mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
589b09ae1d
reworked a few q2 particle effects. q2 should feel a bit better now. by no means complete. ssqcless csqc should have time progressing. q3ui+console should be a bit less stupid. stripped old huffman code. copied over from ioquake3. should help avoid bugs in that shit. system mouse cursor should now always be hidden when running windowed. soft-cursor only. added bindlist.lst feature. particle system can now support weighted/randomized sounds. model command now more verbose, and supports renderflags. renamed debugger cvar to pr_debugger, in the hopes that it'll be easier to find. also added to menu a little more visibly in a politically-motivated move. fix q2+viewsize 30 'high' particles now have scrag+hknight impact effects. perhaps I overdid the scrag one. fixed q2 player icons on the scoreboard. added q3bsp_surf_meshcollision_* cvars. dedicated servers now use the same bsp etc loading code as clients. the dedicated-server-only stuff is no longer needed, which is a good thing because it seemed a little buggy last time I tried. split vertex+fragment shader compilation, for systems that secretly thread that. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4651 fc73d0e0-1445-4013-8a0c-d673dee63da5
1507 lines
36 KiB
C
1507 lines
36 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_light.c
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#include "quakedef.h"
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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#include "glquake.h"
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#include "shader.h"
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extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
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int r_dlightframecount;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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/*
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==================
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R_AnimateLight
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==================
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*/
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void R_AnimateLight (void)
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{
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int i,j;
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float f;
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//
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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f = (cl.time*r_lightstylespeed.value);
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if (f < 0)
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f = 0;
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i = (int)f;
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f -= i; //this can require updates at 1000 times a second.. Depends on your framerate of course
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for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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int v1, v2, vd;
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if (!cl_lightstyle[j].length)
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{
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d_lightstylevalue[j] = 256;
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cl_lightstyle[j].colour = 7;
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continue;
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}
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v1 = i % cl_lightstyle[j].length;
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v1 = cl_lightstyle[j].map[v1] - 'a';
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v2 = (i+1) % cl_lightstyle[j].length;
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v2 = cl_lightstyle[j].map[v2] - 'a';
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vd = v1 - v2;
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if (!r_lightstylesmooth.ival || vd < -r_lightstylesmooth_limit.ival || vd > r_lightstylesmooth_limit.ival)
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d_lightstylevalue[j] = v1*22;
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else
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d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22;
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING
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=============================================================================
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*/
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void AddLightBlend (float r, float g, float b, float a2)
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{
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float a;
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r = bound(0, r, 1);
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g = bound(0, g, 1);
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b = bound(0, b, 1);
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sw_blend[3] = a = sw_blend[3] + a2*(1-sw_blend[3]);
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a2 = a2/a;
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sw_blend[0] = sw_blend[0]*(1-a2) + r*a2;
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sw_blend[1] = sw_blend[1]*(1-a2) + g*a2;
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sw_blend[2] = sw_blend[2]*(1-a2) + b*a2;
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//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
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}
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#define FLASHBLEND_VERTS 16
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static float bubble_sintable[FLASHBLEND_VERTS+1], bubble_costable[FLASHBLEND_VERTS+1];
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static void R_InitBubble(void)
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{
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float a;
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int i;
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float *bub_sin, *bub_cos;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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for (i=FLASHBLEND_VERTS ; i>=0 ; i--)
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{
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a = i/(float)FLASHBLEND_VERTS * M_PI*2;
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*bub_sin++ = sin(a);
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*bub_cos++ = cos(a);
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}
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}
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avec4_t flashblend_colours[FLASHBLEND_VERTS+1];
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vecV_t flashblend_vcoords[FLASHBLEND_VERTS+1];
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vec2_t flashblend_tccoords[FLASHBLEND_VERTS+1];
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index_t flashblend_indexes[FLASHBLEND_VERTS*3];
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index_t flashblend_fsindexes[6] = {0, 1, 2, 0, 2, 3};
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mesh_t flashblend_mesh;
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mesh_t flashblend_fsmesh;
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shader_t *flashblend_shader;
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shader_t *lpplight_shader;
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void R_GenerateFlashblendTexture(void)
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{
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float dx, dy;
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int x, y, a;
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unsigned char pixels[32][32][4];
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for (y = 0;y < 32;y++)
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{
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dy = (y - 15.5f) * (1.0f / 16.0f);
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for (x = 0;x < 32;x++)
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{
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dx = (x - 15.5f) * (1.0f / 16.0f);
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a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
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a = bound(0, a, 255);
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pixels[y][x][0] = a;
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pixels[y][x][1] = a;
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pixels[y][x][2] = a;
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pixels[y][x][3] = 255;
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}
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}
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R_LoadTexture32("***flashblend***", 32, 32, pixels, 0);
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}
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void R_InitFlashblends(void)
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{
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int i;
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R_InitBubble();
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for (i = 0; i < FLASHBLEND_VERTS; i++)
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{
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flashblend_indexes[i*3+0] = 0;
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if (i+1 == FLASHBLEND_VERTS)
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flashblend_indexes[i*3+1] = 1;
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else
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flashblend_indexes[i*3+1] = i+2;
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flashblend_indexes[i*3+2] = i+1;
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flashblend_tccoords[i+1][0] = 0.5 + bubble_sintable[i]*0.5;
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flashblend_tccoords[i+1][1] = 0.5 + bubble_costable[i]*0.5;
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}
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flashblend_tccoords[0][0] = 0.5;
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flashblend_tccoords[0][1] = 0.5;
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flashblend_mesh.numvertexes = FLASHBLEND_VERTS+1;
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flashblend_mesh.xyz_array = flashblend_vcoords;
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flashblend_mesh.st_array = flashblend_tccoords;
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flashblend_mesh.colors4f_array[0] = flashblend_colours;
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flashblend_mesh.indexes = flashblend_indexes;
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flashblend_mesh.numindexes = FLASHBLEND_VERTS*3;
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flashblend_mesh.istrifan = true;
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flashblend_fsmesh.numvertexes = 4;
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flashblend_fsmesh.xyz_array = flashblend_vcoords;
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flashblend_fsmesh.st_array = flashblend_tccoords;
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flashblend_fsmesh.colors4f_array[0] = flashblend_colours;
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flashblend_fsmesh.indexes = flashblend_fsindexes;
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flashblend_fsmesh.numindexes = 6;
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flashblend_fsmesh.istrifan = true;
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R_GenerateFlashblendTexture();
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flashblend_shader = R_RegisterShader("flashblend", SUF_NONE,
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"{\n"
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"program defaultadditivesprite\n"
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"{\n"
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"map ***flashblend***\n"
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"blendfunc gl_one gl_one\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"nodepth\n"
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"}\n"
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"}\n"
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);
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lpplight_shader = NULL;
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}
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static qboolean R_BuildDlightMesh(dlight_t *light, float colscale, float radscale, int dtype)
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{
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int i, j;
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// float a;
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vec3_t v;
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float rad;
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float *bub_sin, *bub_cos;
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vec3_t colour;
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extern cvar_t gl_mindist;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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rad = light->radius * radscale;
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VectorCopy(light->color, colour);
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if (light->fov)
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{
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float a = -DotProduct(light->axis[0], vpn);
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colour[0] *= a;
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colour[1] *= a;
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colour[2] *= a;
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rad *= a;
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rad *= 0.33;
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}
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if (light->style)
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{
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colscale *= d_lightstylevalue[light->style-1]/255.0f;
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}
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VectorSubtract (light->origin, r_origin, v);
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if (dtype != 1 && Length (v) < rad + gl_mindist.value*2)
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{ // view is inside the dlight
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return false;
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}
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flashblend_colours[0][0] = colour[0]*colscale;
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flashblend_colours[0][1] = colour[1]*colscale;
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flashblend_colours[0][2] = colour[2]*colscale;
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flashblend_colours[0][3] = 1;
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VectorCopy(light->origin, flashblend_vcoords[0]);
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for (i=FLASHBLEND_VERTS ; i>0 ; i--)
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{
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for (j=0 ; j<3 ; j++)
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flashblend_vcoords[i][j] = light->origin[j] + (vright[j]*(*bub_cos) +
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+ vup[j]*(*bub_sin)) * rad;
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bub_sin++;
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bub_cos++;
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}
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if (dtype == 0)
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{
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//flashblend 3d-ish
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VectorMA(flashblend_vcoords[0], -rad/1.5, vpn, flashblend_vcoords[0]);
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}
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else if (dtype != 1)
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{
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//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
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vec3_t diff;
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VectorSubtract(r_origin, light->origin, diff);
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VectorNormalize(diff);
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for (i=0 ; i<=FLASHBLEND_VERTS ; i++)
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VectorMA(flashblend_vcoords[i], rad, diff, flashblend_vcoords[i]);
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}
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return true;
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}
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/*
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=============
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R_RenderDlights
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=============
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*/
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void R_RenderDlights (void)
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{
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int i;
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dlight_t *l;
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vec3_t waste1, waste2;
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unsigned int beflags = 0;
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float intensity, cscale;
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qboolean coronastyle;
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qboolean flashstyle;
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float dist;
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if (!r_coronas.value && !r_flashblend.value)
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return;
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// r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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l = cl_dlights+rtlights_first;
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for (i=rtlights_first; i<rtlights_max; i++, l++)
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{
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if (!l->radius)
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continue;
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if (l->corona <= 0)
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continue;
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//dlights emitting from the local player are not visible as flashblends
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if (l->key == r_refdef.playerview->viewentity)
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continue; //was a glow
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if (l->key == -(r_refdef.playerview->viewentity))
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continue; //was a muzzleflash
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coronastyle = (l->flags & (LFLAG_NORMALMODE|LFLAG_REALTIMEMODE));
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flashstyle = ((l->flags & LFLAG_FLASHBLEND) && r_flashblend.ival);
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if (!coronastyle && !flashstyle)
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continue;
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if (coronastyle && flashstyle)
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flashstyle = false;
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cscale = l->coronascale;
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intensity = l->corona;// * 0.25;
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if (coronastyle)
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intensity *= r_coronas.value;
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else
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intensity *= r_flashblend.value;
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if (intensity <= 0 || cscale <= 0)
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continue;
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//prevent the corona from intersecting with the near clip plane by just fading it away if its too close
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VectorSubtract(l->origin, r_refdef.vieworg, waste1);
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dist = VectorLength(waste1);
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if (dist < 128+256)
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{
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if (dist <= 128)
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continue;
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intensity *= (dist-128) / 256;
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}
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/*coronas use depth testing to compute visibility*/
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if (coronastyle)
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{
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if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
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continue;
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}
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if (!R_BuildDlightMesh (l, intensity, cscale, coronastyle) && !coronastyle)
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AddLightBlend (l->color[0], l->color[1], l->color[2], l->radius * 0.0003);
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else
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BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures, (coronastyle?BEF_FORCENODEPTH|BEF_FORCEADDITIVE:0)|beflags);
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}
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}
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void R_GenDlightMesh(struct batch_s *batch)
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{
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static mesh_t *meshptr;
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dlight_t *l = cl_dlights + batch->surf_first;
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BE_SelectDLight(l, l->color, 0);
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if (!R_BuildDlightMesh (l, 2, 1, 2))
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{
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int i;
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static vec2_t s[4] = {{1, -1}, {-1, -1}, {-1, 1}, {1, 1}};
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batch->flags |= BEF_FORCENODEPTH;
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for (i = 0; i < 4; i++)
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{
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VectorMA(r_origin, 32, vpn, flashblend_vcoords[i]);
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VectorMA(flashblend_vcoords[i], s[i][0]*320, vright, flashblend_vcoords[i]);
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VectorMA(flashblend_vcoords[i], s[i][1]*320, vup, flashblend_vcoords[i]);
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}
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meshptr = &flashblend_fsmesh;
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}
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else
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{
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meshptr = &flashblend_mesh;
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}
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batch->mesh = &meshptr;
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}
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void R_GenDlightBatches(batch_t *batches[])
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{
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int i, sort;
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dlight_t *l;
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batch_t *b;
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if (!lpplight_shader)
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lpplight_shader = R_RegisterShader("lpp_light", SUF_NONE,
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"{\n"
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"program lpp_light\n"
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"{\n"
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"map $sourcecolour\n"
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"blendfunc gl_one gl_one\n"
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"}\n"
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"surfaceparm nodlight\n"
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"lpp_light\n"
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"}\n"
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);
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l = cl_dlights+rtlights_first;
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for (i=rtlights_first; i<rtlights_max; i++, l++)
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{
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if (!l->radius)
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continue;
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if (R_CullSphere(l->origin, l->radius))
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continue;
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b = BE_GetTempBatch();
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if (!b)
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return;
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b->flags = 0;
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sort = lpplight_shader->sort;
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b->buildmeshes = R_GenDlightMesh;
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b->ent = &r_worldentity;
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b->mesh = NULL;
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b->firstmesh = 0;
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b->meshes = 1;
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b->skin = &lpplight_shader->defaulttextures;
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b->texture = NULL;
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b->shader = lpplight_shader;
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b->lightmap[0] = -1;
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b->lightmap[1] = -1;
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b->lightmap[2] = -1;
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b->lightmap[3] = -1;
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b->surf_first = i;
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b->flags |= BEF_NOSHADOWS;
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b->vbo = NULL;
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b->next = batches[sort];
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batches[sort] = b;
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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*/
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/*
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=============
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R_PushDlights
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=============
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*/
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void R_PushDlights (void)
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{
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int i;
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dlight_t *l;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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#ifdef RTLIGHTS
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/*if we're doing full rtlighting only, then don't bother calculating old-style dlights as they won't be visible anyway*/
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if (r_shadow_realtime_world.ival && r_shadow_realtime_world_lightmaps.value < 0.1)
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return;
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#endif
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if (!r_dynamic.ival || !cl.worldmodel)
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return;
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if (!cl.worldmodel->nodes)
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return;
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currentmodel = cl.worldmodel;
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if (!currentmodel->funcs.MarkLights)
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return;
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l = cl_dlights+rtlights_first;
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for (i=rtlights_first ; i <= DL_LAST ; i++, l++)
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{
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if (!l->radius || !(l->flags & LFLAG_LIGHTMAP))
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continue;
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currentmodel->funcs.MarkLights( l, 1<<i, currentmodel->nodes );
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}
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}
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/////////////////////////////////////////////////////////////
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//rtlight loading
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#ifdef RTLIGHTS
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void R_ImportRTLights(char *entlump)
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{
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typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
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/*I'm using the DP code so I know I'll get the DP results*/
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int entnum, style, islight, skin, pflags, n;
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lighttype_t type;
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float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
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char key[256], value[8192];
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int nest;
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COM_Parse(entlump);
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if (!strcmp(com_token, "Version"))
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{
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entlump = COM_Parse(entlump);
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entlump = COM_Parse(entlump);
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}
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for (entnum = 0; ;entnum++)
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{
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entlump = COM_Parse(entlump);
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if (com_token[0] != '{')
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break;
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type = LIGHTTYPE_MINUSX;
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origin[0] = origin[1] = origin[2] = 0;
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originhack[0] = originhack[1] = originhack[2] = 0;
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angles[0] = angles[1] = angles[2] = 0;
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color[0] = color[1] = color[2] = 1;
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light[0] = light[1] = light[2] = 1;light[3] = 300;
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overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
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fadescale = 1;
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lightscale = 1;
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style = 0;
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skin = 0;
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pflags = 0;
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//effects = 0;
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islight = false;
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nest = 1;
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while (1)
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{
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entlump = COM_Parse(entlump);
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if (!entlump)
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break; // error
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if (com_token[0] == '{')
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{
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nest++;
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continue;
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}
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if (com_token[0] == '}')
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{
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nest--;
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if (!nest)
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break; // end of entity
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continue;
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}
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if (nest!=1)
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continue;
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if (com_token[0] == '_')
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Q_strncpyz(key, com_token + 1, sizeof(key));
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else
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Q_strncpyz(key, com_token, sizeof(key));
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while (key[strlen(key)-1] == ' ') // remove trailing spaces
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key[strlen(key)-1] = 0;
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entlump = COM_Parse(entlump);
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if (!entlump)
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break; // error
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Q_strncpyz(value, com_token, sizeof(value));
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// now that we have the key pair worked out...
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if (!strcmp("light", key))
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{
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n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
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if (n == 1)
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{
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// quake
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light[0] = vec[0] * (1.0f / 256.0f);
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light[1] = vec[0] * (1.0f / 256.0f);
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light[2] = vec[0] * (1.0f / 256.0f);
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light[3] = vec[0];
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}
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else if (n == 4)
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{
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// halflife
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light[0] = vec[0] * (1.0f / 255.0f);
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light[1] = vec[1] * (1.0f / 255.0f);
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light[2] = vec[2] * (1.0f / 255.0f);
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light[3] = vec[3];
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}
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}
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else if (!strcmp("delay", key))
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type = atoi(value);
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else if (!strcmp("origin", key))
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sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
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else if (!strcmp("angle", key))
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angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
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else if (!strcmp("angles", key))
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sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
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else if (!strcmp("color", key))
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sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
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else if (!strcmp("wait", key))
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fadescale = atof(value);
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else if (!strcmp("classname", key))
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{
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if (!strncmp(value, "light", 5))
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{
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islight = true;
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if (!strcmp(value, "light_fluoro"))
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{
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originhack[0] = 0;
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originhack[1] = 0;
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originhack[2] = 0;
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overridecolor[0] = 1;
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overridecolor[1] = 1;
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overridecolor[2] = 1;
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}
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if (!strcmp(value, "light_fluorospark"))
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{
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originhack[0] = 0;
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originhack[1] = 0;
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originhack[2] = 0;
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overridecolor[0] = 1;
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overridecolor[1] = 1;
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overridecolor[2] = 1;
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}
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if (!strcmp(value, "light_globe"))
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{
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originhack[0] = 0;
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originhack[1] = 0;
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originhack[2] = 0;
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overridecolor[0] = 1;
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overridecolor[1] = 0.8;
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overridecolor[2] = 0.4;
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}
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if (!strcmp(value, "light_flame_large_yellow"))
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{
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originhack[0] = 0;
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originhack[1] = 0;
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originhack[2] = 0;
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overridecolor[0] = 1;
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overridecolor[1] = 0.5;
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overridecolor[2] = 0.1;
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}
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if (!strcmp(value, "light_flame_small_yellow"))
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{
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originhack[0] = 0;
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originhack[1] = 0;
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originhack[2] = 0;
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overridecolor[0] = 1;
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overridecolor[1] = 0.5;
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overridecolor[2] = 0.1;
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}
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if (!strcmp(value, "light_torch_small_white"))
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{
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originhack[0] = 0;
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originhack[1] = 0;
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originhack[2] = 0;
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overridecolor[0] = 1;
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overridecolor[1] = 0.5;
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overridecolor[2] = 0.1;
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}
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if (!strcmp(value, "light_torch_small_walltorch"))
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{
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originhack[0] = 0;
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originhack[1] = 0;
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originhack[2] = 0;
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overridecolor[0] = 1;
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overridecolor[1] = 0.5;
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overridecolor[2] = 0.1;
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}
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}
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}
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else if (!strcmp("style", key))
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style = atoi(value);
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else if (!strcmp("skin", key))
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skin = (int)atof(value);
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else if (!strcmp("pflags", key))
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pflags = (int)atof(value);
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//else if (!strcmp("effects", key))
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//effects = (int)atof(value);
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else if (!strcmp("scale", key))
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lightscale = atof(value);
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else if (!strcmp("fade", key))
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fadescale = atof(value);
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else if (!strcmp("light_radius", key))
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{
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light[0] = 1;
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light[1] = 1;
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light[2] = 1;
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light[3] = atof(value);
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}
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}
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if (!islight)
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continue;
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if (lightscale <= 0)
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lightscale = 1;
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if (fadescale <= 0)
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fadescale = 1;
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if (color[0] == color[1] && color[0] == color[2])
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{
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color[0] *= overridecolor[0];
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color[1] *= overridecolor[1];
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color[2] *= overridecolor[2];
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}
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radius = light[3] * r_editlights_import_radius.value * lightscale / fadescale;
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color[0] = color[0] * light[0];
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color[1] = color[1] * light[1];
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color[2] = color[2] * light[2];
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switch (type)
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{
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case LIGHTTYPE_MINUSX:
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break;
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case LIGHTTYPE_RECIPX:
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radius *= 2;
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VectorScale(color, (1.0f / 16.0f), color);
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break;
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case LIGHTTYPE_RECIPXX:
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radius *= 2;
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VectorScale(color, (1.0f / 16.0f), color);
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break;
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default:
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case LIGHTTYPE_NONE:
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break;
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case LIGHTTYPE_SUN:
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break;
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case LIGHTTYPE_MINUSXX:
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break;
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}
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VectorAdd(origin, originhack, origin);
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if (radius >= 1)
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{
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dlight_t *dl = CL_AllocSlight();
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if (!dl)
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break;
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VectorCopy(origin, dl->origin);
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AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
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VectorInverse(dl->axis[1]);
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dl->radius = radius;
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VectorCopy(color, dl->color);
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dl->flags = 0;
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dl->flags |= LFLAG_REALTIMEMODE;
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dl->flags |= (pflags & PFLAGS_CORONA)?LFLAG_FLASHBLEND:0;
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dl->flags |= (pflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
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dl->style = style+1;
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dl->lightcolourscales[0] = r_editlights_import_ambient.value;
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dl->lightcolourscales[1] = r_editlights_import_diffuse.value;
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dl->lightcolourscales[2] = r_editlights_import_specular.value;
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if (skin >= 16)
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snprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", skin);
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}
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}
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}
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void R_LoadRTLights(void)
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{
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dlight_t *dl;
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char fname[MAX_QPATH];
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char cubename[MAX_QPATH];
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char *file;
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char *end;
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int style;
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vec3_t org;
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float radius;
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vec3_t rgb;
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unsigned int flags;
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float coronascale;
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float corona;
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float ambientscale, diffusescale, specularscale;
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vec3_t angles;
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//delete all old lights, even dynamic ones
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rtlights_first = RTL_FIRST;
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rtlights_max = RTL_FIRST;
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COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
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strncat(fname, ".rtlights", MAX_QPATH-1);
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file = COM_LoadTempFile(fname);
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if (file)
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while(1)
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{
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end = strchr(file, '\n');
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if (!end)
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end = file + strlen(file);
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if (end == file)
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break;
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*end = '\0';
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while(*file == ' ' || *file == '\t')
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file++;
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if (*file == '!')
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{
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flags = LFLAG_NOSHADOWS;
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file++;
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}
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else
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flags = 0;
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file = COM_Parse(file);
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org[0] = atof(com_token);
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file = COM_Parse(file);
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org[1] = atof(com_token);
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file = COM_Parse(file);
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org[2] = atof(com_token);
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file = COM_Parse(file);
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radius = atof(com_token);
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file = COM_Parse(file);
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rgb[0] = file?atof(com_token):1;
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file = COM_Parse(file);
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rgb[1] = file?atof(com_token):1;
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file = COM_Parse(file);
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rgb[2] = file?atof(com_token):1;
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file = COM_Parse(file);
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style = file?atof(com_token):0;
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file = COM_Parse(file);
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//cubemap
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Q_strncpyz(cubename, com_token, sizeof(cubename));
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file = COM_Parse(file);
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//corona
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corona = file?atof(com_token):0;
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file = COM_Parse(file);
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angles[0] = file?atof(com_token):0;
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file = COM_Parse(file);
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angles[1] = file?atof(com_token):0;
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file = COM_Parse(file);
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angles[2] = file?atof(com_token):0;
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file = COM_Parse(file);
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//corrona scale
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coronascale = file?atof(com_token):0.25;
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file = COM_Parse(file);
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//ambient
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ambientscale = file?atof(com_token):0;
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file = COM_Parse(file);
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//diffuse
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diffusescale = file?atof(com_token):1;
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file = COM_Parse(file);
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//specular
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specularscale = file?atof(com_token):1;
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file = COM_Parse(file);
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flags |= file?atoi(com_token):LFLAG_REALTIMEMODE;
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if (radius)
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{
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dl = CL_AllocSlight();
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if (!dl)
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break;
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VectorCopy(org, dl->origin);
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dl->radius = radius;
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VectorCopy(rgb, dl->color);
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dl->corona = corona;
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dl->coronascale = coronascale;
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dl->die = 0;
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dl->flags = flags;
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dl->lightcolourscales[0] = ambientscale;
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dl->lightcolourscales[1] = diffusescale;
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dl->lightcolourscales[2] = specularscale;
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AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
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VectorInverse(dl->axis[1]);
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Q_strncpyz(dl->cubemapname, cubename, sizeof(dl->cubemapname));
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if (*dl->cubemapname)
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dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP);
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else
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dl->cubetexture = r_nulltex;
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dl->style = style+1;
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}
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file = end+1;
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}
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}
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void R_SaveRTLights_f(void)
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{
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dlight_t *light;
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vfsfile_t *f;
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unsigned int i;
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char fname[MAX_QPATH];
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char sysname[MAX_OSPATH];
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vec3_t ang;
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COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
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strncat(fname, ".rtlights", MAX_QPATH-1);
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FS_CreatePath(fname, FS_GAMEONLY);
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f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
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if (!f)
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{
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Con_Printf("couldn't open %s\n", fname);
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return;
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}
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for (light = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, light++)
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{
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if (light->die)
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continue;
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if (!light->radius)
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continue;
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VectorAngles(light->axis[0], light->axis[2], ang);
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VFS_PUTS(f, va(
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"%s%f %f %f "
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"%f %f %f %f "
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"%i "
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"\"%s\" %f "
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"%f %f %f "
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"%f %f %f %f %i "
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"\n"
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,
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(light->flags & LFLAG_NOSHADOWS)?"!":"", light->origin[0], light->origin[1], light->origin[2],
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light->radius, light->color[0], light->color[1], light->color[2],
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light->style-1,
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light->cubemapname, light->corona,
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ang[0], ang[1], ang[2],
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light->coronascale, light->lightcolourscales[0], light->lightcolourscales[1], light->lightcolourscales[2], light->flags&(LFLAG_NORMALMODE|LFLAG_REALTIMEMODE|LFLAG_CREPUSCULAR)
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));
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}
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VFS_CLOSE(f);
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FS_NativePath(fname, FS_GAMEONLY, sysname, sizeof(sysname));
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Con_Printf("rtlights saved to %s\n", sysname);
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}
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void R_ReloadRTLights_f(void)
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{
|
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if (!cl.worldmodel)
|
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{
|
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Con_Printf("Cannot reload lights at this time\n");
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return;
|
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}
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rtlights_first = RTL_FIRST;
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rtlights_max = RTL_FIRST;
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if (!strcmp(Cmd_Argv(1), "bsp"))
|
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R_ImportRTLights(cl.worldmodel->entities);
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else if (!strcmp(Cmd_Argv(1), "rtlights"))
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R_LoadRTLights();
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else if (strcmp(Cmd_Argv(1), "none"))
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{
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R_LoadRTLights();
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if (rtlights_first == rtlights_max)
|
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R_ImportRTLights(cl.worldmodel->entities);
|
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}
|
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}
|
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#endif
|
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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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|
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mplane_t *lightplane;
|
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vec3_t lightspot;
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|
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void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
q3lightgridinfo_t *lg = (q3lightgridinfo_t *)cl.worldmodel->lightgrid;
|
|
int index[8];
|
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int vi[3];
|
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int i, j;
|
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float t[8], direction_uv[3];
|
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vec3_t vf, vf2;
|
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vec3_t ambient, diffuse;
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|
|
if (res_dir)
|
|
{
|
|
res_dir[0] = 1;
|
|
res_dir[1] = 1;
|
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res_dir[2] = 0.1;
|
|
}
|
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|
|
if (!lg || !lg->lightgrid)
|
|
{
|
|
if(res_ambient)
|
|
{
|
|
res_ambient[0] = 64;
|
|
res_ambient[1] = 64;
|
|
res_ambient[2] = 64;
|
|
}
|
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|
|
if (res_diffuse)
|
|
{
|
|
res_diffuse[0] = 192;
|
|
res_diffuse[1] = 192;
|
|
res_diffuse[2] = 192;
|
|
}
|
|
return;
|
|
}
|
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|
|
//If in doubt, steal someone else's code...
|
|
//Thanks QFusion.
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|
|
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];
|
|
}
|
|
|
|
index[0] = vi[2]*lg->gridBounds[3] + vi[1]*lg->gridBounds[0] + vi[0];
|
|
index[1] = index[0] + lg->gridBounds[0];
|
|
index[2] = index[0] + lg->gridBounds[3];
|
|
index[3] = index[2] + lg->gridBounds[0];
|
|
|
|
index[4] = index[0]+(index[0]<(lg->numlightgridelems-1));
|
|
index[5] = index[1]+(index[1]<(lg->numlightgridelems-1));
|
|
index[6] = index[2]+(index[2]<(lg->numlightgridelems-1));
|
|
index[7] = index[3]+(index[3]<(lg->numlightgridelems-1));
|
|
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
if ( index[i] < 0 || index[i] >= (lg->numlightgridelems) )
|
|
{
|
|
res_ambient[0] = 255; //out of the map
|
|
res_ambient[1] = 255;
|
|
res_ambient[2] = 255;
|
|
|
|
if (res_diffuse)
|
|
{
|
|
res_diffuse[0] = 255;
|
|
res_diffuse[1] = 255;
|
|
res_diffuse[2] = 255;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
t[0] = vf2[0] * vf2[1] * vf2[2];
|
|
t[1] = vf[0] * vf2[1] * vf2[2];
|
|
t[2] = vf2[0] * vf[1] * vf2[2];
|
|
t[3] = vf[0] * vf[1] * vf2[2];
|
|
t[4] = vf2[0] * vf2[1] * vf[2];
|
|
t[5] = vf[0] * vf2[1] * vf[2];
|
|
t[6] = vf2[0] * vf[1] * vf[2];
|
|
t[7] = vf[0] * vf[1] * vf[2];
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
ambient[j] = 0;
|
|
diffuse[j] = 0;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
ambient[j] += t[i*2] * lg->lightgrid[ index[i]].ambient[j];
|
|
ambient[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].ambient[j];
|
|
|
|
diffuse[j] += t[i*2] * lg->lightgrid[ index[i]].diffuse[j];
|
|
diffuse[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].diffuse[j];
|
|
}
|
|
}
|
|
|
|
for ( j = 0; j < 2; j++ )
|
|
{
|
|
direction_uv[j] = 0;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
direction_uv[j] += t[i*2] * lg->lightgrid[ index[i]].direction[j];
|
|
direction_uv[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].direction[j];
|
|
}
|
|
|
|
direction_uv[j] = anglemod ( direction_uv[j] );
|
|
}
|
|
|
|
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)
|
|
{
|
|
vec3_t right, left;
|
|
direction_uv[2] = 0;
|
|
AngleVectors(direction_uv, res_dir, right, left);
|
|
}
|
|
}
|
|
|
|
int GLRecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
|
|
{
|
|
int r;
|
|
float front, back, frac;
|
|
int side;
|
|
mplane_t *plane;
|
|
vec3_t mid;
|
|
msurface_t *surf;
|
|
int s, t, ds, dt;
|
|
int i;
|
|
mtexinfo_t *tex;
|
|
qbyte *lightmap;
|
|
unsigned scale;
|
|
int maps;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
{
|
|
if (node->contents != -1)
|
|
return -1; // solid
|
|
}
|
|
else if (node->contents < 0)
|
|
return -1; // didn't hit anything
|
|
|
|
// calculate mid point
|
|
|
|
// FIXME: optimize for axial
|
|
plane = node->plane;
|
|
front = DotProduct (start, plane->normal) - plane->dist;
|
|
back = DotProduct (end, plane->normal) - plane->dist;
|
|
side = front < 0;
|
|
|
|
if ( (back < 0) == side)
|
|
return GLRecursiveLightPoint (node->children[side], start, end);
|
|
|
|
frac = front / (front-back);
|
|
mid[0] = start[0] + (end[0] - start[0])*frac;
|
|
mid[1] = start[1] + (end[1] - start[1])*frac;
|
|
mid[2] = start[2] + (end[2] - start[2])*frac;
|
|
|
|
// go down front side
|
|
r = GLRecursiveLightPoint (node->children[side], start, mid);
|
|
if (r >= 0)
|
|
return r; // hit something
|
|
|
|
if ( (back < 0) == side )
|
|
return -1; // didn't hit anuthing
|
|
|
|
// check for impact on this node
|
|
VectorCopy (mid, lightspot);
|
|
lightplane = plane;
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_DRAWTILED)
|
|
continue; // no lightmaps
|
|
|
|
tex = surf->texinfo;
|
|
|
|
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
|
|
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
|
|
|
|
if (s < surf->texturemins[0] || t < surf->texturemins[1])
|
|
continue;
|
|
|
|
ds = s - surf->texturemins[0];
|
|
dt = t - surf->texturemins[1];
|
|
|
|
if ( ds > surf->extents[0] || dt > surf->extents[1] )
|
|
continue;
|
|
|
|
if (!surf->samples)
|
|
return 0;
|
|
|
|
ds >>= 4;
|
|
dt >>= 4;
|
|
|
|
lightmap = surf->samples;
|
|
r = 0;
|
|
if (lightmap)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
|
|
for (maps = 0 ; maps < 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]>>4)+1) *
|
|
((surf->extents[1]>>4)+1)*3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += dt * ((surf->extents[0]>>4)+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]>>4)+1) *
|
|
((surf->extents[1]>>4)+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
|
|
|
|
float *GLRecursiveLightPoint3C (mnode_t *node, vec3_t start, vec3_t end)
|
|
{
|
|
static float l[6];
|
|
float *r;
|
|
float front, back, frac;
|
|
int side;
|
|
mplane_t *plane;
|
|
vec3_t mid;
|
|
msurface_t *surf;
|
|
int s, t, ds, dt;
|
|
int i;
|
|
mtexinfo_t *tex;
|
|
qbyte *lightmap, *deluxmap;
|
|
float scale, overbright;
|
|
int maps;
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
{
|
|
if (node->contents != -1)
|
|
return NULL; // solid
|
|
}
|
|
else if (node->contents < 0)
|
|
return NULL; // didn't hit anything
|
|
|
|
// calculate mid point
|
|
|
|
// FIXME: optimize for axial
|
|
plane = node->plane;
|
|
front = DotProduct (start, plane->normal) - plane->dist;
|
|
back = DotProduct (end, plane->normal) - plane->dist;
|
|
side = front < 0;
|
|
|
|
if ( (back < 0) == side)
|
|
return GLRecursiveLightPoint3C (node->children[side], start, end);
|
|
|
|
frac = front / (front-back);
|
|
mid[0] = start[0] + (end[0] - start[0])*frac;
|
|
mid[1] = start[1] + (end[1] - start[1])*frac;
|
|
mid[2] = start[2] + (end[2] - start[2])*frac;
|
|
|
|
// go down front side
|
|
r = GLRecursiveLightPoint3C (node->children[side], start, mid);
|
|
if (r && r[0]+r[1]+r[2] >= 0)
|
|
return r; // hit something
|
|
|
|
if ( (back < 0) == side )
|
|
return NULL; // didn't hit anuthing
|
|
|
|
// check for impact on this node
|
|
VectorCopy (mid, lightspot);
|
|
lightplane = plane;
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
for (i=0 ; i<node->numsurfaces ; i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_DRAWTILED)
|
|
continue; // no lightmaps
|
|
|
|
tex = surf->texinfo;
|
|
|
|
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
|
|
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];
|
|
|
|
if (s < surf->texturemins[0] ||
|
|
t < surf->texturemins[1])
|
|
continue;
|
|
|
|
ds = s - surf->texturemins[0];
|
|
dt = t - surf->texturemins[1];
|
|
|
|
if ( ds > surf->extents[0] || dt > surf->extents[1] )
|
|
continue;
|
|
|
|
if (!surf->samples)
|
|
{
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=1;l[5]=1;
|
|
return l;
|
|
}
|
|
|
|
ds >>= 4;
|
|
dt >>= 4;
|
|
|
|
lightmap = surf->samples;
|
|
l[0]=0;l[1]=0;l[2]=0;
|
|
l[3]=0;l[4]=0;l[5]=0;
|
|
if (lightmap)
|
|
{
|
|
overbright = 1/255.0f;
|
|
if (cl.worldmodel->deluxdata)
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
deluxmap = surf->samples - cl.worldmodel->lightdata + cl.worldmodel->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += lightmap[0] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += lightmap[1] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += lightmap[2] * scale;
|
|
|
|
l[3] += (deluxmap[0]-127)*scale;
|
|
l[4] += (deluxmap[1]-127)*scale;
|
|
l[5] += (deluxmap[2]-127)*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
deluxmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
deluxmap = (surf->samples - cl.worldmodel->lightdata)*3 + cl.worldmodel->deluxdata;
|
|
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
|
|
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += *lightmap * scale;
|
|
|
|
l[3] += deluxmap[0]*scale;
|
|
l[4] += deluxmap[1]*scale;
|
|
l[5] += deluxmap[2]*scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1);
|
|
deluxmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += lightmap[0] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += lightmap[1] * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += lightmap[2] * scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1) * 3;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
|
|
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ;
|
|
maps++)
|
|
{
|
|
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
l[0] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
l[1] += *lightmap * scale;
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
l[2] += *lightmap * scale;
|
|
|
|
lightmap += ((surf->extents[0]>>4)+1) *
|
|
((surf->extents[1]>>4)+1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return l;
|
|
}
|
|
|
|
// go down back side
|
|
return GLRecursiveLightPoint3C (node->children[!side], mid, end);
|
|
}
|
|
|
|
#endif
|
|
|
|
void GLQ1BSP_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
vec3_t end;
|
|
float *r;
|
|
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
|
|
|
|
if (!cl.worldmodel->lightdata || r_fullbright.ival)
|
|
{
|
|
res_diffuse[0] = 0;
|
|
res_diffuse[1] = 0;
|
|
res_diffuse[2] = 0;
|
|
|
|
res_ambient[0] = 255;
|
|
res_ambient[1] = 255;
|
|
res_ambient[2] = 255;
|
|
|
|
res_dir[0] = 1;
|
|
res_dir[1] = 1;
|
|
res_dir[2] = 0.1;
|
|
VectorNormalize(res_dir);
|
|
return;
|
|
}
|
|
|
|
end[0] = point[0];
|
|
end[1] = point[1];
|
|
end[2] = point[2] - 2048;
|
|
|
|
r = GLRecursiveLightPoint3C(model->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;
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|
|
|
res_dir[0] = r[3];
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|
res_dir[1] = r[4];
|
|
res_dir[2] = -r[5];
|
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if (!res_dir[0] && !res_dir[1] && !res_dir[2])
|
|
res_dir[1] = res_dir[2] = 1;
|
|
VectorNormalize(res_dir);
|
|
}
|
|
|
|
#ifdef RTLIGHTS
|
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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
|