fteqw/engine/gl/gl_rlight.c
Spoike e8c1f669cc Couple of changes.
D3D now supports hlsl shaders. Much functionality is still missing, but sky and water surfaces are in.
IQM models now supported.
Engine physics code is now potentially callable from csqc, but there are some issues which need to be resolved before its enabled.
FTEQCC has had some pointer/struct/array functionality improved. Complex trees can now be navigated properly.
added r_dumpshaders command to dump internal glsl scripts for editing.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3896 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-09-03 03:49:43 +00:00

947 lines
22 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"
int r_dlightframecount;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight (void)
{
int i,j;
float f;
//
// 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] = 256;
cl_lightstyle[j].colour = 7;
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;
else
d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22;
}
}
/*
=============================================================================
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]);
}
float bubble_sintable[17], bubble_costable[17];
void R_InitBubble(void)
{
float a;
int i;
float *bub_sin, *bub_cos;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
for (i=16 ; i>=0 ; i--)
{
a = i/16.0 * M_PI*2;
*bub_sin++ = sin(a);
*bub_cos++ = cos(a);
}
}
#define FLASHBLEND_VERTS 16
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_InitFlashblends(void)
{
int i;
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_mesh.numvertexes = FLASHBLEND_VERTS+1;
flashblend_mesh.xyz_array = flashblend_vcoords;
flashblend_mesh.st_array = flashblend_tccoords;
flashblend_mesh.colors4f_array = 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 = flashblend_colours;
flashblend_fsmesh.indexes = flashblend_fsindexes;
flashblend_fsmesh.numindexes = 6;
flashblend_fsmesh.istrifan = true;
flashblend_shader = R_RegisterShader("flashblend",
"{\n"
"{\n"
"map $whitetexture\n"
"blendfunc gl_one gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
lpplight_shader = NULL;
}
static qboolean R_BuildDlightMesh(dlight_t *light, float radscale, qboolean expand)
{
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;
}
VectorSubtract (light->origin, r_origin, v);
if (Length (v) < rad + gl_mindist.value*2)
{ // view is inside the dlight
return false;
}
flashblend_colours[0][0] = colour[0]*2;
flashblend_colours[0][1] = colour[1]*2;
flashblend_colours[0][2] = colour[2]*2;
flashblend_colours[0][3] = 1;
VectorCopy(light->origin, flashblend_vcoords[0]);
for (i=16 ; 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 (!expand)
VectorMA(flashblend_vcoords[0], -rad/1.5, vpn, flashblend_vcoords[0]);
else
{
vec3_t diff;
VectorSubtract(r_origin, light->origin, diff);
VectorNormalize(diff);
for (i=0 ; i<=16 ; i++)
VectorMA(flashblend_vcoords[i], rad, diff, flashblend_vcoords[i]);
}
return true;
}
/*
=============
R_RenderDlights
=============
*/
void GLR_RenderDlights (void)
{
int i;
dlight_t *l;
vec3_t waste1, waste2;
unsigned int beflags = 0;
switch(r_flashblend.ival)
{
case 0:
return;
default:
case 1:
break;
case 2:
beflags |= BEF_FORCENODEPTH;
break;
}
// 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 || !(l->flags & LFLAG_FLASHBLEND))
continue;
//dlights emitting from the local player are not visible as flashblends
if (l->key == cl.playernum[r_refdef.currentplayernum]+1)
continue; //was a glow
if (l->key == -(cl.playernum[r_refdef.currentplayernum]+1))
continue; //was a muzzleflash
if (r_flashblend.ival == 2)
{
if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
continue;
}
if (!R_BuildDlightMesh (l, r_flashblendscale.value, false))
AddLightBlend (l->color[0]*5, l->color[1]*5, l->color[2]*5, l->radius * 0.0003);
else
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures, 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);
if (!R_BuildDlightMesh (l, 1, true))
{
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, sort;
dlight_t *l;
batch_t *b;
if (!lpplight_shader)
lpplight_shader = R_RegisterShader("lpp_light",
"{\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 = &lpplight_shader->defaulttextures;
b->texture = NULL;
b->shader = lpplight_shader;
b->lightmap = -1;
b->surf_first = i;
b->flags |= BEF_NOSHADOWS;
b->vbo = 0;
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
if (!r_dynamic.ival || !cl.worldmodel)
return;
if (!cl.worldmodel->nodes)
return;
currentmodel = cl.worldmodel;
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 );
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
mplane_t *lightplane;
vec3_t lightspot;
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], direction_uv[3];
vec3_t vf, vf2;
vec3_t ambient, diffuse;
if (res_dir)
{
res_dir[0] = 1;
res_dir[1] = 1;
res_dir[2] = 0.1;
}
if (!lg || !lg->lightgrid)
{
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;
}
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];
}
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;
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] );
}
VectorCopy(ambient, res_ambient);
if (res_diffuse)
VectorCopy(diffuse, res_diffuse);
if (res_dir)
{
vec3_t right, left;
direction_uv[2] = 0;
AngleVectors(direction_uv, res_dir, right, left);
}
}
int GLRecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
{
int r;
float front, back, frac;
int side;
mplane_t *plane;
vec3_t mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
qbyte *lightmap;
unsigned scale;
int maps;
if (cl.worldmodel->fromgame == fg_quake2)
{
if (node->contents != -1)
return -1; // solid
}
else if (node->contents < 0)
return -1; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
back = DotProduct (end, plane->normal) - plane->dist;
side = front < 0;
if ( (back < 0) == side)
return GLRecursiveLightPoint (node->children[side], start, end);
frac = front / (front-back);
mid[0] = start[0] + (end[0] - start[0])*frac;
mid[1] = start[1] + (end[1] - start[1])*frac;
mid[2] = start[2] + (end[2] - start[2])*frac;
// go down front side
r = GLRecursiveLightPoint (node->children[side], start, mid);
if (r >= 0)
return r; // hit something
if ( (back < 0) == side )
return -1; // didn't hit anuthing
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
if (s < surf->texturemins[0] || t < surf->texturemins[1])
continue;
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if ( ds > surf->extents[0] || dt > surf->extents[1] )
continue;
if (!surf->samples)
return 0;
ds >>= 4;
dt >>= 4;
lightmap = surf->samples;
r = 0;
if (lightmap)
{
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
{
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
r += (lightmap[0]+lightmap[1]+lightmap[2]) * scale / 3;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1)*3;
}
}
else
{
lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
r += *lightmap * scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1);
}
}
r >>= 8;
}
return r;
}
// go down back side
return GLRecursiveLightPoint (node->children[!side], mid, end);
}
int GLR_LightPoint (vec3_t p)
{
vec3_t end;
int r;
if (r_refdef.flags & 1)
return 255;
if (!cl.worldmodel || !cl.worldmodel->lightdata)
return 255;
if (cl.worldmodel->fromgame == fg_quake3)
{
GLQ3_LightGrid(cl.worldmodel, p, NULL, end, NULL);
return (end[0] + end[1] + end[2])/3;
}
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
r = GLRecursiveLightPoint (cl.worldmodel->nodes, p, end);
if (r == -1)
r = 0;
return r;
}
#ifdef PEXT_LIGHTSTYLECOL
float *GLRecursiveLightPoint3C (mnode_t *node, vec3_t start, vec3_t end)
{
static float l[6];
float *r;
float front, back, frac;
int side;
mplane_t *plane;
vec3_t mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
qbyte *lightmap, *deluxmap;
float scale;
int maps;
if (cl.worldmodel->fromgame == fg_quake2)
{
if (node->contents != -1)
return NULL; // solid
}
else if (node->contents < 0)
return NULL; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
back = DotProduct (end, plane->normal) - plane->dist;
side = front < 0;
if ( (back < 0) == side)
return GLRecursiveLightPoint3C (node->children[side], start, end);
frac = front / (front-back);
mid[0] = start[0] + (end[0] - start[0])*frac;
mid[1] = start[1] + (end[1] - start[1])*frac;
mid[2] = start[2] + (end[2] - start[2])*frac;
// go down front side
r = GLRecursiveLightPoint3C (node->children[side], start, mid);
if (r && r[0]+r[1]+r[2] >= 0)
return r; // hit something
if ( (back < 0) == side )
return NULL; // didn't hit anuthing
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];
if (s < surf->texturemins[0] ||
t < surf->texturemins[1])
continue;
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if ( ds > surf->extents[0] || dt > surf->extents[1] )
continue;
if (!surf->samples)
{
l[0]=0;l[1]=0;l[2]=0;
l[3]=0;l[4]=1;l[5]=1;
return l;
}
ds >>= 4;
dt >>= 4;
lightmap = surf->samples;
l[0]=0;l[1]=0;l[2]=0;
l[3]=0;l[4]=0;l[5]=0;
if (lightmap)
{
if (cl.worldmodel->deluxdata)
{
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
{
deluxmap = surf->samples - cl.worldmodel->lightdata + cl.worldmodel->deluxdata;
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
l[0] += lightmap[0] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
l[1] += lightmap[1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
l[2] += lightmap[2] * scale;
l[3] += (deluxmap[0]-127)*scale;
l[4] += (deluxmap[1]-127)*scale;
l[5] += (deluxmap[2]-127)*scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1) * 3;
deluxmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1) * 3;
}
}
else
{
deluxmap = (surf->samples - cl.worldmodel->lightdata)*3 + cl.worldmodel->deluxdata;
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
l[0] += *lightmap * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
l[1] += *lightmap * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
l[2] += *lightmap * scale;
l[3] += deluxmap[0]*scale;
l[4] += deluxmap[1]*scale;
l[5] += deluxmap[2]*scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1);
deluxmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1) * 3;
}
}
}
else
{
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
{
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
l[0] += lightmap[0] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
l[1] += lightmap[1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
l[2] += lightmap[2] * scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1) * 3;
}
}
else
{
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
l[0] += *lightmap * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
l[1] += *lightmap * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
l[2] += *lightmap * scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1);
}
}
}
}
return l;
}
// go down back side
return GLRecursiveLightPoint3C (node->children[!side], mid, end);
}
#endif
void GLQ1BSP_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
vec3_t end;
float *r;
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
if (!cl.worldmodel->lightdata || r_fullbright.ival)
{
res_diffuse[0] = 0;
res_diffuse[1] = 0;
res_diffuse[2] = 0;
res_ambient[0] = 255;
res_ambient[1] = 255;
res_ambient[2] = 255;
res_dir[0] = 1;
res_dir[1] = 1;
res_dir[2] = 0.1;
VectorNormalize(res_dir);
return;
}
end[0] = point[0];
end[1] = point[1];
end[2] = point[2] - 2048;
r = GLRecursiveLightPoint3C(model->nodes, point, end);
if (r == NULL)
{
res_diffuse[0] = 0;
res_diffuse[1] = 0;
res_diffuse[2] = 0;
res_ambient[0] = 0;
res_ambient[1] = 0;
res_ambient[2] = 0;
res_dir[0] = 0;
res_dir[1] = 1;
res_dir[2] = 1;
}
else
{
res_diffuse[0] = r[0];
res_diffuse[1] = r[1];
res_diffuse[2] = r[2];
/*bright on one side, dark on the other, but not too dark*/
res_ambient[0] = r[0]/3;
res_ambient[1] = r[1]/3;
res_ambient[2] = r[2]/3;
res_dir[0] = r[3];
res_dir[1] = r[4];
res_dir[2] = -r[5];
if (!res_dir[0] && !res_dir[1] && !res_dir[2])
res_dir[1] = res_dir[2] = 1;
VectorNormalize(res_dir);
}
if (r_shadow_realtime_world.ival)
{
VectorScale(res_diffuse, r_shadow_realtime_world_lightmaps.value, res_diffuse);
VectorScale(res_ambient, r_shadow_realtime_world_lightmaps.value, res_ambient);
}
}
#endif