoc: original code
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}
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void R_MarkWLights (wlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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unsigned int i;
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// LordHavoc: .lit support begin (actually this is just a major lighting speedup, no relation to color :)
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float l, maxdist;
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int s, t;
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vec3_t impact;
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vec3_t origin_for_ent; // mankrip - dynamic lights on moving brush models fix
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loc0:
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if (node->contents < 0)
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return;
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splitplane = node->plane; // LordHavoc: original code
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VectorSubtract (light->origin, currententity->origin, origin_for_ent); // mankrip - dynamic lights on moving brush models fix
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if (splitplane->type < 3)
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dist = origin_for_ent[splitplane->type] - splitplane->dist;
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else
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dist = DotProduct (origin_for_ent, splitplane->normal) - splitplane->dist; // mankrip - dynamic lights on moving brush models fix - edited
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if (dist > light->radius)
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{
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node = node->children[0];
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goto loc0;
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// LordHavoc: .lit support end
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}
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if (dist < -light->radius)
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{
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node = node->children[1];
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goto loc0;
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}
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maxdist = light->radius*light->radius;
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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impact[0] = origin_for_ent[0] - surf->plane->normal[0]*dist;
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impact[1] = origin_for_ent[1] - surf->plane->normal[1]*dist;
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impact[2] = origin_for_ent[2] - surf->plane->normal[2]*dist;
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// clamp center of light to corner and check brightness
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l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
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s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
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s = l - s;
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l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
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t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
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t = l - t;
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if ((s*s+t*t+dist*dist) < maxdist)
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{
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if (surf->wlightframe != r_wlightframecount) // not dynamic until now
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{
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surf->wlightbits = bit;
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surf->wlightframe = r_wlightframecount;
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}
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else // already dynamic
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surf->wlightbits |= bit;
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}
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}
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if (node->children[0]->contents >= 0)
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R_MarkWLights (light, bit, node->children[0]); // LordHavoc: original code
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if (node->children[1]->contents >= 0)
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R_MarkWLights (light, bit, node->children[1]); // LordHavoc: original code
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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, h;
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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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l = cl_dlights;
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currententity = &cl_entities[0]; // mankrip - dynamic lights on moving brush models fix
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
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}
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}
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void R_PushShadows (void)
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{
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int i, h;
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shadow_t *s;
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r_shadowframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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s = cl_shadows;
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currententity = &cl_entities[0]; // mankrip - dynamic lights on moving brush models fix
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for (h=0 ; h<MAX_SHADOWS ; h++, s++)
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{
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if (s->die < cl.time || !s->radius)
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continue;
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R_MarkShadows ( s, 1<<h, cl.worldmodel->nodes );
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}
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}
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void R_PushWlights (void)
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{
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int i, h;
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wlight_t *s;
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r_wlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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s = cl_wlights;
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currententity = &cl_entities[0];
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for (h=0 ; h<MAX_WLIGHTS ; h++, s++)
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{
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if (s->die < cl.time || !s->radius)
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continue;
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R_MarkWLights ( s, 1<<h, cl.worldmodel->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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// old function reserved for old uncolored and classic lighting.
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int RecursivedLightPoint (mnode_t *node, vec3_t start, vec3_t end)
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{
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int r;
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float front, back, frac;
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int side;
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mplane_t *plane;
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vec3_t mid;
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msurface_t *surf;
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int s, t, ds, dt;
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int i;
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mtexinfo_t *tex;
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byte *lightmap;
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unsigned scale;
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int maps;
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if (node->contents < 0)
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return -1; // didn't hit anything
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// calculate mid point
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// FIXME: optimize for axial
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plane = node->plane;
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front = DotProduct (start, plane->normal) - plane->dist;
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back = DotProduct (end, plane->normal) - plane->dist;
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side = front < 0;
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if ( (back < 0) == side)
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return RecursivedLightPoint (node->children[side], start, end);
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frac = front / (front-back);
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mid[0] = start[0] + (end[0] - start[0])*frac;
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mid[1] = start[1] + (end[1] - start[1])*frac;
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mid[2] = start[2] + (end[2] - start[2])*frac;
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// go down front side
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r = RecursivedLightPoint (node->children[side], start, mid);
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if (r >= 0)
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return r; // hit something
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if ( (back < 0) == side )
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return -1; // didn't hit anuthing
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// check for impact on this node
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->flags & SURF_DRAWTILED)
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continue; // no lightmaps
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tex = surf->texinfo;
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s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
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if (s < surf->texturemins[0] ||
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t < surf->texturemins[1])
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continue;
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ds = s - surf->texturemins[0];
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dt = t - surf->texturemins[1];
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if ( ds > surf->extents[0] || dt > surf->extents[1] )
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continue;
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if (!surf->samples)
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return 0;
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ds >>= 4;
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dt >>= 4;
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lightmap = surf->samples;
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r = 0;
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if (lightmap)
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{
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lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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r += *lightmap * scale;
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lightmap += ((surf->extents[0]>>4)+1) *
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((surf->extents[1]>>4)+1);
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}
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r >>= 8;
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}
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return r;
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}
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// go down back side
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return RecursivedLightPoint (node->children[!side], mid, end);
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}
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int R_LightPoints (vec3_t p)
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{
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vec3_t end;
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int r;
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if (!cl.worldmodel->lightdata)
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return 255;
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end[0] = p[0];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
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if (r == -1)
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r = 0;
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if (r < r_refdef.ambientlight)
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r = r_refdef.ambientlight;
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return r;
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}
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mplane_t *lightplane;
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vec3_t lightspot;
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// LordHavoc: .lit support begin
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// LordHavoc: original code replaced entirely
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int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
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{
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float front, back, frac;
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vec3_t mid;
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loc0:
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if (node->contents < 0)
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return false; // didn't hit anything
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// calculate mid point
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if (node->plane->type < 3)
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{
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front = start[node->plane->type] - node->plane->dist;
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back = end[node->plane->type] - node->plane->dist;
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}
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else
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{
|
|
front = DotProduct(start, node->plane->normal) - node->plane->dist;
|
|
back = DotProduct(end, node->plane->normal) - node->plane->dist;
|
|
}
|
|
|
|
// LordHavoc: optimized recursion
|
|
if ((back < 0) == (front < 0))
|
|
// return RecursiveLightPoint (color, node->children[front < 0], start, end);
|
|
{
|
|
node = node->children[front < 0];
|
|
goto loc0;
|
|
}
|
|
|
|
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
|
|
if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
|
|
return true; // hit something
|
|
else
|
|
{
|
|
int i, ds, dt;
|
|
msurface_t *surf;
|
|
// check for impact on this node
|
|
VectorCopy (mid, lightspot);
|
|
lightplane = node->plane;
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i = 0;i < node->numsurfaces;i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_DRAWTILED)
|
|
continue; // no lightmaps
|
|
|
|
ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
|
|
dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
|
|
|
|
if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
|
|
continue;
|
|
|
|
ds -= surf->texturemins[0];
|
|
dt -= surf->texturemins[1];
|
|
|
|
if (ds > surf->extents[0] || dt > surf->extents[1])
|
|
continue;
|
|
|
|
if (surf->samples)
|
|
{
|
|
// LordHavoc: enhanced to interpolate lighting
|
|
byte *lightmap;
|
|
int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
|
|
float scale;
|
|
line3 = ((surf->extents[0]>>4)+1)*3;
|
|
|
|
lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
|
|
|
|
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
|
|
{
|
|
scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
|
|
r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale;
|
|
r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale;
|
|
r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
|
|
r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
|
|
lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
|
|
}
|
|
|
|
color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
|
|
color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
|
|
color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
|
|
}
|
|
return true; // success
|
|
}
|
|
|
|
// go down back side
|
|
return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
|
|
}
|
|
}
|
|
|
|
vec3_t lightcolor; // LordHavoc: used by model rendering
|
|
int R_LightPoint (vec3_t p)
|
|
{
|
|
vec3_t end;
|
|
int r;
|
|
if (coloredlights)
|
|
{
|
|
|
|
if (r_fullbright->value || !cl.worldmodel->lightdata)
|
|
{
|
|
lightcolor[0] = lightcolor[1] = lightcolor[2] = 255;
|
|
return 255;
|
|
}
|
|
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 2048;
|
|
|
|
lightcolor[0] = lightcolor[1] = lightcolor[2] = 0;
|
|
RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end);
|
|
|
|
return ((lightcolor[0] + lightcolor[1] + lightcolor[2]) * (1.0f / 3.0f));
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
if (!cl.worldmodel->lightdata)
|
|
return 255;
|
|
|
|
end[0] = p[0];
|
|
end[1] = p[1];
|
|
end[2] = p[2] - 2048;
|
|
|
|
r = RecursivedLightPoint (cl.worldmodel->nodes, p, end);
|
|
|
|
if (r == -1)
|
|
r = 0;
|
|
|
|
if (r < r_refdef.ambientlight)
|
|
r = r_refdef.ambientlight;
|
|
|
|
return r;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|