mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-05-31 08:41:11 +00:00
more diff noise reduction. just down to the diferences in the way gl stuff
is handled.
This commit is contained in:
parent
b775a6f308
commit
6ba3288744
2 changed files with 61 additions and 188 deletions
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@ -29,15 +29,22 @@
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#ifdef HAVE_CONFIG_H
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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# include "config.h"
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#endif
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#include "client.h"
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#include "client.h"
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#include "glquake.h"
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#include "glquake.h"
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#include "view.h"
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#include "r_shared.h"
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#include "r_local.h"
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int r_dlightframecount;
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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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R_AnimateLight
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*/
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*/
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@ -86,8 +93,8 @@ float bubble_sintable[33], bubble_costable[33];
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void
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void
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R_InitBubble ()
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R_InitBubble ()
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{
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{
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float a;
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int i;
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int i;
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float a;
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float *bub_sin, *bub_cos;
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float *bub_sin, *bub_cos;
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bub_sin = bubble_sintable;
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bub_sin = bubble_sintable;
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@ -119,19 +126,23 @@ R_RenderDlight (dlight_t *light)
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}
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}
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glBegin (GL_TRIANGLE_FAN);
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glBegin (GL_TRIANGLE_FAN);
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// glColor3f (0.2,0.1,0.0);
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// glColor3f (0.2,0.1,0.05); // changed dimlight effect
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if (lighthalf)
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if (lighthalf)
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glColor3f (light->color[0] * 0.5, light->color[1] * 0.5,
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glColor3f (light->color[0] * 0.5, light->color[1] * 0.5,
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light->color[2] * 0.5);
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light->color[2] * 0.5);
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else
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else
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glColor3fv (light->color);
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glColor3fv (light->color);
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VectorSubtract (r_origin, light->origin, v);
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VectorNormalize (v);
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for (i = 0; i < 3; i++)
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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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v[i] = light->origin[i] + v[i] * rad;
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glVertex3fv (v);
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glVertex3fv (v);
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glColor3f (0, 0, 0);
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glColor3f (0, 0, 0);
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for (i = 16; i >= 0; i--) {
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for (i = 16; i >= 0; i--) {
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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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for (j = 0; j < 3; j++)
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v[j] = light->origin[j] + (vright[j] * (*bub_cos) +
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v[j] = light->origin[j] + (vright[j] * (*bub_cos) +
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vup[j] * (*bub_sin)) * rad;
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vup[j] * (*bub_sin)) * rad;
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@ -139,6 +150,7 @@ R_RenderDlight (dlight_t *light)
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bub_cos += 2;
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bub_cos += 2;
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glVertex3fv (v);
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glVertex3fv (v);
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}
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}
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glEnd ();
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glEnd ();
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}
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}
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@ -156,11 +168,11 @@ R_RenderDlights (void)
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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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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// advanced yet for this frame
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glDepthMask (0);
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glDepthMask (GL_FALSE);
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glDisable (GL_TEXTURE_2D);
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glDisable (GL_TEXTURE_2D);
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glEnable (GL_BLEND);
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glEnable (GL_BLEND);
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glShadeModel (GL_SMOOTH);
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glBlendFunc (GL_ONE, GL_ONE);
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glBlendFunc (GL_ONE, GL_ONE);
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glShadeModel (GL_SMOOTH);
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l = cl_dlights;
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l = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, l++) {
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for (i = 0; i < MAX_DLIGHTS; i++, l++) {
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@ -186,113 +198,96 @@ R_RenderDlights (void)
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*/
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*/
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// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
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// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
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// and support bmodel lighting better
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// and support bmodel lighting better
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// LordHavoc: optimized to nearly eliminate recursion, and skip sky/water (who made it check those?)
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void
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void
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R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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{
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{
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mplane_t *splitplane;
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mplane_t *splitplane;
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float dist, l, maxdist;
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float ndist, maxdist;
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msurface_t *surf;
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msurface_t *surf;
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int i, j, s, t;
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int i;
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vec3_t impact;
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maxdist = light->radius * light->radius;
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loc0:
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loc0:
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if (node->contents < 0)
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if (node->contents < 0)
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return;
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return;
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splitplane = node->plane;
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splitplane = node->plane;
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dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius) {
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if (ndist > light->radius) {
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if (node->children[0]->contents >= 0) // save some time by not
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// Save time by not pushing another stack frame.
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// pushing another stack
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if (node->children[0]->contents >= 0) {
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// frame
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// R_MarkLights (lightorigin, light, bit, node->children[0]);
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{
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node = node->children[0];
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node = node->children[0];
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goto loc0;
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goto loc0;
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}
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}
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return;
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return;
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}
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}
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if (dist < -light->radius) {
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if (ndist < -light->radius) {
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if (node->children[1]->contents >= 0) // save some time by not
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// Save time by not pushing another stack frame.
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// pushing another stack
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if (node->children[1]->contents >= 0) {
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// frame
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// R_MarkLights (lightorigin, light, bit, node->children[1]);
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{
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node = node->children[1];
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node = node->children[1];
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goto loc0;
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goto loc0;
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}
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}
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return;
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return;
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}
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}
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maxdist = light->radius * light->radius;
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// mark the polygons
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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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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for (i = 0; i < node->numsurfaces; i++, surf++) {
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if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY)) // water or sky
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int s, t;
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continue;
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float l, dist, dist2;
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// LordHavoc: MAJOR dynamic light speedup here, eliminates marking of
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vec3_t impact;
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//
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//
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// surfaces that are too far away from light, thus preventing
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// unnecessary renders and uploads
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for (j = 0; j < 3; j++)
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impact[j] = lightorigin[j] - surf->plane->normal[j] * dist;
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// clamp center of light to corner and check brightness
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dist = ndist;
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l =
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DotProduct (impact,
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dist2 = dist * dist;
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surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] -
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if (dist2 >= maxdist)
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surf->texturemins[0];
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continue;
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impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
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impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
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impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
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l = DotProduct (impact, surf->texinfo->vecs[0]) +
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surf->texinfo->vecs[0][3] - surf->texturemins[0];
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s = l + 0.5;
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s = l + 0.5;
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if (s < 0)
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if (s < 0)
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s = 0;
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s = 0;
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else if (s > surf->extents[0])
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else if (s > surf->extents[0])
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s = surf->extents[0];
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s = surf->extents[0];
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s = l - s;
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s = l - s;
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l =
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l = DotProduct (impact, surf->texinfo->vecs[1]) +
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DotProduct (impact,
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surf->texinfo->vecs[1][3] - surf->texturemins[1];
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surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] -
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surf->texturemins[1];
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t = l + 0.5;
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t = l + 0.5;
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if (t < 0)
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if (t < 0)
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t = 0;
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t = 0;
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else if (t > surf->extents[1])
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else if (t > surf->extents[1])
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t = surf->extents[1];
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t = surf->extents[1];
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t = l - t;
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t = l - t;
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// compare to minimum light
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if ((s * s + t * t + dist * dist) < maxdist) {
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if ((s * s + t * t + dist * dist) < maxdist) {
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if (surf->dlightframe != r_dlightframecount) // not dynamic
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if (surf->dlightframe != r_framecount) {
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// until now
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surf->dlightframe = r_framecount;
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{
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surf->dlightbits = bit;
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surf->dlightbits = bit;
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surf->dlightframe = r_dlightframecount;
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} else {
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} else // already dynamic
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surf->dlightbits |= bit;
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surf->dlightbits |= bit;
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}
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}
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}
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}
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}
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// if (node->children[0]->contents >= 0) // save some time by not pushing another stack frame
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// R_MarkLights (lightorigin, light, bit, node->children[0]);
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// if (node->children[1]->contents >= 0) // save some time by not pushing another stack frame
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// R_MarkLights (lightorigin, light, bit, node->children[1]);
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// LordHavoc: mangled to eliminate most recursive calls
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if (node->children[0]->contents >= 0) {
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if (node->children[0]->contents >= 0) {
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if (node->children[1]->contents >= 0)
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if (node->children[1]->contents >= 0)
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R_MarkLights (lightorigin, light, bit, node->children[1]);
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R_MarkLights (lightorigin, light, bit, node->children[1]);
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node = node->children[0];
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node = node->children[0];
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goto loc0;
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goto loc0;
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} else {
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} else if (node->children[1]->contents >= 0) {
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if (node->children[1]->contents >= 0) {
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node = node->children[1];
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node = node->children[1];
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goto loc0;
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goto loc0;
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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_PushDlights
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R_PushDlights
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*/
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*/
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@ -149,9 +149,6 @@ R_RenderDlight (dlight_t *light)
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}
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}
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glEnd ();
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glEnd ();
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// Don't glColor3ubv(lighthalf_v), as we reset in the function which
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// calls this one, because this is called in a big loop.
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}
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}
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/*
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/*
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@ -247,7 +244,7 @@ loc0:
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impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
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impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
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impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
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impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
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l = DotProduct (impact, surf->texinfo->vecs[0]) +
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l = DotProduct (impact, surf->texinfo->vecs[0]) +
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surf->texinfo->vecs[0][3] - surf->texturemins[0];
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surf->texinfo->vecs[0][3] - surf->texturemins[0];
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s = l + 0.5;
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s = l + 0.5;
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if (s < 0)
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if (s < 0)
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@ -255,7 +252,7 @@ loc0:
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else if (s > surf->extents[0])
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else if (s > surf->extents[0])
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s = surf->extents[0];
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s = surf->extents[0];
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s = l - s;
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s = l - s;
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l = DotProduct (impact, surf->texinfo->vecs[1]) +
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l = DotProduct (impact, surf->texinfo->vecs[1]) +
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surf->texinfo->vecs[1][3] - surf->texturemins[1];
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surf->texinfo->vecs[1][3] - surf->texturemins[1];
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t = l + 0.5;
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t = l + 0.5;
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if (t < 0)
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if (t < 0)
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@ -264,25 +261,6 @@ loc0:
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t = surf->extents[1];
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t = surf->extents[1];
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t = l - t;
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t = l - t;
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/*
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for (j = 0; j < 2; j++) {
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d = DotProduct (impact, surf->texinfo->vecs[j]) + surf->texinfo->vecs[j][3] - surf->texturemins[j];
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if (d < 0) {
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dist2 += d * d;
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if (dist2 >= maxdist)
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continue;
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} else {
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d -= surf->extents[j] + 16;
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if (d > 0) {
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dist2 += d * d;
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if (dist2 >= maxdist)
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continue;
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}
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}
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}
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*/
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if ((s * s + t * t + dist * dist) < maxdist) {
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if ((s * s + t * t + dist * dist) < maxdist) {
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if (surf->dlightframe != r_framecount) {
|
if (surf->dlightframe != r_framecount) {
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surf->dlightframe = r_framecount;
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surf->dlightframe = r_framecount;
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|
@ -305,105 +283,6 @@ loc0:
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}
|
}
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}
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}
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#if 0
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void
|
|
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R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
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|
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{
|
|
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mplane_t *splitplane;
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|
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float ndist, maxdist;
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|
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msurface_t *surf;
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int i;
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|
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|
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maxdist = light->radius * light->radius;
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|
|
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loc0:
|
|
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if (node->contents < 0)
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|
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return;
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|
|
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splitplane = node->plane;
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ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
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|
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|
|
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if (ndist > light->radius) {
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// Save time by not pushing another stack frame.
|
|
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if (node->children[0]->contents >= 0) {
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|
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node = node->children[0];
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|
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goto loc0;
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|
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}
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|
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return;
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|
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}
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|
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if (ndist < -light->radius) {
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|
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// Save time by not pushing another stack frame.
|
|
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if (node->children[1]->contents >= 0) {
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|
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node = node->children[1];
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|
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goto loc0;
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|
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}
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return;
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|
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}
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|
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|
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// mark the polygons
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|
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surf = cl.worldmodel->surfaces + node->firstsurface;
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|
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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|
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int j, d;
|
|
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float dist, dist2, impact[3];
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|
||||||
|
|
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if (surf->flags & SURF_PLANEBACK)
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|
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dist = -ndist;
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|
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else
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|
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dist = ndist;
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|
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|
|
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if (dist < -0.25f)
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|
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continue;
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|
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/*
|
|
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if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
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|
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continue;
|
|
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*/
|
|
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|
|
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dist2 = dist * dist;
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|
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if (dist2 >= maxdist)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
|
|
||||||
impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
|
|
||||||
impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
|
|
||||||
|
|
||||||
for (j = 0; j < 2; j++) {
|
|
||||||
d = DotProduct (impact, surf->texinfo->vecs[j]) + surf->texinfo->vecs[j][3] - surf->texturemins[j];
|
|
||||||
|
|
||||||
if (d < 0) {
|
|
||||||
dist2 += d * d;
|
|
||||||
if (dist2 >= maxdist)
|
|
||||||
continue;
|
|
||||||
} else {
|
|
||||||
d -= surf->extents[j] + 16;
|
|
||||||
if (d > 0) {
|
|
||||||
dist2 += d * d;
|
|
||||||
if (dist2 >= maxdist)
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (surf->dlightframe != r_framecount) {
|
|
||||||
surf->dlightframe = r_framecount;
|
|
||||||
surf->dlightbits = bit;
|
|
||||||
} else {
|
|
||||||
surf->dlightbits |= bit;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (node->children[0]->contents >= 0) {
|
|
||||||
if (node->children[1]->contents >= 0)
|
|
||||||
R_MarkLights (lightorigin, light, bit, node->children[1]);
|
|
||||||
|
|
||||||
node = node->children[0];
|
|
||||||
goto loc0;
|
|
||||||
} else if (node->children[1]->contents >= 0) {
|
|
||||||
node = node->children[1];
|
|
||||||
goto loc0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
R_PushDlights
|
R_PushDlights
|
||||||
*/
|
*/
|
||||||
|
@ -423,7 +302,6 @@ R_PushDlights (vec3_t entorigin)
|
||||||
if (l->die < cl.time || !l->radius)
|
if (l->die < cl.time || !l->radius)
|
||||||
continue;
|
continue;
|
||||||
VectorSubtract (l->origin, entorigin, lightorigin);
|
VectorSubtract (l->origin, entorigin, lightorigin);
|
||||||
//R_MarkLights (lightorigin, l, 1 << i, cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode);
|
|
||||||
R_MarkLights (lightorigin, l, 1 << i, cl.worldmodel->nodes);
|
R_MarkLights (lightorigin, l, 1 << i, cl.worldmodel->nodes);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue