Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_light.c
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#include "quakedef.h"
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2000-01-26 19:00:36 +00:00
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#include "glquake.h"
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2000-01-29 18:46:26 +00:00
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#include <mathlib.h>
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#include <view.h>
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Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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int r_dlightframecount;
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/*
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==================
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R_AnimateLight
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==================
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*/
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void R_AnimateLight (void)
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{
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int i,j,k;
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//
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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i = (int)(cl.time*10);
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for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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if (!cl_lightstyle[j].length)
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{
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d_lightstylevalue[j] = 256;
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continue;
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}
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k = i % cl_lightstyle[j].length;
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k = cl_lightstyle[j].map[k] - 'a';
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k = k*22;
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d_lightstylevalue[j] = k;
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING
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=============================================================================
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*/
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void AddLightBlend (float r, float g, float b, float a2)
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{
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float a;
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v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
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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[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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}
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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->radius * 0.35;
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VectorSubtract (light->origin, r_origin, v);
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if (Length (v) < rad)
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{ // view is inside the dlight
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AddLightBlend (1, 0.5, 0, light->radius * 0.0003);
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return;
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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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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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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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glVertex3fv (v);
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}
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glEnd ();
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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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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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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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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_RenderDlight (l);
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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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}
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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 < 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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if (dist > light->radius)
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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->radius)
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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 = 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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{
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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 = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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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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}
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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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mplane_t *lightplane;
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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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int r;
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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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unsigned scale;
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int maps;
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if (node->contents < 0)
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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 = 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->flags & SURF_DRAWTILED)
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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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r = 0;
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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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scale = d_lightstylevalue[surf->styles[maps]];
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r += *lightmap * scale;
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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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r >>= 8;
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}
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return r;
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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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|
|
int R_LightPoint (vec3_t p)
|
|
|
|
{
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|
vec3_t end;
|
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|
|
int r;
|
|
|
|
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|
|
if (!cl.worldmodel->lightdata)
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|
|
return 255;
|
|
|
|
|
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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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|
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r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
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|
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|
|
if (r == -1)
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r = 0;
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|
return r;
|
|
|
|
}
|
|
|
|
|