mirror of
https://git.code.sf.net/p/quake/nuq
synced 2024-11-25 13:31:19 +00:00
bring over gl_rlight from newtree
sys_unix.c: remove #ifdef GLQUAKE
This commit is contained in:
parent
10a7fbb00a
commit
8538ec49d1
9 changed files with 84 additions and 44 deletions
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@ -325,7 +325,7 @@ void R_cshift_f (void);
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void R_EmitEdge (mvertex_t *pv0, mvertex_t *pv1);
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void R_ClipEdge (mvertex_t *pv0, mvertex_t *pv1, clipplane_t *clip);
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void R_SplitEntityOnNode2 (mnode_t *node);
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
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void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node);
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#endif
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@ -155,7 +155,7 @@ void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
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void R_LavaSplash (vec3_t org);
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void R_TeleportSplash (vec3_t org);
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void R_PushDlights (void);
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void R_PushDlights (vec3_t entorigin);
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//
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@ -33,6 +33,7 @@
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#include "client.h"
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#include "glquake.h"
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#include "view.h"
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#include "r_local.h"
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int r_dlightframecount;
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@ -80,9 +81,10 @@ void AddLightBlend (float r, float g, float b, float a2)
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a2 = a2/a;
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v_blend[0] = v_blend[1]*(1-a2) + r*a2;
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v_blend[0] = v_blend[0]*(1-a2) + r*a2;
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v_blend[1] = v_blend[1]*(1-a2) + g*a2;
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v_blend[2] = v_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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float bubble_sintable[33], bubble_costable[33];
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@ -95,7 +97,8 @@ void R_InitBubble() {
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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for (i=32 ; i>=0 ; i--) {
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for (i=32 ; i>=0 ; i--)
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{
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a = i/32.0 * M_PI*2;
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*bub_sin++ = sin(a);
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*bub_cos++ = cos(a);
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@ -105,10 +108,13 @@ void R_InitBubble() {
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void R_RenderDlight (dlight_t *light)
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{
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int i, j;
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float a;
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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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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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rad = light->radius * 0.35;
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VectorSubtract (light->origin, r_origin, v);
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@ -119,17 +125,24 @@ void R_RenderDlight (dlight_t *light)
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}
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glBegin (GL_TRIANGLE_FAN);
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glColor3f (0.2,0.1,0.0);
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// glColor3f (0.2,0.1,0.0);
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// glColor3f (0.2,0.1,0.05); // changed dimlight effect
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if (lighthalf)
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glColor3f(light->color[0]*0.5,light->color[1]*0.5,light->color[2]*0.5);
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else
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glColor3fv (light->color);
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for (i=0 ; i<3 ; i++)
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v[i] = light->origin[i] - vpn[i]*rad;
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glVertex3fv (v);
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glColor3f (0,0,0);
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for (i=16 ; i>=0 ; i--)
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{
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a = i/16.0 * M_PI*2;
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// a = i/16.0 * M_PI*2;
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for (j=0 ; j<3 ; j++)
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v[j] = light->origin[j] + vright[j]*cos(a)*rad
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+ vup[j]*sin(a)*rad;
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v[j] = light->origin[j] + (vright[j]*(*bub_cos) +
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+ vup[j]*(*bub_sin)) * rad;
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bub_sin+=2;
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bub_cos+=2;
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glVertex3fv (v);
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}
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glEnd ();
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@ -153,7 +166,6 @@ void R_RenderDlights (void)
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glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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l = cl_dlights;
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@ -165,7 +177,6 @@ void R_RenderDlights (void)
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}
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glColor3f (1,1,1);
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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@ -185,44 +196,69 @@ DYNAMIC LIGHTS
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R_MarkLights
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=============
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*/
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
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// and support bmodel lighting better
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void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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float dist, l, maxdist;
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msurface_t *surf;
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int i;
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int i, j, s, t;
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vec3_t impact;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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R_MarkLights (light, bit, node->children[0]);
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if (node->children[0]->contents >= 0) // save some time by not pushing another stack frame
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R_MarkLights (lightorigin, light, bit, node->children[0]);
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return;
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}
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if (dist < -light->radius)
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{
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R_MarkLights (light, bit, node->children[1]);
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if (node->children[1]->contents >= 0) // save some time by not pushing another stack frame
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R_MarkLights (lightorigin, light, bit, node->children[1]);
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return;
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}
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maxdist = light->radius*light->radius;
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->dlightframe != r_dlightframecount)
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// LordHavoc: MAJOR dynamic light speedup here, eliminates marking of surfaces that are too far away from light, thus preventing unnecessary renders and uploads
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for (j=0 ; j<3 ; j++)
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impact[j] = lightorigin[j] - surf->plane->normal[j]*dist;
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// clamp center of light to corner and check brightness
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l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
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s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
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s = l - s;
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l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
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t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
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t = l - t;
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// compare to minimum light
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if ((s*s+t*t+dist*dist) < maxdist)
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{
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surf->dlightbits = 0;
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if (surf->dlightframe != r_dlightframecount) // not dynamic until now
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{
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surf->dlightbits = bit;
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surf->dlightframe = r_dlightframecount;
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}
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else // already dynamic
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surf->dlightbits |= bit;
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}
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}
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R_MarkLights (light, bit, node->children[0]);
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R_MarkLights (light, bit, node->children[1]);
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if (node->children[0]->contents >= 0) // save some time by not pushing another stack frame
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R_MarkLights (lightorigin, light, bit, node->children[0]);
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if (node->children[1]->contents >= 0) // save some time by not pushing another stack frame
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R_MarkLights (lightorigin, light, bit, node->children[1]);
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}
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@ -231,10 +267,11 @@ void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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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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void R_PushDlights (vec3_t entorigin)
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{
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int i;
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dlight_t *l;
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vec3_t lightorigin;
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if (gl_flashblend->value)
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return;
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@ -247,7 +284,8 @@ void R_PushDlights (void)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
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VectorSubtract(l->origin, entorigin, lightorigin);
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R_MarkLights (lightorigin, l, 1<<i, cl.worldmodel->nodes );
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}
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}
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@ -1143,13 +1143,15 @@ void R_DrawBrushModel (entity_t *e)
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// instanced model
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if (clmodel->firstmodelsurface != 0 && !gl_flashblend->value)
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{
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vec3_t lightorigin;
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for (k=0 ; k<MAX_DLIGHTS ; k++)
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{
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if ((cl_dlights[k].die < cl.time) ||
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(!cl_dlights[k].radius))
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continue;
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R_MarkLights (&cl_dlights[k], 1<<k,
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VectorSubtract(cl_dlights[k].origin, e->origin, lightorigin);
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R_MarkLights (lightorigin,&cl_dlights[k], 1<<k,
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clmodel->nodes + clmodel->hulls[0].firstclipnode);
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}
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}
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@ -214,7 +214,7 @@ void V_RenderView (void)
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V_CalcRefdef ();
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}
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R_PushDlights ();
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R_PushDlights (vec3_origin);
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if (lcd_x->value)
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{
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@ -233,7 +233,7 @@ void V_RenderView (void)
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vid.buffer += vid.rowbytes>>1;
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R_PushDlights ();
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R_PushDlights (vec3_origin);
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r_refdef.viewangles[YAW] += lcd_yaw->value*2;
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for (i=0 ; i<3 ; i++)
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@ -76,7 +76,7 @@ DYNAMIC LIGHTS
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R_MarkLights
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=============
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*/
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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@ -87,16 +87,16 @@ void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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return;
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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R_MarkLights (light, bit, node->children[0]);
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R_MarkLights (lightorigin, light, bit, node->children[0]);
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return;
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}
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if (dist < -light->radius)
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{
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R_MarkLights (light, bit, node->children[1]);
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R_MarkLights (lightorigin, light, bit, node->children[1]);
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return;
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}
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@ -112,8 +112,8 @@ void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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surf->dlightbits |= bit;
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}
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R_MarkLights (light, bit, node->children[0]);
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R_MarkLights (light, bit, node->children[1]);
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R_MarkLights (lightorigin, light, bit, node->children[0]);
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R_MarkLights (lightorigin, light, bit, node->children[1]);
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}
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@ -122,10 +122,11 @@ void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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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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void R_PushDlights (vec3_t entorigin)
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{
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int i;
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dlight_t *l;
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vec3_t lightorigin;
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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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@ -135,7 +136,8 @@ void R_PushDlights (void)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
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VectorSubtract(l->origin, entorigin, lightorigin);
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R_MarkLights (lightorigin, l, 1<<i, cl.worldmodel->nodes );
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}
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}
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@ -809,6 +809,7 @@ void R_DrawBEntitiesOnList (void)
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// instanced model
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if (clmodel->firstmodelsurface != 0)
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{
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vec3_t lightorigin;
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for (k=0 ; k<MAX_DLIGHTS ; k++)
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{
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if ((cl_dlights[k].die < cl.time) ||
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continue;
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}
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R_MarkLights (&cl_dlights[k], 1<<k,
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VectorSubtract(cl_dlights[k].origin, currententity->origin, lightorigin);
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R_MarkLights (lightorigin, &cl_dlights[k], 1<<k,
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clmodel->nodes + clmodel->hulls[0].firstclipnode);
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}
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}
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@ -142,7 +142,7 @@ void V_RenderView (void)
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V_CalcRefdef ();
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}
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R_PushDlights ();
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R_PushDlights (vec3_origin);
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if (lcd_x->value)
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{
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@ -161,7 +161,7 @@ void V_RenderView (void)
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vid.buffer += vid.rowbytes>>1;
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R_PushDlights ();
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R_PushDlights (vec3_origin);
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r_refdef.viewangles[YAW] += lcd_yaw->value*2;
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for (i=0 ; i<3 ; i++)
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@ -427,11 +427,7 @@ int main (int c, char **v)
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parms.argc = com_argc;
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parms.argv = com_argv;
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#ifdef GLQUAKE
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parms.memsize = 16*1024*1024;
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#else
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parms.memsize = 8*1024*1024;
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#endif
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j = COM_CheckParm("-mem");
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if (j)
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