Search for the "nearest" dlights.

Nearness is a function of both distance and intensity: distant bright
lights can take priority over close dim lights.
This commit is contained in:
Bill Currie 2012-05-11 14:28:16 +09:00
parent 0becd35b65
commit 41e7a6c70c
2 changed files with 54 additions and 0 deletions

View File

@ -78,6 +78,7 @@ void R_EnqueueEntity (struct entity_s *ent);
entity_t *R_AllocEntity (void);
void R_FreeAllEntities (void);
dlight_t **R_FindNearLights (const vec3_t pos, int count);
dlight_t *R_AllocDlight (int key);
void R_DecayLights (double frametime);
void R_ClearDlights (void);

View File

@ -49,6 +49,59 @@ vec3_t ambientcolor;
unsigned int r_maxdlights;
dlight_t **
R_FindNearLights (const vec3_t pos, int count)
{
dlight_t **lights = calloc (count, sizeof (dlight_t *));
float *scores = calloc (count, sizeof (float));
float score;
dlight_t *dl;
unsigned i;
int num = 0, j;
vec3_t d;
for (i = 0; i < r_maxdlights; i++, dl++) {
if (dl->die < vr_data.realtime || !dl->radius)
continue;
VectorSubtract (dl->origin, pos, d);
score = DotProduct (d, d) / dl->radius;
if (!num) {
scores[0] = score;
lights[0] = dl;
num = 1;
} else if (score <= scores[0]) {
memmove (&lights[1], &lights[0],
(count - 1) * sizeof (dlight_t *));
memmove (&scores[1], &scores[0], (count - 1) * sizeof (float));
scores[0] = score;
lights[0] = dl;
if (num < count)
num++;
} else if (score > scores[num - 1]) {
if (num < count) {
scores[num] = score;
lights[num] = dl;
num++;
}
} else {
for (j = num - 1; j > 0; j--) {
if (score > scores[j - 1]) {
memmove (&lights[j + 1], &lights[j],
(count - j) * sizeof (dlight_t *));
memmove (&scores[j + 1], &scores[j],
(count - j) * sizeof (float));
scores[j] = score;
lights[j] = dl;
if (num < count)
num++;
break;
}
}
}
}
free (scores);
return lights;
}
void
R_MaxDlightsCheck (cvar_t *var)