mirror of
https://git.code.sf.net/p/quake/quake2forge
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729 lines
14 KiB
C
729 lines
14 KiB
C
/*
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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 "gl_local.h"
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int r_dlightframecount;
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#define DLIGHT_CUTOFF 64
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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 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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vec3_t v;
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float rad;
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rad = light->intensity * 0.35;
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VectorSubtract (light->origin, r_origin, v);
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#if 0
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// FIXME?
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if (VectorLength (v) < rad)
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{ // view is inside the dlight
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V_AddBlend (light->color[0], light->color[1], light->color[2], light->intensity * 0.0003, v_blend);
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return;
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}
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#endif
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qglBegin (GL_TRIANGLE_FAN);
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qglColor3f (light->color[0]*0.2, light->color[1]*0.2, light->color[2]*0.2);
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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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qglVertex3fv (v);
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qglColor3f (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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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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qglVertex3fv (v);
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}
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qglEnd ();
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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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if (!gl_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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qglDepthMask (0);
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qglDisable (GL_TEXTURE_2D);
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qglShadeModel (GL_SMOOTH);
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qglEnable (GL_BLEND);
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qglBlendFunc (GL_ONE, GL_ONE);
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l = r_newrefdef.dlights;
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for (i=0 ; i<r_newrefdef.num_dlights ; i++, l++)
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R_RenderDlight (l);
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qglColor3f (1,1,1);
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qglDisable (GL_BLEND);
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qglEnable (GL_TEXTURE_2D);
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qglDepthMask (1);
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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_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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cplane_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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if (dist > light->intensity-DLIGHT_CUTOFF)
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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 < -light->intensity+DLIGHT_CUTOFF)
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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 (void)
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{
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int i;
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dlight_t *l;
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if (gl_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 = r_newrefdef.dlights;
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for (i=0 ; i<r_newrefdef.num_dlights ; i++, l++)
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R_MarkLights ( l, 1<<i, r_worldmodel->nodes );
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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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cplane_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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cplane_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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int maps;
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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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// 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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vec3_t scale;
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lightmap += 3*(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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for (i=0 ; i<3 ; i++)
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scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
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pointcolor[0] += lightmap[0] * scale[0] * (1.0/255);
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pointcolor[1] += lightmap[1] * scale[1] * (1.0/255);
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pointcolor[2] += lightmap[2] * scale[2] * (1.0/255);
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lightmap += 3*((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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dl = r_newrefdef.dlights;
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for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++, dl++)
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{
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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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VectorScale (color, gl_modulate->value, color);
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}
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//===================================================================
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static float s_blocklights[34*34*3];
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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 (msurface_t *surf)
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{
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int lnum;
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int sd, td;
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float fdist, frad, fminlight;
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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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float *pfBL;
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float fsacc, ftacc;
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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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frad = dl->intensity;
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fdist = DotProduct (dl->origin, surf->plane->normal) -
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surf->plane->dist;
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frad -= fabs(fdist);
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// rad is now the highest intensity on the plane
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fminlight = DLIGHT_CUTOFF; // FIXME: make configurable?
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if (frad < fminlight)
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continue;
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fminlight = frad - fminlight;
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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]*fdist;
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}
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3] - surf->texturemins[0];
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3] - surf->texturemins[1];
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pfBL = s_blocklights;
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for (t = 0, ftacc = 0 ; t<tmax ; t++, ftacc += 16)
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{
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td = local[1] - ftacc;
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if ( td < 0 )
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td = -td;
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for ( s=0, fsacc = 0 ; s<smax ; s++, fsacc += 16, pfBL += 3)
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{
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sd = Q_ftol( local[0] - fsacc );
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if ( sd < 0 )
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sd = -sd;
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if (sd > td)
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fdist = sd + (td>>1);
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else
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fdist = td + (sd>>1);
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if ( fdist < fminlight )
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{
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pfBL[0] += ( frad - fdist ) * dl->color[0];
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pfBL[1] += ( frad - fdist ) * dl->color[1];
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pfBL[2] += ( frad - fdist ) * dl->color[2];
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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_SetCacheState
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*/
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void R_SetCacheState( msurface_t *surf )
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{
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int maps;
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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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surf->cached_light[maps] = r_newrefdef.lightstyles[surf->styles[maps]].white;
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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 floating format in blocklights
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===============
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*/
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void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
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{
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int smax, tmax;
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int r, g, b, a, max;
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int i, j, size;
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byte *lightmap;
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float scale[4];
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int nummaps;
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float *bl;
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lightstyle_t *style;
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int monolightmap;
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if ( surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP) )
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ri.Sys_Error (ERR_DROP, "R_BuildLightMap called for non-lit surface");
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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 (size > (sizeof(s_blocklights)>>4) )
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ri.Sys_Error (ERR_DROP, "Bad s_blocklights size");
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// set to full bright if no light data
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if (!surf->samples)
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{
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int maps;
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for (i=0 ; i<size*3 ; i++)
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s_blocklights[i] = 255;
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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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style = &r_newrefdef.lightstyles[surf->styles[maps]];
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}
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goto store;
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}
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// count the # of maps
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for ( nummaps = 0 ; nummaps < MAXLIGHTMAPS && surf->styles[nummaps] != 255 ;
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nummaps++)
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;
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lightmap = surf->samples;
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// add all the lightmaps
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if ( nummaps == 1 )
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{
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int maps;
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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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bl = s_blocklights;
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for (i=0 ; i<3 ; i++)
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scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
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if ( scale[0] == 1.0F &&
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scale[1] == 1.0F &&
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scale[2] == 1.0F )
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{
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for (i=0 ; i<size ; i++, bl+=3)
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{
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bl[0] = lightmap[i*3+0];
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bl[1] = lightmap[i*3+1];
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bl[2] = lightmap[i*3+2];
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}
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}
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else
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{
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for (i=0 ; i<size ; i++, bl+=3)
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{
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bl[0] = lightmap[i*3+0] * scale[0];
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bl[1] = lightmap[i*3+1] * scale[1];
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bl[2] = lightmap[i*3+2] * scale[2];
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}
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}
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lightmap += size*3; // skip to next lightmap
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}
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}
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else
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{
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int maps;
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memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 );
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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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bl = s_blocklights;
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for (i=0 ; i<3 ; i++)
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scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
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if ( scale[0] == 1.0F &&
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scale[1] == 1.0F &&
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scale[2] == 1.0F )
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{
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for (i=0 ; i<size ; i++, bl+=3 )
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{
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bl[0] += lightmap[i*3+0];
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bl[1] += lightmap[i*3+1];
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bl[2] += lightmap[i*3+2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<size ; i++, bl+=3)
|
|
{
|
|
bl[0] += lightmap[i*3+0] * scale[0];
|
|
bl[1] += lightmap[i*3+1] * scale[1];
|
|
bl[2] += lightmap[i*3+2] * scale[2];
|
|
}
|
|
}
|
|
lightmap += size*3; // skip to next lightmap
|
|
}
|
|
}
|
|
|
|
// add all the dynamic lights
|
|
if (surf->dlightframe == r_framecount)
|
|
R_AddDynamicLights (surf);
|
|
|
|
// put into texture format
|
|
store:
|
|
stride -= (smax<<2);
|
|
bl = s_blocklights;
|
|
|
|
monolightmap = gl_monolightmap->string[0];
|
|
|
|
if ( monolightmap == '0' )
|
|
{
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
|
|
r = Q_ftol( bl[0] );
|
|
g = Q_ftol( bl[1] );
|
|
b = Q_ftol( bl[2] );
|
|
|
|
// catch negative lights
|
|
if (r < 0)
|
|
r = 0;
|
|
if (g < 0)
|
|
g = 0;
|
|
if (b < 0)
|
|
b = 0;
|
|
|
|
/*
|
|
** determine the brightest of the three color components
|
|
*/
|
|
if (r > g)
|
|
max = r;
|
|
else
|
|
max = g;
|
|
if (b > max)
|
|
max = b;
|
|
|
|
/*
|
|
** alpha is ONLY used for the mono lightmap case. For this reason
|
|
** we set it to the brightest of the color components so that
|
|
** things don't get too dim.
|
|
*/
|
|
a = max;
|
|
|
|
/*
|
|
** rescale all the color components if the intensity of the greatest
|
|
** channel exceeds 1.0
|
|
*/
|
|
if (max > 255)
|
|
{
|
|
float t = 255.0F / max;
|
|
|
|
r = r*t;
|
|
g = g*t;
|
|
b = b*t;
|
|
a = a*t;
|
|
}
|
|
|
|
dest[0] = r;
|
|
dest[1] = g;
|
|
dest[2] = b;
|
|
dest[3] = a;
|
|
|
|
bl += 3;
|
|
dest += 4;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
|
{
|
|
for (j=0 ; j<smax ; j++)
|
|
{
|
|
|
|
r = Q_ftol( bl[0] );
|
|
g = Q_ftol( bl[1] );
|
|
b = Q_ftol( bl[2] );
|
|
|
|
// catch negative lights
|
|
if (r < 0)
|
|
r = 0;
|
|
if (g < 0)
|
|
g = 0;
|
|
if (b < 0)
|
|
b = 0;
|
|
|
|
/*
|
|
** determine the brightest of the three color components
|
|
*/
|
|
if (r > g)
|
|
max = r;
|
|
else
|
|
max = g;
|
|
if (b > max)
|
|
max = b;
|
|
|
|
/*
|
|
** alpha is ONLY used for the mono lightmap case. For this reason
|
|
** we set it to the brightest of the color components so that
|
|
** things don't get too dim.
|
|
*/
|
|
a = max;
|
|
|
|
/*
|
|
** rescale all the color components if the intensity of the greatest
|
|
** channel exceeds 1.0
|
|
*/
|
|
if (max > 255)
|
|
{
|
|
float t = 255.0F / max;
|
|
|
|
r = r*t;
|
|
g = g*t;
|
|
b = b*t;
|
|
a = a*t;
|
|
}
|
|
|
|
/*
|
|
** So if we are doing alpha lightmaps we need to set the R, G, and B
|
|
** components to 0 and we need to set alpha to 1-alpha.
|
|
*/
|
|
switch ( monolightmap )
|
|
{
|
|
case 'L':
|
|
case 'I':
|
|
r = a;
|
|
g = b = 0;
|
|
break;
|
|
case 'C':
|
|
// try faking colored lighting
|
|
a = 255 - ((r+g+b)/3);
|
|
r *= a/255.0;
|
|
g *= a/255.0;
|
|
b *= a/255.0;
|
|
break;
|
|
case 'A':
|
|
default:
|
|
r = g = b = 0;
|
|
a = 255 - a;
|
|
break;
|
|
}
|
|
|
|
dest[0] = r;
|
|
dest[1] = g;
|
|
dest[2] = b;
|
|
dest[3] = a;
|
|
|
|
bl += 3;
|
|
dest += 4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|