mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-14 22:51:49 +00:00
443 lines
8.7 KiB
C
443 lines
8.7 KiB
C
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/*
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Copyright (C) 1997-2001 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 "r_local.h"
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int r_dlightframecount;
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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_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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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents != -1)
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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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//=====
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//PGM
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i=light->intensity;
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if(i<0)
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i=-i;
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//PGM
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//=====
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if (dist > i) // PGM (dist > light->intensity)
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{
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R_MarkLights (light, bit, node->children[0]);
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return;
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}
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if (dist < -i) // PGM (dist < -light->intensity)
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{
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R_MarkLights (light, bit, node->children[1]);
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return;
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}
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// mark the polygons
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surf = r_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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{
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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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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}
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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 (model_t *model)
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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;
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for (i=0, l = r_newrefdef.dlights ; i<r_newrefdef.num_dlights ; i++, l++)
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{
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R_MarkLights ( l, 1<<i,
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model->nodes + model->firstnode);
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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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vec3_t pointcolor;
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mplane_t *lightplane; // used as shadow plane
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vec3_t lightspot;
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int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
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{
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float front, back, frac;
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int side;
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mplane_t *plane;
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vec3_t mid;
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msurface_t *surf;
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int s, t, ds, dt;
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int i;
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mtexinfo_t *tex;
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byte *lightmap;
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float *scales;
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int maps;
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float samp;
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int r;
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if (node->contents != -1)
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return -1; // didn't hit anything
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// calculate mid point
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// FIXME: optimize for axial
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plane = node->plane;
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front = DotProduct (start, plane->normal) - plane->dist;
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back = DotProduct (end, plane->normal) - plane->dist;
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side = front < 0;
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if ( (back < 0) == side)
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return RecursiveLightPoint (node->children[side], start, end);
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frac = front / (front-back);
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mid[0] = start[0] + (end[0] - start[0])*frac;
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mid[1] = start[1] + (end[1] - start[1])*frac;
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mid[2] = start[2] + (end[2] - start[2])*frac;
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if (plane->type < 3) // axial planes
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mid[plane->type] = plane->dist;
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// go down front side
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r = RecursiveLightPoint (node->children[side], start, mid);
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if (r >= 0)
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return r; // hit something
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if ( (back < 0) == side )
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return -1; // didn't hit anuthing
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// check for impact on this node
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VectorCopy (mid, lightspot);
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lightplane = plane;
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surf = r_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->flags&(SURF_DRAWTURB|SURF_DRAWSKY))
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continue; // no lightmaps
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tex = surf->texinfo;
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s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];
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if (s < surf->texturemins[0] ||
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t < surf->texturemins[1])
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continue;
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ds = s - surf->texturemins[0];
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dt = t - surf->texturemins[1];
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if ( ds > surf->extents[0] || dt > surf->extents[1] )
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continue;
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if (!surf->samples)
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return 0;
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ds >>= 4;
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dt >>= 4;
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lightmap = surf->samples;
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VectorCopy (vec3_origin, pointcolor);
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if (lightmap)
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{
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lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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samp = *lightmap * /* 0.5 * */ (1.0/255); // adjust for gl scale
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scales = r_newrefdef.lightstyles[surf->styles[maps]].rgb;
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VectorMA (pointcolor, samp, scales, pointcolor);
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lightmap += ((surf->extents[0]>>4)+1) *
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((surf->extents[1]>>4)+1);
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}
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}
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return 1;
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}
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// go down back side
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return RecursiveLightPoint (node->children[!side], mid, end);
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}
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/*
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===============
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R_LightPoint
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===============
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*/
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void R_LightPoint (vec3_t p, vec3_t color)
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{
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vec3_t end;
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float r;
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int lnum;
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dlight_t *dl;
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float light;
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vec3_t dist;
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float add;
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if (!r_worldmodel->lightdata)
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{
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color[0] = color[1] = color[2] = 1.0;
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return;
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}
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end[0] = p[0];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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r = RecursiveLightPoint (r_worldmodel->nodes, p, end);
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if (r == -1)
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{
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VectorCopy (vec3_origin, color);
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}
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else
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{
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VectorCopy (pointcolor, color);
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}
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//
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// add dynamic lights
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//
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light = 0;
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for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
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{
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dl = &r_newrefdef.dlights[lnum];
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VectorSubtract (currententity->origin,
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dl->origin,
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dist);
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add = dl->intensity - VectorLength(dist);
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add *= (1.0/256);
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if (add > 0)
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{
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VectorMA (color, add, dl->color, color);
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}
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}
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}
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//===================================================================
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unsigned blocklights[1024]; // allow some very large lightmaps
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/*
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===============
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R_AddDynamicLights
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===============
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*/
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void R_AddDynamicLights (void)
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{
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msurface_t *surf;
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int lnum;
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int sd, td;
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float dist, rad, minlight;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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mtexinfo_t *tex;
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dlight_t *dl;
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int negativeLight; //PGM
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surf = r_drawsurf.surf;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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tex = surf->texinfo;
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for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
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{
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if ( !(surf->dlightbits & (1<<lnum) ) )
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continue; // not lit by this light
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dl = &r_newrefdef.dlights[lnum];
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rad = dl->intensity;
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//=====
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//PGM
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negativeLight = 0;
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if(rad < 0)
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{
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negativeLight = 1;
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rad = -rad;
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}
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//PGM
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//=====
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dist = DotProduct (dl->origin, surf->plane->normal) -
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surf->plane->dist;
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rad -= fabs(dist);
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minlight = 32; // dl->minlight;
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if (rad < minlight)
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continue;
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minlight = rad - minlight;
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for (i=0 ; i<3 ; i++)
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{
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impact[i] = dl->origin[i] -
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surf->plane->normal[i]*dist;
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}
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
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local[0] -= surf->texturemins[0];
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local[1] -= surf->texturemins[1];
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for (t = 0 ; t<tmax ; t++)
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{
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td = local[1] - t*16;
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if (td < 0)
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td = -td;
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for (s=0 ; s<smax ; s++)
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{
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sd = local[0] - s*16;
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if (sd < 0)
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sd = -sd;
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if (sd > td)
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dist = sd + (td>>1);
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else
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dist = td + (sd>>1);
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//====
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//PGM
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if(!negativeLight)
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{
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if (dist < minlight)
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blocklights[t*smax + s] += (rad - dist)*256;
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}
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else
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{
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if (dist < minlight)
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blocklights[t*smax + s] -= (rad - dist)*256;
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if(blocklights[t*smax + s] < minlight)
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blocklights[t*smax + s] = minlight;
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}
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//PGM
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//====
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}
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}
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}
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}
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/*
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===============
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R_BuildLightMap
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Combine and scale multiple lightmaps into the 8.8 format in blocklights
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===============
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*/
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void R_BuildLightMap (void)
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{
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int smax, tmax;
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int t;
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int i, size;
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byte *lightmap;
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unsigned scale;
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int maps;
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msurface_t *surf;
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surf = r_drawsurf.surf;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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size = smax*tmax;
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if (r_fullbright->value || !r_worldmodel->lightdata)
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{
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for (i=0 ; i<size ; i++)
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blocklights[i] = 0;
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return;
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}
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// clear to no light
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for (i=0 ; i<size ; i++)
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blocklights[i] = 0;
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// add all the lightmaps
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lightmap = surf->samples;
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if (lightmap)
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = r_drawsurf.lightadj[maps]; // 8.8 fraction
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for (i=0 ; i<size ; i++)
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blocklights[i] += lightmap[i] * scale;
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lightmap += size; // skip to next lightmap
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}
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// add all the dynamic lights
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if (surf->dlightframe == r_framecount)
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R_AddDynamicLights ();
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// bound, invert, and shift
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for (i=0 ; i<size ; i++)
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{
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t = (int)blocklights[i];
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if (t < 0)
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t = 0;
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t = (255*256 - t) >> (8 - VID_CBITS);
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if (t < (1 << 6))
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t = (1 << 6);
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blocklights[i] = t;
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}
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}
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