fteqw/engine/gl/gl_rlight.c
Spoike 6d36834f8e Reworked client support for DPP5+. less code now, its much more graceful.
added waterfog command. waterfog overrides regular fog only when the view is in water.
fixed 64bit printf format specifiers. should work better on winxp64.
fixed some spec angle weirdness.
fixed viewsize 99.99 weirdness with ezhud.
fixed extra offset on the console (exhibited in 64bit builds, but not limited to).
fixed .avi playback, can now actually display frames again.
reimplemented line sparks.
fixed r_editlights_save flipping the light's pitch.
fixed issue with oggs failing to load.
fixed condump to cope with unicode properly.
made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision.
fixed nq server to not stall weirdly on map changes.
fixed qwprogs svc_cdtrack not bugging out with nq clients on the server.
fixed restart command to load the last map run by the server, instead of start.bsp (when idle)
optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now.
fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised).
fixed a couple of bugs from font change. also now supports utf-8 in a few more places.
r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little).
fixed so corona-only lights won't generate shadowmaps and waste lots of time.
removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet.
fixed nested calls with variant-vectors. this fixes csaddon's light editor.
fixed qcc hc calling conventions using redundant stores.
disabled keywords can still be used by using __keyword instead.
fixed ftegccgui grep feature.
fixed motionless-dog qcc bug.
tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings.
fixed qw svc_intermission + dpp5+ clients bug.
fixed annoying spam about disconnecting in hexen2.
rewrote status command a little to cope with ipv6 addresses more gracefully
fixed significant stall when hibernating/debugging a server with a player sitting on it.
fixed truelightning.
fixed rocketlight overriding pflags.
fixed torches vanishing on vid_restart.
fixed issue with decal scaling.
fixed findentityfield builtin.
fixed fteqcc issue with ptr+1
fixed use of arrays inside class functions.
fixed/implemented fteqcc emulation of pointer opcodes.
added __inout keyword to fteqcc, so that it doesn't feel so horrendous.
fixed sizeof(*foo)
fixed *struct = struct;
fixed recursive structs.
fixed fteqcc warning report.
fixed sdl2 controller support, hopefully.
attempted to implement xinput, including per-player audio playback.
slightly fixed relaxed attitude to mouse focus when running fullscreen.
fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors.
implemented bindmaps (for csqc).
fixed crashing bug with eprint builtin.
implemented subset of music_playlist_* functionality. significant changes to music playback.
fixed some more dpcsqc compat.
fixed binds menu. now displays and accepts modifiers.
fixed issues with huge lightmaps.
fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests.
implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh.
implemented sv_saveentfile command.
fixed resume after breaking inside a stepped-over function.
fixed erroneous footer after debugging.
(I wonder just how many things I broke with these fixes)

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00

1637 lines
41 KiB
C

/*
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"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#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<MAX_LIGHTSTYLES ; j++)
{
int v1, v2, vd;
if (!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = ('m'-'a')*22 * r_lightstylescale.value;
continue;
}
if (cl_lightstyle[j].map[0] == '=')
{
d_lightstylevalue[j] = atof(cl_lightstyle[j].map+1)*256*r_lightstylescale.value;
continue;
}
v1 = i % cl_lightstyle[j].length;
v1 = cl_lightstyle[j].map[v1] - 'a';
v2 = (i+1) % cl_lightstyle[j].length;
v2 = cl_lightstyle[j].map[v2] - 'a';
vd = v1 - v2;
if (!r_lightstylesmooth.ival || vd < -r_lightstylesmooth_limit.ival || vd > 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;
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 *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"
);
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; i<rtlights_max; i++, l++)
{
if (!l->radius)
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 < 128+256)
{
if (dist <= 128)
continue;
intensity *= (dist-128) / 256;
}
/*coronas use depth testing to compute visibility*/
if (coronastyle)
{
if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
continue;
}
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; i<rtlights_max; i++, l++)
{
if (!l->radius)
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 || !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<<i, currentmodel->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], 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;
//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);
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;
}
}
}
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;
dl->lightcolourscales[0] = r_editlights_import_ambient.value;
dl->lightcolourscales[1] = r_editlights_import_diffuse.value;
dl->lightcolourscales[2] = r_editlights_import_specular.value;
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 == '!')
{
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;
}
for (light = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, light++)
{
if (light->die)
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 ; 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 >>= 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 ; 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 >>= 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;
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
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