/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_light.c #include "quakedef.h" #ifndef SERVERONLY #include "glquake.h" #include "shader.h" extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps; extern cvar_t r_hdr_irisadaptation, r_hdr_irisadaptation_multiplier, r_hdr_irisadaptation_minvalue, r_hdr_irisadaptation_maxvalue, r_hdr_irisadaptation_fade_down, r_hdr_irisadaptation_fade_up; int r_dlightframecount; int d_lightstylevalue[256]; // 8.8 fraction of base light value void R_UpdateLightStyle(unsigned int style, const char *stylestring, float r, float g, float b) { if (style >= MAX_LIGHTSTYLES) return; if (!stylestring) stylestring = ""; Q_strncpyz (cl_lightstyle[style].map, stylestring, sizeof(cl_lightstyle[style].map)); cl_lightstyle[style].length = Q_strlen(cl_lightstyle[style].map); if (!cl_lightstyle[style].length) { d_lightstylevalue[style] = 256; VectorSet(cl_lightstyle[style].colours, 1,1,1); } else VectorSet(cl_lightstyle[style].colours, r,g,b); cl_lightstyle[style].colourkey = (int)(cl_lightstyle[style].colours[0]*0x400) ^ (int)(cl_lightstyle[style].colours[1]*0x100000) ^ (int)(cl_lightstyle[style].colours[2]*0x40000000); } void Sh_CalcPointLight(vec3_t point, vec3_t light); void R_UpdateHDR(vec3_t org) { if (r_hdr_irisadaptation.ival && cl.worldmodel && !(r_refdef.flags & RDF_NOWORLDMODEL)) { //fake and lame, but whatever. vec3_t ambient, diffuse, dir; float lev = 0; #ifdef RTLIGHTS Sh_CalcPointLight(org, ambient); lev += VectorLength(ambient); if (!r_shadow_realtime_world.ival || r_shadow_realtime_world_lightmaps.value) #endif { cl.worldmodel->funcs.LightPointValues(cl.worldmodel, org, ambient, diffuse, dir); lev += (VectorLength(ambient) + VectorLength(diffuse))/256; } lev += 0.001; //no division by 0! lev = r_hdr_irisadaptation_multiplier.value / lev; lev = bound(r_hdr_irisadaptation_minvalue.value, lev, r_hdr_irisadaptation_maxvalue.value); if (lev > r_refdef.playerview->hdr_last + r_hdr_irisadaptation_fade_up.value*host_frametime) lev = r_refdef.playerview->hdr_last + r_hdr_irisadaptation_fade_up.value*host_frametime; else if (lev < r_refdef.playerview->hdr_last - r_hdr_irisadaptation_fade_down.value*host_frametime) lev = r_refdef.playerview->hdr_last - r_hdr_irisadaptation_fade_down.value*host_frametime; lev = bound(r_hdr_irisadaptation_minvalue.value, lev, r_hdr_irisadaptation_maxvalue.value); r_refdef.playerview->hdr_last = lev; r_refdef.hdr_value = lev; } else r_refdef.hdr_value = 1; } /* ================== R_AnimateLight ================== */ void R_AnimateLight (void) { int i,j; float f; //if (r_lightstylescale.value > 2) //r_lightstylescale.value = 2; // // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright f = (cl.time*r_lightstylespeed.value); if (f < 0) f = 0; i = (int)f; f -= i; //this can require updates at 1000 times a second.. Depends on your framerate of course for (j=0 ; j r_lightstylesmooth_limit.ival) d_lightstylevalue[j] = v1*22*r_lightstylescale.value; else d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22*r_lightstylescale.value; } } /* ============================================================================= DYNAMIC LIGHTS BLEND RENDERING ============================================================================= */ void AddLightBlend (float r, float g, float b, float a2) { float a; float *sw_blend = r_refdef.playerview->screentint; r = bound(0, r, 1); g = bound(0, g, 1); b = bound(0, b, 1); sw_blend[3] = a = sw_blend[3] + a2*(1-sw_blend[3]); a2 = a2/a; sw_blend[0] = sw_blend[0]*(1-a2) + r*a2; sw_blend[1] = sw_blend[1]*(1-a2) + g*a2; sw_blend[2] = sw_blend[2]*(1-a2) + b*a2; //Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]); } #define FLASHBLEND_VERTS 16 static float bubble_sintable[FLASHBLEND_VERTS+1], bubble_costable[FLASHBLEND_VERTS+1]; static void R_InitBubble(void) { float a; int i; float *bub_sin, *bub_cos; bub_sin = bubble_sintable; bub_cos = bubble_costable; for (i=FLASHBLEND_VERTS ; i>=0 ; i--) { a = i/(float)FLASHBLEND_VERTS * M_PI*2; *bub_sin++ = sin(a); *bub_cos++ = cos(a); } } avec4_t flashblend_colours[FLASHBLEND_VERTS+1]; vecV_t flashblend_vcoords[FLASHBLEND_VERTS+1]; vec2_t flashblend_tccoords[FLASHBLEND_VERTS+1]; index_t flashblend_indexes[FLASHBLEND_VERTS*3]; index_t flashblend_fsindexes[6] = {0, 1, 2, 0, 2, 3}; mesh_t flashblend_mesh; mesh_t flashblend_fsmesh; shader_t *occluded_shader; shader_t *flashblend_shader; shader_t *lpplight_shader; void R_GenerateFlashblendTexture(void) { float dx, dy; int x, y, a; unsigned char pixels[32][32][4]; for (y = 0;y < 32;y++) { dy = (y - 15.5f) * (1.0f / 16.0f); for (x = 0;x < 32;x++) { dx = (x - 15.5f) * (1.0f / 16.0f); a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2))); a = bound(0, a, 255); pixels[y][x][0] = a; pixels[y][x][1] = a; pixels[y][x][2] = a; pixels[y][x][3] = 255; } } R_LoadReplacementTexture("***flashblend***", NULL, 0, pixels, 32, 32, TF_RGBA32); } void R_InitFlashblends(void) { int i; R_InitBubble(); for (i = 0; i < FLASHBLEND_VERTS; i++) { flashblend_indexes[i*3+0] = 0; if (i+1 == FLASHBLEND_VERTS) flashblend_indexes[i*3+1] = 1; else flashblend_indexes[i*3+1] = i+2; flashblend_indexes[i*3+2] = i+1; flashblend_tccoords[i+1][0] = 0.5 + bubble_sintable[i]*0.5; flashblend_tccoords[i+1][1] = 0.5 + bubble_costable[i]*0.5; } flashblend_tccoords[0][0] = 0.5; flashblend_tccoords[0][1] = 0.5; flashblend_mesh.numvertexes = FLASHBLEND_VERTS+1; flashblend_mesh.xyz_array = flashblend_vcoords; flashblend_mesh.st_array = flashblend_tccoords; flashblend_mesh.colors4f_array[0] = flashblend_colours; flashblend_mesh.indexes = flashblend_indexes; flashblend_mesh.numindexes = FLASHBLEND_VERTS*3; flashblend_mesh.istrifan = true; flashblend_fsmesh.numvertexes = 4; flashblend_fsmesh.xyz_array = flashblend_vcoords; flashblend_fsmesh.st_array = flashblend_tccoords; flashblend_fsmesh.colors4f_array[0] = flashblend_colours; flashblend_fsmesh.indexes = flashblend_fsindexes; flashblend_fsmesh.numindexes = 6; flashblend_fsmesh.istrifan = true; R_GenerateFlashblendTexture(); flashblend_shader = R_RegisterShader("flashblend", SUF_NONE, "{\n" "program defaultadditivesprite\n" "{\n" "map ***flashblend***\n" "blendfunc gl_one gl_one\n" "rgbgen vertex\n" "alphagen vertex\n" "nodepth\n" "}\n" "}\n" ); occluded_shader = R_RegisterShader("flashblend_occlusiontest", SUF_NONE, "{\n" "program defaultadditivesprite\n" "{\n" "maskcolor\n" "maskalpha\n" "}\n" "}\n" ); lpplight_shader = NULL; } static qboolean R_BuildDlightMesh(dlight_t *light, float colscale, float radscale, int dtype) { int i, j; // float a; vec3_t v; float rad; float *bub_sin, *bub_cos; vec3_t colour; extern cvar_t gl_mindist; bub_sin = bubble_sintable; bub_cos = bubble_costable; rad = light->radius * radscale; VectorCopy(light->color, colour); if (light->fov) { float a = -DotProduct(light->axis[0], vpn); colour[0] *= a; colour[1] *= a; colour[2] *= a; rad *= a; rad *= 0.33; } if (light->style) { colscale *= d_lightstylevalue[light->style-1]/255.0f; } VectorSubtract (light->origin, r_origin, v); if (dtype != 1 && Length (v) < rad + gl_mindist.value*2) { // view is inside the dlight return false; } flashblend_colours[0][0] = colour[0]*colscale; flashblend_colours[0][1] = colour[1]*colscale; flashblend_colours[0][2] = colour[2]*colscale; flashblend_colours[0][3] = 1; VectorCopy(light->origin, flashblend_vcoords[0]); for (i=FLASHBLEND_VERTS ; i>0 ; i--) { for (j=0 ; j<3 ; j++) flashblend_vcoords[i][j] = light->origin[j] + (vright[j]*(*bub_cos) + + vup[j]*(*bub_sin)) * rad; bub_sin++; bub_cos++; } if (dtype == 0) { //flashblend 3d-ish VectorMA(flashblend_vcoords[0], -rad/1.5, vpn, flashblend_vcoords[0]); } else if (dtype != 1) { //prepass lights needs to be fully infront of the light. the glsl is a fullscreen-style effect, but we can benefit from early-z and scissoring vec3_t diff; VectorSubtract(r_origin, light->origin, diff); VectorNormalize(diff); for (i=0 ; i<=FLASHBLEND_VERTS ; i++) VectorMA(flashblend_vcoords[i], rad, diff, flashblend_vcoords[i]); } return true; } /* ============= R_RenderDlights ============= */ void R_RenderDlights (void) { int i; dlight_t *l; vec3_t waste1, waste2; unsigned int beflags = 0; float intensity, cscale; qboolean coronastyle; qboolean flashstyle; float dist; if (!r_coronas.value && !r_flashblend.value) return; // r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame l = cl_dlights+rtlights_first; for (i=rtlights_first; iradius) continue; if (l->corona <= 0) continue; //dlights emitting from the local player are not visible as flashblends if (l->key == r_refdef.playerview->viewentity) continue; //was a glow if (l->key == -(r_refdef.playerview->viewentity)) continue; //was a muzzleflash coronastyle = (l->flags & (LFLAG_NORMALMODE|LFLAG_REALTIMEMODE)) && r_coronas.value; flashstyle = ((l->flags & LFLAG_FLASHBLEND) && r_flashblend.value); if (!coronastyle && !flashstyle) continue; if (coronastyle && flashstyle) flashstyle = false; cscale = l->coronascale; intensity = l->corona;// * 0.25; if (coronastyle) intensity *= r_coronas.value; else intensity *= r_flashblend.value; if (intensity <= 0 || cscale <= 0) continue; //prevent the corona from intersecting with the near clip plane by just fading it away if its too close VectorSubtract(l->origin, r_refdef.vieworg, waste1); dist = VectorLength(waste1); if (dist < r_coronas_mindist.value+r_coronas_fadedist.value) { if (dist <= r_coronas_mindist.value) continue; intensity *= (dist-r_coronas_mindist.value) / r_coronas_fadedist.value; } /*coronas use depth testing to compute visibility*/ if (coronastyle) { int method; if (!*r_coronas_occlusion.string) method = 4; //default to using hardware queries where possible. else method = r_coronas_occlusion.ival; switch(method) { case 2: if (TraceLineR(r_refdef.vieworg, l->origin, waste1, waste2)) continue; break; case 0: break; case 3: #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { float depth; vec3_t out; float v[4], tempv[4]; float mvp[16]; v[0] = l->origin[0]; v[1] = l->origin[1]; v[2] = l->origin[2]; v[3] = 1; Matrix4_Multiply(r_refdef.m_projection, r_refdef.m_view, mvp); Matrix4x4_CM_Transform4(mvp, v, tempv); tempv[0] /= tempv[3]; tempv[1] /= tempv[3]; tempv[2] /= tempv[3]; out[0] = (1+tempv[0])/2; out[1] = (1+tempv[1])/2; out[2] = (1+tempv[2])/2; out[0] = out[0]*r_refdef.pxrect.width + r_refdef.pxrect.x; out[1] = out[1]*r_refdef.pxrect.height + r_refdef.pxrect.y; if (tempv[3] < 0) out[2] *= -1; if (out[2] < 0) continue; //FIXME: in terms of performance, mixing reads+draws is BAD BAD BAD. SERIOUSLY BAD //it would be an improvement to calculate all of these at once. qglReadPixels(out[0], out[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth); if (depth < out[2]) continue; break; } #endif //other renderers fall through case 4: #ifdef GLQUAKE if (qrenderer == QR_OPENGL && qglGenQueriesARB) { GLuint res; qboolean requery = true; if (r_refdef.recurse) requery = false; else if (l->coronaocclusionquery) { qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_AVAILABLE_ARB, &res); if (res) qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_ARB, &l->coronaocclusionresult); else if (!l->coronaocclusionresult) continue; //query still running, nor currently visible. else requery = false; } else { qglGenQueriesARB(1, &l->coronaocclusionquery); } if (requery) { qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, l->coronaocclusionquery); R_BuildDlightMesh (l, intensity*10, cscale*.1, coronastyle); BE_DrawMesh_Single(occluded_shader, &flashblend_mesh, NULL, beflags); qglEndQueryARB(GL_SAMPLES_PASSED_ARB); } if (!l->coronaocclusionresult) continue; break; } #endif //other renderers fall through default: case 1: if (CL_TraceLine(r_refdef.vieworg, l->origin, waste1, NULL, NULL) < 1) continue; break; } } if (!R_BuildDlightMesh (l, intensity, cscale, coronastyle) && !coronastyle) AddLightBlend (l->color[0], l->color[1], l->color[2], l->radius * 0.0003); else BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, (coronastyle?BEF_FORCENODEPTH|BEF_FORCEADDITIVE:0)|beflags); } } void R_GenDlightMesh(struct batch_s *batch) { static mesh_t *meshptr; dlight_t *l = cl_dlights + batch->surf_first; BE_SelectDLight(l, l->color, l->axis, 0); if (!R_BuildDlightMesh (l, 2, 1, 2)) { int i; static vec2_t s[4] = {{1, -1}, {-1, -1}, {-1, 1}, {1, 1}}; batch->flags |= BEF_FORCENODEPTH; for (i = 0; i < 4; i++) { VectorMA(r_origin, 32, vpn, flashblend_vcoords[i]); VectorMA(flashblend_vcoords[i], s[i][0]*320, vright, flashblend_vcoords[i]); VectorMA(flashblend_vcoords[i], s[i][1]*320, vup, flashblend_vcoords[i]); } meshptr = &flashblend_fsmesh; } else { meshptr = &flashblend_mesh; } batch->mesh = &meshptr; } void R_GenDlightBatches(batch_t *batches[]) { int i, j, sort; dlight_t *l; batch_t *b; if (!r_lightprepass.ival) return; if (!lpplight_shader) lpplight_shader = R_RegisterShader("lpp_light", SUF_NONE, "{\n" "program lpp_light\n" "{\n" "map $sourcecolour\n" "blendfunc gl_one gl_one\n" "}\n" "surfaceparm nodlight\n" "lpp_light\n" "}\n" ); l = cl_dlights+rtlights_first; for (i=rtlights_first; iradius) continue; if (R_CullSphere(l->origin, l->radius)) continue; b = BE_GetTempBatch(); if (!b) return; b->flags = 0; sort = lpplight_shader->sort; b->buildmeshes = R_GenDlightMesh; b->ent = &r_worldentity; b->mesh = NULL; b->firstmesh = 0; b->meshes = 1; b->skin = NULL; b->texture = NULL; b->shader = lpplight_shader; for (j = 0; j < MAXRLIGHTMAPS; j++) b->lightmap[j] = -1; b->surf_first = i; b->flags |= BEF_NOSHADOWS; b->vbo = NULL; b->next = batches[sort]; batches[sort] = b; } } /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ============= R_PushDlights ============= */ void R_PushDlights (void) { int i; dlight_t *l; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame #ifdef RTLIGHTS /*if we're doing full rtlighting only, then don't bother calculating old-style dlights as they won't be visible anyway*/ if (r_shadow_realtime_world.ival && r_shadow_realtime_world_lightmaps.value < 0.1) return; #endif if (r_dynamic.ival <= 0|| !cl.worldmodel) return; if (!cl.worldmodel->nodes) return; currentmodel = cl.worldmodel; if (!currentmodel->funcs.MarkLights) return; l = cl_dlights+rtlights_first; for (i=rtlights_first ; i <= DL_LAST ; i++, l++) { if (!l->radius || !(l->flags & LFLAG_LIGHTMAP)) continue; currentmodel->funcs.MarkLights( l, 1<nodes ); } } ///////////////////////////////////////////////////////////// //rtlight loading #ifdef RTLIGHTS qboolean R_ImportRTLights(char *entlump) { typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t; /*I'm using the DP code so I know I'll get the DP results*/ int entnum, style, islight, skin, pflags, n; lighttype_t type; float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], colourscales[3], vec[4]; char key[256], value[8192]; int nest; qboolean okay = false; COM_Parse(entlump); if (!strcmp(com_token, "Version")) { entlump = COM_Parse(entlump); entlump = COM_Parse(entlump); } for (entnum = 0; ;entnum++) { entlump = COM_Parse(entlump); if (com_token[0] != '{') break; type = LIGHTTYPE_MINUSX; origin[0] = origin[1] = origin[2] = 0; originhack[0] = originhack[1] = originhack[2] = 0; angles[0] = angles[1] = angles[2] = 0; color[0] = color[1] = color[2] = 1; light[0] = light[1] = light[2] = 1;light[3] = 300; overridecolor[0] = overridecolor[1] = overridecolor[2] = 1; fadescale = 1; lightscale = 1; style = 0; skin = 0; pflags = 0; VectorSet(colourscales, r_editlights_import_ambient.value, r_editlights_import_diffuse.value, r_editlights_import_specular.value); //effects = 0; islight = false; nest = 1; while (1) { entlump = COM_Parse(entlump); if (!entlump) break; // error if (com_token[0] == '{') { nest++; continue; } if (com_token[0] == '}') { nest--; if (!nest) break; // end of entity continue; } if (nest!=1) continue; if (com_token[0] == '_') Q_strncpyz(key, com_token + 1, sizeof(key)); else Q_strncpyz(key, com_token, sizeof(key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; entlump = COM_Parse(entlump); if (!entlump) break; // error Q_strncpyz(value, com_token, sizeof(value)); // now that we have the key pair worked out... if (!strcmp("light", key)) { n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]); if (n == 1) { // quake light[0] = vec[0] * (1.0f / 256.0f); light[1] = vec[0] * (1.0f / 256.0f); light[2] = vec[0] * (1.0f / 256.0f); light[3] = vec[0]; } else if (n == 4) { // halflife light[0] = vec[0] * (1.0f / 255.0f); light[1] = vec[1] * (1.0f / 255.0f); light[2] = vec[2] * (1.0f / 255.0f); light[3] = vec[3]; } } else if (!strcmp("delay", key)) type = atoi(value); else if (!strcmp("origin", key)) sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]); else if (!strcmp("angle", key)) angles[0] = 0, angles[1] = atof(value), angles[2] = 0; else if (!strcmp("angles", key)) sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]); else if (!strcmp("color", key)) sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]); else if (!strcmp("wait", key)) fadescale = atof(value); else if (!strcmp("classname", key)) { if (!strncmp(value, "light", 5)) { islight = true; if (!strcmp(value, "light_fluoro")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 1; overridecolor[2] = 1; } if (!strcmp(value, "light_fluorospark")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 1; overridecolor[2] = 1; } if (!strcmp(value, "light_globe")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.8; overridecolor[2] = 0.4; } if (!strcmp(value, "light_flame_large_yellow")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_flame_small_yellow")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_torch_small_white")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } if (!strcmp(value, "light_torch_small_walltorch")) { originhack[0] = 0; originhack[1] = 0; originhack[2] = 0; overridecolor[0] = 1; overridecolor[1] = 0.5; overridecolor[2] = 0.1; } } } else if (!strcmp("style", key)) style = atoi(value); else if (!strcmp("skin", key)) skin = (int)atof(value); else if (!strcmp("pflags", key)) pflags = (int)atof(value); //else if (!strcmp("effects", key)) //effects = (int)atof(value); else if (!strcmp("scale", key)) lightscale = atof(value); else if (!strcmp("fade", key)) fadescale = atof(value); #ifdef MAP_PROC else if (!strcmp("nodynamicshadows", key)) //doom3 ; else if (!strcmp("noshadows", key)) //doom3 { if (atof(value)) pflags |= PFLAGS_NOSHADOW; } else if (!strcmp("nospecular", key))//doom3 { if (atof(value)) colourscales[2] = 0; } else if (!strcmp("nodiffuse", key)) //doom3 { if (atof(value)) colourscales[1] = 0; } #endif else if (!strcmp("light_radius", key)) { light[0] = 1; light[1] = 1; light[2] = 1; light[3] = atof(value); } else if (entnum == 0 && !strcmp("noautolight", key)) { //tenebrae compat. don't generate rtlights automagically if the world entity specifies this. if (atoi(value)) { okay = true; return okay; } } else if (entnum == 0 && !strcmp("lightmapbright", key)) { //tenebrae compat. this overrides r_shadow_realtime_world_lightmap } } if (!islight) continue; if (lightscale <= 0) lightscale = 1; if (fadescale <= 0) fadescale = 1; if (color[0] == color[1] && color[0] == color[2]) { color[0] *= overridecolor[0]; color[1] *= overridecolor[1]; color[2] *= overridecolor[2]; } radius = light[3] * r_editlights_import_radius.value * lightscale / fadescale; color[0] = color[0] * light[0]; color[1] = color[1] * light[1]; color[2] = color[2] * light[2]; switch (type) { case LIGHTTYPE_MINUSX: break; case LIGHTTYPE_RECIPX: radius *= 2; VectorScale(color, (1.0f / 16.0f), color); break; case LIGHTTYPE_RECIPXX: radius *= 2; VectorScale(color, (1.0f / 16.0f), color); break; default: case LIGHTTYPE_NONE: break; case LIGHTTYPE_SUN: break; case LIGHTTYPE_MINUSXX: break; } VectorAdd(origin, originhack, origin); if (radius >= 1 && !(cl.worldmodel->funcs.PointContents(cl.worldmodel, NULL, origin) & FTECONTENTS_SOLID)) { dlight_t *dl = CL_AllocSlight(); if (!dl) break; VectorCopy(origin, dl->origin); AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]); VectorInverse(dl->axis[1]); dl->radius = radius; VectorCopy(color, dl->color); dl->flags = 0; dl->flags |= LFLAG_REALTIMEMODE; dl->flags |= (pflags & PFLAGS_CORONA)?LFLAG_FLASHBLEND:0; dl->flags |= (pflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0; dl->style = style+1; VectorCopy(colourscales, dl->lightcolourscales); if (skin >= 16) R_LoadNumberedLightTexture(dl, skin); okay = true; } } return okay; } qboolean R_LoadRTLights(void) { dlight_t *dl; char fname[MAX_QPATH]; char cubename[MAX_QPATH]; char *file; char *end; int style; vec3_t org; float radius; vec3_t rgb; vec3_t avel; float fov; unsigned int flags; float coronascale; float corona; float ambientscale, diffusescale, specularscale; vec3_t angles; //delete all old lights, even dynamic ones rtlights_first = RTL_FIRST; rtlights_max = RTL_FIRST; COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname)); strncat(fname, ".rtlights", MAX_QPATH-1); file = COM_LoadTempFile(fname, NULL); if (file) while(1) { end = strchr(file, '\n'); if (!end) end = file + strlen(file); if (end == file) break; *end = '\0'; while(*file == ' ' || *file == '\t') file++; if (*file == '#') { file++; while(*file == ' ' || *file == '\t') file++; file = COM_Parse(file); if (!Q_strcasecmp(com_token, "lightmaps")) { file = COM_Parse(file); //foo = atoi(com_token); } else Con_DPrintf("Unknown directive: %s\n", com_token); file = end+1; continue; } else if (*file == '!') { flags = LFLAG_NOSHADOWS; file++; } else flags = 0; file = COM_Parse(file); org[0] = atof(com_token); file = COM_Parse(file); org[1] = atof(com_token); file = COM_Parse(file); org[2] = atof(com_token); file = COM_Parse(file); radius = atof(com_token); file = COM_Parse(file); rgb[0] = file?atof(com_token):1; file = COM_Parse(file); rgb[1] = file?atof(com_token):1; file = COM_Parse(file); rgb[2] = file?atof(com_token):1; file = COM_Parse(file); style = file?atof(com_token):0; file = COM_Parse(file); //cubemap Q_strncpyz(cubename, com_token, sizeof(cubename)); file = COM_Parse(file); //corona corona = file?atof(com_token):0; file = COM_Parse(file); angles[0] = file?atof(com_token):0; file = COM_Parse(file); angles[1] = file?atof(com_token):0; file = COM_Parse(file); angles[2] = file?atof(com_token):0; file = COM_Parse(file); //corona scale coronascale = file?atof(com_token):0.25; file = COM_Parse(file); //ambient ambientscale = file?atof(com_token):0; file = COM_Parse(file); //diffuse diffusescale = file?atof(com_token):1; file = COM_Parse(file); //specular specularscale = file?atof(com_token):1; file = COM_Parse(file); flags |= file?atoi(com_token):LFLAG_REALTIMEMODE; fov = avel[0] = avel[1] = avel[2] = 0; while(file) { file = COM_Parse(file); if (!strncmp(com_token, "rotx=", 5)) avel[0] = file?atof(com_token+5):0; else if (!strncmp(com_token, "roty=", 5)) avel[1] = file?atof(com_token+5):0; else if (!strncmp(com_token, "rotz=", 5)) avel[2] = file?atof(com_token+5):0; else if (!strncmp(com_token, "fov=", 4)) fov = file?atof(com_token+4):0; } if (radius) { dl = CL_AllocSlight(); if (!dl) break; VectorCopy(org, dl->origin); dl->radius = radius; VectorCopy(rgb, dl->color); dl->corona = corona; dl->coronascale = coronascale; dl->die = 0; dl->flags = flags; dl->fov = fov; dl->lightcolourscales[0] = ambientscale; dl->lightcolourscales[1] = diffusescale; dl->lightcolourscales[2] = specularscale; AngleVectorsFLU(angles, dl->axis[0], dl->axis[1], dl->axis[2]); VectorCopy(avel, dl->rotation); Q_strncpyz(dl->cubemapname, cubename, sizeof(dl->cubemapname)); if (*dl->cubemapname) dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP, NULL, 0, 0, TF_INVALID); else dl->cubetexture = r_nulltex; dl->style = style+1; } file = end+1; } return !!file; } void R_SaveRTLights_f(void) { dlight_t *light; vfsfile_t *f; unsigned int i; char fname[MAX_QPATH]; char sysname[MAX_OSPATH]; vec3_t ang; COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname)); strncat(fname, ".rtlights", MAX_QPATH-1); FS_CreatePath(fname, FS_GAMEONLY); f = FS_OpenVFS(fname, "wb", FS_GAMEONLY); if (!f) { Con_Printf("couldn't open %s\n", fname); return; } // VFS_PUTS(f, va("#lightmap %f\n", foo)); for (light = cl_dlights+rtlights_first, i=rtlights_first; idie) continue; if (!light->radius) continue; VectorAngles(light->axis[0], light->axis[2], ang); VFS_PUTS(f, va( "%s%f %f %f " "%f %f %f %f " "%i " "\"%s\" %f " "%f %f %f " "%f %f %f %f %i " "rotx=%g roty=%g rotz=%g fov=%g " "\n" , (light->flags & LFLAG_NOSHADOWS)?"!":"", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style-1, light->cubemapname, light->corona, anglemod(-ang[0]), ang[1], ang[2], light->coronascale, light->lightcolourscales[0], light->lightcolourscales[1], light->lightcolourscales[2], light->flags&(LFLAG_NORMALMODE|LFLAG_REALTIMEMODE|LFLAG_CREPUSCULAR), light->rotation[0],light->rotation[1],light->rotation[2],light->fov )); } VFS_CLOSE(f); FS_NativePath(fname, FS_GAMEONLY, sysname, sizeof(sysname)); Con_Printf("rtlights saved to %s\n", sysname); } void R_StaticEntityToRTLight(int i) { entity_state_t *state = &cl_static_entities[i].state; dlight_t *dl; if (!(state->lightpflags&(PFLAGS_FULLDYNAMIC|PFLAGS_CORONA))) return; dl = CL_AllocSlight(); if (!dl) return; VectorCopy(state->origin, dl->origin); AngleVectors(state->angles, dl->axis[0], dl->axis[1], dl->axis[2]); VectorInverse(dl->axis[1]); dl->radius = state->light[3]; if (!dl->radius) dl->radius = 350; VectorScale(state->light, 1.0/1024, dl->color); if (!state->light[0] && !state->light[1] && !state->light[2]) VectorSet(dl->color, 1, 1, 1); dl->flags = 0; dl->flags |= LFLAG_NORMALMODE|LFLAG_REALTIMEMODE; dl->flags |= (state->lightpflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0; if (state->lightpflags & PFLAGS_CORONA) dl->corona = 1; dl->style = state->lightstyle+1; if (state->lightpflags & PFLAGS_FULLDYNAMIC) { dl->lightcolourscales[0] = r_editlights_import_ambient.value; dl->lightcolourscales[1] = r_editlights_import_diffuse.value; dl->lightcolourscales[2] = r_editlights_import_specular.value; } else { //corona-only light dl->lightcolourscales[0] = 0; dl->lightcolourscales[1] = 0; dl->lightcolourscales[2] = 0; } if (state->skinnum >= 16) R_LoadNumberedLightTexture(dl, state->skinnum); } void R_ReloadRTLights_f(void) { int i; if (!cl.worldmodel) { Con_Printf("Cannot reload lights at this time\n"); return; } rtlights_first = RTL_FIRST; rtlights_max = RTL_FIRST; if (!strcmp(Cmd_Argv(1), "bsp")) R_ImportRTLights(cl.worldmodel->entities); else if (!strcmp(Cmd_Argv(1), "rtlights")) R_LoadRTLights(); else if (strcmp(Cmd_Argv(1), "none")) { R_LoadRTLights(); if (rtlights_first == rtlights_max) R_ImportRTLights(cl.worldmodel->entities); } for (i = 0; i < cl.num_statics; i++) { R_StaticEntityToRTLight(i); } } #endif /* ============================================================================= LIGHT SAMPLING ============================================================================= */ mplane_t *lightplane; vec3_t lightspot; static void GLQ3_AddLatLong(qbyte latlong[2], vec3_t dir, float mag) { float lat = (float)latlong[0] * (2 * M_PI)*(1.0 / 255.0); float lng = (float)latlong[1] * (2 * M_PI)*(1.0 / 255.0); dir[0] += mag * cos ( lng ) * sin ( lat ); dir[1] += mag * sin ( lng ) * sin ( lat ); dir[2] += mag * cos ( lat ); } void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir) { q3lightgridinfo_t *lg = (q3lightgridinfo_t *)cl.worldmodel->lightgrid; int index[8]; int vi[3]; int i, j; float t[8]; vec3_t vf, vf2; vec3_t ambient, diffuse, direction; if (!lg || (!lg->lightgrid && !lg->rbspelements) || lg->numlightgridelems < 1) { if(res_ambient) { res_ambient[0] = 64; res_ambient[1] = 64; res_ambient[2] = 64; } if (res_diffuse) { res_diffuse[0] = 192; res_diffuse[1] = 192; res_diffuse[2] = 192; } if (res_dir) { res_dir[0] = 1; res_dir[1] = 1; res_dir[2] = 0.1; } return; } //If in doubt, steal someone else's code... //Thanks QFusion. for ( i = 0; i < 3; i++ ) { vf[i] = (point[i] - lg->gridMins[i]) / lg->gridSize[i]; vi[i] = (int)(vf[i]); vf[i] = vf[i] - floor(vf[i]); vf2[i] = 1.0f - vf[i]; } for ( i = 0; i < 8; i++ ) { //bound it properly index[i] = bound(0, vi[0]+((i&1)?1:0), lg->gridBounds[0]-1) * 1 + bound(0, vi[1]+((i&2)?1:0), lg->gridBounds[1]-1) * lg->gridBounds[0] + bound(0, vi[2]+((i&4)?1:0), lg->gridBounds[2]-1) * lg->gridBounds[3] ; t[i] = ((i&1)?vf[0]:vf2[0]) * ((i&2)?vf[1]:vf2[1]) * ((i&4)?vf[2]:vf2[2]) ; } //rbsp has a separate grid->index lookup for compression. if (lg->rbspindexes) { for (i = 0; i < 8; i++) index[i] = lg->rbspindexes[index[i]]; } VectorClear(ambient); VectorClear(diffuse); VectorClear(direction); if (lg->rbspelements) { for (i = 0; i < 8; i++) { //rbsp has up to 4 styles per grid element, which needs to be scaled by that style's current value float tot = 0; for (j = 0; j < countof(lg->rbspelements[index[i]].styles); j++) { qbyte st = lg->rbspelements[index[i]].styles[j]; if (st != 255) { float mag = d_lightstylevalue[st] * 1.0/255 * t[i]; //FIXME: cl_lightstyle[st].colours[rgb] VectorMA (ambient, mag, lg->rbspelements[index[i]].ambient[j], ambient); VectorMA (diffuse, mag, lg->rbspelements[index[i]].diffuse[j], diffuse); tot += mag; } } GLQ3_AddLatLong(lg->rbspelements[index[i]].direction, direction, tot); } } else { for (i = 0; i < 8; i++) { VectorMA (ambient, t[i], lg->lightgrid[index[i]].ambient, ambient); VectorMA (diffuse, t[i], lg->lightgrid[index[i]].diffuse, diffuse); GLQ3_AddLatLong(lg->lightgrid[index[i]].direction, direction, t[i]); } VectorScale(ambient, d_lightstylevalue[0]/255.0, ambient); VectorScale(diffuse, d_lightstylevalue[0]/255.0, diffuse); //FIXME: cl_lightstyle[0].colours[rgb] } //q3bsp has *4 overbrighting. // VectorScale(ambient, 4, ambient); // VectorScale(diffuse, 4, diffuse); /*ambient is the min level*/ /*diffuse is the max level*/ VectorCopy(ambient, res_ambient); if (res_diffuse) VectorAdd(diffuse, ambient, res_diffuse); if (res_dir) VectorCopy(direction, res_dir); } static 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 ; inumsurfaces ; 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 >>= surf->lmshift; dt >>= surf->lmshift; lightmap = surf->samples; r = 0; if (lightmap) { if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING) { lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3; for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; r += (lightmap[0]+lightmap[1]+lightmap[2]) * scale / 3; lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1)*3; } } else { lightmap += dt * ((surf->extents[0]>>surf->lmshift)+1) + ds; for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; r += *lightmap * scale; lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1); } } r >>= 8; } return r; } // go down back side return GLRecursiveLightPoint (node->children[!side], mid, end); } int R_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->rootnode, p, end); if (r == -1) r = 0; return r; } #ifdef PEXT_LIGHTSTYLECOL static float *GLRecursiveLightPoint3C (model_t *mod, 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, overbright; int maps; if (mod->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 (mod, 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 (mod, 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 = mod->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; 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 >>= surf->lmshift; dt >>= surf->lmshift; lightmap = surf->samples; l[0]=0;l[1]=0;l[2]=0; l[3]=0;l[4]=0;l[5]=0; if (lightmap) { overbright = 1/255.0f; if (mod->deluxdata) { if (mod->engineflags & MDLF_RGBLIGHTING) { deluxmap = surf->samples - mod->lightdata + mod->deluxdata; lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3; deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3; for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]*overbright; l[0] += lightmap[0] * scale * cl_lightstyle[surf->styles[maps]].colours[0]; l[1] += lightmap[1] * scale * cl_lightstyle[surf->styles[maps]].colours[1]; l[2] += lightmap[2] * scale * cl_lightstyle[surf->styles[maps]].colours[2]; l[3] += (deluxmap[0]-127)*scale; l[4] += (deluxmap[1]-127)*scale; l[5] += (deluxmap[2]-127)*scale; lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1) * 3; deluxmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1) * 3; } } else { deluxmap = (surf->samples - mod->lightdata)*3 + mod->deluxdata; lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds); deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3; for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]*overbright; l[0] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[0]; l[1] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[1]; l[2] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[2]; l[3] += deluxmap[0]*scale; l[4] += deluxmap[1]*scale; l[5] += deluxmap[2]*scale; lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1); deluxmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1) * 3; } } } else { if (mod->engineflags & MDLF_RGBLIGHTING) { lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3; for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]*overbright; l[0] += lightmap[0] * scale * cl_lightstyle[surf->styles[maps]].colours[0]; l[1] += lightmap[1] * scale * cl_lightstyle[surf->styles[maps]].colours[1]; l[2] += lightmap[2] * scale * cl_lightstyle[surf->styles[maps]].colours[2]; lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1) * 3; } } else { lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds); for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]*overbright; l[0] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[0]; l[1] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[1]; l[2] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[2]; lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1); } } } } return l; } // go down back side return GLRecursiveLightPoint3C (mod, 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; #ifdef RTLIGHTS extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps; #endif if (!model->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, model->rootnode, 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]*2; res_diffuse[1] = r[1]*2; res_diffuse[2] = r[2]*2; /*bright on one side, dark on the other, but not too dark*/ res_ambient[0] = r[0]/2; res_ambient[1] = r[1]/2; res_ambient[2] = r[2]/2; 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); } #ifdef RTLIGHTS if (r_shadow_realtime_world.ival) { float lm = r_shadow_realtime_world_lightmaps.value; if (lm < 0) lm = 0; if (lm > 1) lm = 1; VectorScale(res_diffuse, lm, res_diffuse); VectorScale(res_ambient, lm, res_ambient); } #endif } #endif