ew-engine/hq engine src/gl_rlight.c

891 lines
22 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_light.c
#include "quakedef.h"
int r_dlightframecount = 0;
mplane_t *lightplane;
vec3_t lightspot;
vec3_t lightcolor;
//LordHavoc Coronas
#define MAX_TEXTUREUNITS 8
#define MAX_TEXTUREUNITS 8 //unknom
typedef float vec_t;
//extern int c_meshtris, c_meshs, c_transtris, c_transmeshs;
typedef struct
{
int transparent;
int depthwrite; // force depth writing enabled even if polygon is not opaque
int depthdisable; // disable depth read/write entirely
int blendfunc1;
int blendfunc2;
int numtriangles;
int *index;
int numverts;
float *vertex;
int vertexstep;
float *color;
int colorstep;
float cr, cg, cb, ca; // if color is NULL, these are used for all vertices
int tex[MAX_TEXTUREUNITS];
float *texcoords[MAX_TEXTUREUNITS];
int texcoordstep[MAX_TEXTUREUNITS];
float texrgbscale[MAX_TEXTUREUNITS]; // used only if COMBINE is present
}
rmeshinfo_t;
typedef struct
{
vec3_t origin;
vec_t cullradius2; // only for culling comparisons, squared version
vec3_t light; // the brightness of the light
vec_t cullradius; // only for culling comparisons
vec_t lightsubtract; // to avoid sudden brightness change at cullradius, subtract this
entity_t *ent; // owner of this light
}
rdlight_t;
static int lightcorona;
static int coronapolyindex[6] = {0, 1, 2, 0, 2, 3};
#if 0
void r_light_start(void)
{
float dx, dy;
int x, y, a;
byte pixels[32][32][4];
//lighttexturepool = R_AllocTexturePool();
for (y = 0;y < 32;y++)
{
dy = (y - 15.5f) * (1.0f / 16.0f);
for (x = 0;x < 32;x++)
{
dx = (x - 15.5f) * (1.0f / 16.0f);
a = ((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 64.0f / (1.0f / (1.0f + 0.2));
a = bound(0, a, 255);
pixels[y][x][0] = 255;
pixels[y][x][1] = 255;
pixels[y][x][2] = 255;
pixels[y][x][3] = a;
}
}
lightcorona = GL_LoadTexture("lightcorona", 32, 32, &pixels[0][0][0], true, true, 4);
}
#endif
/*
float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels)
{
double maxfrac, startd[3], endd[3];
trace_t trace;
// FIXME: broken, fix it
// if (impact == NULL && normal == NULL && contents == 0)
// return SV_TestLine (cl.worldmodel->hulls, 0, start, end);
VectorCopy(start, startd);
VectorCopy(end, endd);
//Mod_CheckLoaded(cl.worldmodel);
memset (&trace, 0, sizeof(trace));
VectorCopy (endd, trace.endpos);
trace.fraction = 1;
trace.startcontents = contents;
VectorCopy(startd, RecursiveHullCheckInfo.start);
VectorSubtract(endd, startd, RecursiveHullCheckInfo.dist);
RecursiveHullCheckInfo.hull = cl.worldmodel->hulls;
RecursiveHullCheckInfo.trace = &trace;
SV_RecursiveHullCheck (0, 0, 1, startd, endd);
if (impact)
VectorCopy (trace.endpos, impact);
if (normal)
VectorCopy (trace.plane.normal, normal);
traceline_endcontents = trace.endcontents;
maxfrac = trace.fraction;
if (hitbmodels && traceline_entities)
{
int n;
entity_render_t *ent;
double start2[3], end2[3], tracemins[3], tracemaxs[3];
tracemins[0] = min(start[0], end[0]);
tracemaxs[0] = max(start[0], end[0]);
tracemins[1] = min(start[1], end[1]);
tracemaxs[1] = max(start[1], end[1]);
tracemins[2] = min(start[2], end[2]);
tracemaxs[2] = max(start[2], end[2]);
// look for embedded bmodels
for (n = 0;n < traceline_entities;n++)
{
ent = traceline_entity[n];
if (ent->mins[0] > tracemaxs[0] || ent->maxs[0] < tracemins[0]
|| ent->mins[1] > tracemaxs[1] || ent->maxs[1] < tracemins[1]
|| ent->mins[2] > tracemaxs[2] || ent->maxs[2] < tracemins[2])
continue;
softwaretransformforentity(ent);
softwareuntransform(start, start2);
softwareuntransform(end, end2);
memset (&trace, 0, sizeof(trace));
VectorCopy (end2, trace.endpos);
trace.fraction = 1;
trace.startcontents = contents;
VectorCopy(start2, RecursiveHullCheckInfo.start);
VectorSubtract(end2, start2, RecursiveHullCheckInfo.dist);
RecursiveHullCheckInfo.hull = ent->model->hulls;
RecursiveHullCheckInfo.trace = &trace;
SV_RecursiveHullCheck (ent->model->hulls->firstclipnode, 0, 1, start2, end2);
if (trace.allsolid || trace.startsolid || trace.fraction < maxfrac)
{
maxfrac = trace.fraction;
if (impact)
{
softwaretransform(trace.endpos, impact);
}
if (normal)
{
softwaretransformdirection(trace.plane.normal, normal);
}
traceline_endcontents = trace.endcontents;
}
}
}
return maxfrac;
}
*/
extern int particle_tex;
extern int flare_tex;
extern int circle_tex;
extern int flareglow_tex;
//Tei XFX code
void R_DrawCorona(vec3_t pos, float radius , int visible, int alfa)
{
float viewdist;
int texnum;
vec3_t up = { vup[0] * 0.75f, vup[1] * 0.75f, vup[2] * 0.75f };
vec3_t right = { vright[0] * 0.75f, vright[1] * 0.75f, vright[2] * 0.75f };
vec3_t coord[4];
viewdist = DotProduct(r_origin, vpn);
VectorAdd( up, right, coord[0] );
VectorSubtract( right, up, coord[1] );
VectorNegate( coord[0], coord[2] );
VectorNegate( coord[1], coord[3] );
texnum = flareglow_tex;//particle_tex;//lightcorona;//circle_tex;//flare_tex;//
//texnum = circle_tex;//lightcorona;//circle_tex;//flare_tex;//
if (!visible)
glDisable(GL_DEPTH_TEST);
glBindTexture( GL_TEXTURE_2D, texnum );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
//glDepthMask(false);
glBindTexture( GL_TEXTURE_2D, texnum );
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
//glColor4ub( 255, 255, 255, (GLubyte)alfa);
//glColor4ub( 255, 255, 255, alfa);
glColor4i( 255, 255, 255, alfa);
//glColor4ub( 0, 0, 0, alfa);
glPushMatrix();
glTranslatef( pos[0] , pos[1], pos[2] );
//radius = radius * 0.1 * viewdist * 0.01f ;
glScalef( radius , radius, radius);//Tei , scaled flares
glBegin( GL_QUADS );
{
glTexCoord2f( 0, 1 );
glVertex3fv( coord[0] );
glTexCoord2f( 0, 0 );
glVertex3fv( coord[1] );
glTexCoord2f( 1, 0 );
glVertex3fv( coord[2] );
glTexCoord2f( 1, 1 );
glVertex3fv( coord[3] );
glEnd();
}
glPopMatrix();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glDepthMask(true);
glColor4f(1,1,1,1);
if( !visible )
glEnable(GL_DEPTH_TEST);
}
/*
void R_DrawCorona2(vec3_t pos, float radius , int visible, int alfa, int texnum)
{
float viewdist;
//int texnum;
vec3_t up = { vup[0] * 0.75f, vup[1] * 0.75f, vup[2] * 0.75f };
vec3_t right = { vright[0] * 0.75f, vright[1] * 0.75f, vright[2] * 0.75f };
vec3_t coord[4];
viewdist = DotProduct(r_origin, vpn);
VectorAdd( up, right, coord[0] );
VectorSubtract( right, up, coord[1] );
VectorNegate( coord[0], coord[2] );
VectorNegate( coord[1], coord[3] );
//texnum = circle_tex;//particle_tex;//lightcorona;//circle_tex;//flare_tex;//
if (!visible)
glDisable(GL_DEPTH_TEST);
glBindTexture( GL_TEXTURE_2D, texnum );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
//glDepthMask(false);
glBindTexture( GL_TEXTURE_2D, texnum );
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4ub( 255, 255, 255, alfa);
//glColor4ub( 0, 0, 0, alfa);
glPushMatrix();
glTranslatef( pos[0] , pos[1], pos[2] );
//radius = radius * 0.1 * viewdist * 0.01f ;
glScalef( radius , radius, radius);
glBegin( GL_QUADS );
{
glTexCoord2f( 0, 1 );
glVertex3fv( coord[0] );
glTexCoord2f( 0, 0 );
glVertex3fv( coord[1] );
glTexCoord2f( 1, 0 );
glVertex3fv( coord[2] );
glTexCoord2f( 1, 1 );
glVertex3fv( coord[3] );
glEnd();
}
glPopMatrix();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glDepthMask(true);
glColor4f(1,1,1,1);
if( !visible )
glEnable(GL_DEPTH_TEST);
}
*/
/*
void R_DrawCoronas(void)
{
int i;
//rmeshinfo_t m;
//float tvxyz[4][4], tvst[4][2], diff[3];
dlight_t *dl;
float radius,texnum, alpha, scale, dist, viewdist;
vec3_t up = { vup[0] * 0.75f, vup[1] * 0.75f, vup[2] * 0.75f };
vec3_t right = { vright[0] * 0.75f, vright[1] * 0.75f, vright[2] * 0.75f };
vec3_t coord[4];
viewdist = DotProduct(r_origin, vpn);
dl = cl_dlights;
for (i = 0;i < MAX_DLIGHTS ;i++)
{
dl = &cl_dlights[i];
if (dl->die < cl.time)
{
dist = (DotProduct(dl->origin, vpn) - viewdist);
if (dist >= 24.0f)
{
VectorAdd( up, right, coord[0] );
VectorSubtract( right, up, coord[1] );
VectorNegate( coord[0], coord[2] );
VectorNegate( coord[1], coord[3] );
scale = dl->minlight * 0.25f;
radius = dl->radius * scale;
scale = scale * viewdist;
texnum = particle_tex;
glDisable(GL_DEPTH_TEST);
glBindTexture( GL_TEXTURE_2D, texnum );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
//glDepthMask(false);
glBindTexture( GL_TEXTURE_2D, texnum );
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
//alpha = 50;
glColor4ub( 255, 255, 255, 200);
glPushMatrix();
glTranslatef( dl->origin[0], dl->origin[1], dl->origin[2] );
glScalef( dl->radius , dl->radius, dl->radius);//Tei
glBegin( GL_QUADS );
glTexCoord2f( 0, 1 );
glVertex3fv( coord[0] );
glTexCoord2f( 0, 0 );
glVertex3fv( coord[1] );
glTexCoord2f( 1, 0 );
glVertex3fv( coord[2] );
glTexCoord2f( 1, 1 );
glVertex3fv( coord[3] );
glEnd();
glPopMatrix();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glDepthMask(true);
glColor4f(1,1,1,1);
glEnable(GL_DEPTH_TEST);
}
}
}
}
*/
//Tei XFX code
//LordHavoc Coronas
/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight (void)
{
int i,j,k;
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int)(cl.time*10);
for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
{
if (!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
}
k = i % cl_lightstyle[j].length;
k = cl_lightstyle[j].map[k] - 'a';
#if 1 //Telejano RC2
k = k*25;//Tei more light 24
#else
k = k*22;
#endif
d_lightstylevalue[j] = k;
}
}
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_MarkLights
=============
*/
void R_MarkLightsNoVis (dlight_t *light, int bit, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
float l, maxdist;
int j, s, t;
vec3_t impact;
loc0:
if (node->contents < 0)
return;
splitplane = node->plane;
dist = PlaneDiff (light->origin, splitplane);
if (dist > light->radius)
{
node = node->children[0];
goto loc0;
}
if (dist < -light->radius)
{
node = node->children[1];
goto loc0;
}
// mark the polygons
maxdist = light->radius*light->radius;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++)
{
for (j=0 ; j<3 ; j++)
impact[j] = light->origin[j] - surf->plane->normal[j]*dist;
// clamp center of light to corner and check brightness
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
s = l+0.5;
if (s < 0)
s = 0;
else if (s > surf->extents[0])
s = surf->extents[0];
s = l - s;
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
t = l+0.5;
if (t < 0)
t = 0;
else if (t > surf->extents[1])
t = surf->extents[1];
t = l - t;
// compare to minimum light
if ((s*s+t*t+dist*dist) < maxdist)
{
if (surf->dlightframe != r_framecount) // not dynamic until now
{
surf->dlightbits = bit;
surf->dlightframe = r_framecount;
}
else // already dynamic
surf->dlightbits |= bit;
}
}
if (node->children[0]->contents >= 0)
{
if (node->children[1]->contents >= 0)
{
R_MarkLightsNoVis (light, bit, node->children[0]);
node = node->children[1];
goto loc0;
}
else
{
node = node->children[0];
goto loc0;
}
}
else if (node->children[1]->contents >= 0)
{
node = node->children[1];
goto loc0;
}
}
void R_MarkLights (dlight_t *light, int bit, model_t *model)
{
mleaf_t *pvsleaf = Mod_PointInLeaf (light->origin, model);
if (!pvsleaf->compressed_vis)
{
// no vis info, so make all visible
R_MarkLightsNoVis(light, bit, model->nodes + model->hulls[0].firstclipnode);
return;
}
else
{
int i, k, l, m, c;
msurface_t *surf, **mark;
mleaf_t *leaf;
byte *in = pvsleaf->compressed_vis;
int row = (model->numleafs+7)>>3;
float low[3], high[3], radius, dist, maxdist;
r_dlightframecount++;
radius = light->radius * 2;
low[0] = light->origin[0] - radius;
low[1] = light->origin[1] - radius;
low[2] = light->origin[2] - radius;
high[0] = light->origin[0] + radius;
high[1] = light->origin[1] + radius;
high[2] = light->origin[2] + radius;
// for comparisons to minimum acceptable light
maxdist = radius*radius;
//maxdist = radius*radius * 0.5f;//Tei
k = 0;
while (k < row)
{
c = *in++;
if (c)
{
l = model->numleafs - (k << 3);
if (l > 8)
l = 8;
for (i=0 ; i<l ; i++)
{
if (c & (1<<i))
{
leaf = &model->leafs[(k << 3)+i+1];
if (leaf->visframe != r_visframecount)
continue;
if (leaf->contents == CONTENTS_SOLID)
continue;
// if out of the light radius, skip
if (leaf->mins[0] > high[0] || leaf->maxs[0] < low[0]
|| leaf->mins[1] > high[1] || leaf->maxs[1] < low[1]
|| leaf->mins[2] > high[2] || leaf->maxs[2] < low[2])
continue;
if ((m = leaf->nummarksurfaces))
{
mark = leaf->firstmarksurface;
do
{
surf = *mark++;
if (surf->lightframe == r_dlightframecount)
continue;
surf->lightframe = r_dlightframecount;
dist = PlaneDiff(light->origin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
dist = -dist;
// LordHavoc: make sure it is infront of the surface and not too far away
if (dist >= -0.25f && (dist < radius))
{
int d;
float dist2, impact[3];
dist2 = dist * dist;
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;
d = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
if (d < 0)
{
dist2 += d * d;
if (dist2 >= maxdist)
continue;
}
else
{
d -= surf->extents[0] + 16;
if (d > 0)
{
dist2 += d * d;
if (dist2 >= maxdist)
continue;
}
}
d = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
if (d < 0)
{
dist2 += d * d;
if (dist2 >= maxdist)
continue;
}
else
{
d -= surf->extents[1] + 16;
if (d > 0)
{
dist2 += d * d;
if (dist2 >= maxdist)
continue;
}
}
if (surf->dlightframe != r_framecount) // not dynamic until now
{
surf->dlightbits = 0;
surf->dlightframe = r_framecount;
}
surf->dlightbits |= bit;
}
}
while (--m);
}
}
}
k++;
continue;
}
k += *in++;
}
}
}
/*
=============
R_PushDlights
=============
*/
void
R_PushDlights (void)
{
int i;
dlight_t *l;
l = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < cl.time || !l->radius)
continue;
R_MarkLights (l, 1 << i, cl.worldmodel);
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
// Tomaz - Lit Support Begin
int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
{
int side;
float front, back, frac;
vec3_t mid;
loc0:
if (node->contents < 0)
return false; // didn't hit anything
// calculate mid point
front = PlaneDiff(start, node->plane);
back = PlaneDiff(end, node->plane);
if ((back < 0) == (front < 0))
{
node = node->children[front < 0];
goto loc0;
}
frac = front / (front-back);
mid[0] = start[0] + (end[0] - start[0])*frac;
mid[1] = start[1] + (end[1] - start[1])*frac;
mid[2] = start[2] + (end[2] - start[2])*frac;
// go down front side
if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
return true; // hit something
else
{
int i, ds, dt;
msurface_t *surf;
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = node->plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
continue;
ds -= surf->texturemins[0];
dt -= surf->texturemins[1];
if (ds > surf->extents[0] || dt > surf->extents[1])
continue;
if (surf->samples)
{
byte *lightmap;
int maps, size3, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
float scale;//tei from lh
line3 = ((surf->extents[0]>>4)+1)*3;
lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3;
size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
{
scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0; // Tomaz - Speed
// NOTE: r=red, g=green, b=blue
// numbers are tex-coords
r00 += (float) lightmap[ 0] * scale; // red 00
g00 += (float) lightmap[ 1] * scale; // green 00
b00 += (float) lightmap[ 2] * scale; // blue 00
r01 += (float) lightmap[ 3] * scale; // red 01
g01 += (float) lightmap[ 4] * scale; // green 01
b01 += (float) lightmap[ 5] * scale; // blue 01
r10 += (float) lightmap[line3+0] * scale; // red 10
g10 += (float) lightmap[line3+1] * scale; // green 10
b10 += (float) lightmap[line3+2] * scale; // blue 10
r11 += (float) lightmap[line3+3] * scale; // red 11
g11 += (float) lightmap[line3+4] * scale; // green 11
b11 += (float) lightmap[line3+5] * scale; // blue 11
#if 1 //Telejano RC2 speed
lightmap += size3;//((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3;//Tei optizimacion
#else
lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3;
#endif
}
/*
//Original tomaz
color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
*/
//lh version
color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
}
return true; // success
}
// go down back side
// go down back side
#if 1 //Telejano RC2 speed
side = front < node->plane->dist;
node = node->children[side ^ 1];
//startz = mid;
//distz = endz - startz;
goto loc0;
#else
return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
#endif
}
}
#if 1
extern cvar_t r_ambient;//Tei ambient
#endif
void R_LightPoint (vec3_t p)
{
vec3_t end;
if (!cl.worldmodel->lightdata)
{
lightcolor[0] = lightcolor[1] = lightcolor[2] = 255;
return;
}
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
#if 1 //Telejano RC2 feature r_ambient
lightcolor[0] = lightcolor[1] = lightcolor[2] = r_ambient.value;//Tei
#else
lightcolor[0] = lightcolor[1] = lightcolor[2] = 0;//Tei
#endif
RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end);
}
// Tomaz - Lit Support End