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Implement dynamic lighting.
This uses the same calculations as the software renderer. However, as the lightmap calculations are not done yet, if there is no dlight in the vicinity, there will be no light. demo1 is pretty cool to watch :)
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1 changed files with 32 additions and 3 deletions
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@ -146,6 +146,33 @@ R_InitAlias (void)
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
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}
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static void
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calc_lighting (entity_t *ent, float *ambient, float *shadelight,
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vec3_t lightvec)
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{
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unsigned i;
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float add;
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vec3_t dist;
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VectorSet ( -1, 0, 0, lightvec); //FIXME
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*ambient = max (R_LightPoint (ent->origin), max (ent->model->min_light,
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ent->min_light) * 128);
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*shadelight = *ambient;
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for (i = 0; i < r_maxdlights; i++) {
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if (r_dlights[i].die >= r_realtime) {
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VectorSubtract (ent->origin, r_dlights[i].origin, dist);
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add = r_dlights[i].radius - VectorLength (dist);
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if (add > 0)
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*ambient += add;
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}
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}
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if (*ambient >= 128)
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*ambient = 128;
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if (*shadelight > 192 - *ambient)
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*shadelight = 192 - *ambient;
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}
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//#define TETRAHEDRON
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void
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R_DrawAlias (void)
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@ -165,9 +192,9 @@ R_DrawAlias (void)
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};
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#endif
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static quat_t color = { 1, 1, 1, 1};
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static vec3_t lightvec = { -1, 0, 0 }; //FIXME
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float ambient = 128; //FIXME
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float shadelight = 64; //FIXME
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static vec3_t lightvec;
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float ambient;
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float shadelight;
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float skin_size[2];
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entity_t *ent = currententity;
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model_t *model = ent->model;
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@ -180,6 +207,8 @@ R_DrawAlias (void)
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hdr = Cache_Get (&model->cache);
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calc_lighting (ent, &ambient, &shadelight, lightvec);
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// we need only the rotation for normals.
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VectorCopy (ent->transform + 0, norm_mat + 0);
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VectorCopy (ent->transform + 4, norm_mat + 3);
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