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Xash3DArchive/engine/client/gl_rlight.c

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2010-12-02 22:00:00 +01:00
//=======================================================================
// Copyright XashXT Group 2010 <20>
// gl_rlight.c - dynamic and static lights
//=======================================================================
#include "common.h"
#include "client.h"
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#include "mathlib.h"
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#include "gl_local.h"
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#include "pm_local.h"
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#include "studio.h"
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/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
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/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight( void )
{
int i, k, flight, clight;
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float l, c, lerpfrac, backlerp;
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lightstyle_t *ls;
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if( !RI.drawWorld || !cl.worldmodel )
return;
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// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
flight = (int)floor( cl.time * 10 );
clight = (int)ceil( cl.time * 10 );
lerpfrac = ( cl.time * 10 ) - flight;
backlerp = 1.0f - lerpfrac;
for( i = 0, ls = cl.lightstyles; i < MAX_LIGHTSTYLES; i++, ls++ )
{
if( r_fullbright->integer || !cl.worldmodel->lightdata )
{
RI.lightstylevalue[i] = 256 * 256;
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RI.lightstylecolor[i] = 1.0f;
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continue;
}
if( !ls->length )
{
RI.lightstylevalue[i] = 256 * r_lighting_modulate->value;
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RI.lightstylecolor[i] = 1.0f * r_lighting_ambient->value;
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continue;
}
else if( ls->length == 1 )
{
// single length style so don't bother interpolating
RI.lightstylevalue[i] = ls->map[0] * 22 * r_lighting_modulate->value;
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RI.lightstylecolor[i] = (ls->map[0] / 12.0f ) * r_lighting_ambient->value;
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continue;
}
else if( !ls->interp || !cl_lightstyle_lerping->integer )
{
RI.lightstylevalue[i] = ls->map[flight%ls->length] * 22 * r_lighting_modulate->value;
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RI.lightstylecolor[i] = (ls->map[flight%ls->length] / 12.0f) * r_lighting_ambient->value;
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continue;
}
// interpolate animating light
// frame just gone
k = ls->map[flight % ls->length];
l = (float)( k * 22 ) * backlerp;
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c = (float)( k / 12 ) * backlerp;
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// upcoming frame
k = ls->map[clight % ls->length];
l += (float)( k * 22 ) * lerpfrac;
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c += (float)( k / 12 ) * lerpfrac;
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RI.lightstylevalue[i] = (int)l * r_lighting_modulate->value;
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RI.lightstylecolor[i] = c * r_lighting_ambient->value;
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}
}
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/*
=============
R_MarkLights
=============
*/
void R_MarkLights( dlight_t *light, int bit, mnode_t *node )
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{
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float dist;
msurface_t *surf;
int i;
if( node->contents < 0 )
return;
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dist = PlaneDiff( light->origin, node->plane );
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if( dist > light->radius )
{
R_MarkLights( light, bit, node->children[0] );
return;
}
if( dist < -light->radius )
{
R_MarkLights( light, bit, node->children[1] );
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for( i = 0; i < node->numsurfaces; i++, surf++ )
{
if( surf->dlightframe != tr.dlightframecount )
{
surf->dlightbits = 0;
surf->dlightframe = tr.dlightframecount;
}
surf->dlightbits |= bit;
}
R_MarkLights( light, bit, node->children[0] );
R_MarkLights( light, bit, node->children[1] );
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}
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/*
=============
R_PushDlights
=============
*/
void R_PushDlights( void )
{
dlight_t *l;
int i;
tr.dlightframecount = tr.framecount + 1; // because the count hasn't
// advanced yet for this frame
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->nodes );
}
}
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//===================================================================
/*
=================
R_ReadLightGrid
=================
*/
static void R_ReadLightGrid( const vec3_t origin, vec3_t lightDir )
{
vec3_t vf1, vf2, tdir;
int vi[3], elem[4];
float scale[8];
int i, k, s;
if( !world.lightgrid )
{
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if( RI.refdef.movevars )
{
// pre-defined light vector
lightDir[0] = RI.refdef.movevars->skyvec_x;
lightDir[1] = RI.refdef.movevars->skyvec_y;
lightDir[2] = RI.refdef.movevars->skyvec_z;
}
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return;
}
for( i = 0; i < 3; i++ )
{
vf1[i] = (origin[i] - world.gridMins[i]) / world.gridSize[i];
vi[i] = (int)vf1[i];
vf1[i] = vf1[i] - floor( vf1[i] );
vf2[i] = 1.0f - vf1[i];
}
elem[0] = vi[2] * world.gridBounds[3] + vi[1] * world.gridBounds[0] + vi[0];
elem[1] = elem[0] + world.gridBounds[0];
elem[2] = elem[0] + world.gridBounds[3];
elem[3] = elem[2] + world.gridBounds[0];
for( i = 0; i < 4; i++ )
{
if( elem[i] < 0 || elem[i] >= world.numgridpoints - 1 )
{
// pre-defined light vector
lightDir[0] = RI.refdef.movevars->skyvec_x;
lightDir[1] = RI.refdef.movevars->skyvec_y;
lightDir[2] = RI.refdef.movevars->skyvec_z;
return;
}
}
scale[0] = vf2[0] * vf2[1] * vf2[2];
scale[1] = vf1[0] * vf2[1] * vf2[2];
scale[2] = vf2[0] * vf1[1] * vf2[2];
scale[3] = vf1[0] * vf1[1] * vf2[2];
scale[4] = vf2[0] * vf2[1] * vf1[2];
scale[5] = vf1[0] * vf2[1] * vf1[2];
scale[6] = vf2[0] * vf1[1] * vf1[2];
scale[7] = vf1[0] * vf1[1] * vf1[2];
VectorClear( lightDir );
for( i = 0; i < 4; i++ )
{
R_LatLongToNorm( world.lightgrid[elem[i]+0].direction, tdir );
VectorScale( tdir, scale[i*2+0], tdir );
for( k = 0; k < LM_STYLES && ( s = world.lightgrid[elem[i]+0].styles[k] ) != 255; k++ )
{
lightDir[0] += RI.lightstylecolor[s] * tdir[0];
lightDir[1] += RI.lightstylecolor[s] * tdir[1];
lightDir[2] += RI.lightstylecolor[s] * tdir[2];
}
R_LatLongToNorm( world.lightgrid[elem[i]+1].direction, tdir );
VectorScale( tdir, scale[i*2+1], tdir );
for( k = 0; k < LM_STYLES && ( s = world.lightgrid[elem[i]+1].styles[k] ) != 255; k++ )
{
lightDir[0] += RI.lightstylecolor[s] * tdir[0];
lightDir[1] += RI.lightstylecolor[s] * tdir[1];
lightDir[2] += RI.lightstylecolor[s] * tdir[2];
}
}
}
/*
=======================================================================
AMBIENT & DIFFUSE LIGHTING
=======================================================================
*/
static uint r_pointColor[3];
static vec3_t r_lightColors[MAXSTUDIOVERTS];
/*
=================
R_RecursiveLightPoint
=================
*/
static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, const vec3_t start, const vec3_t end )
{
float front, back, frac;
int i, map, side, size, s, t;
msurface_t *surf;
mtexinfo_t *tex;
color24 *lm;
vec3_t mid;
// didn't hit anything
if( node->contents < 0 )
return false;
// calculate mid point
front = PlaneDiff( start, node->plane );
back = PlaneDiff( end, node->plane );
side = front < 0;
if(( back < 0 ) == side )
return R_RecursiveLightPoint( model, node->children[side], start, end );
frac = front / ( front - back );
VectorLerp( start, frac, end, mid );
// co down front side
if( R_RecursiveLightPoint( model, node->children[side], start, mid ))
return true; // hit something
if(( back < 0 ) == side )
return false;// didn't hit anything
// check for impact on this node
surf = model->surfaces + node->firstsurface;
for( i = 0; i < node->numsurfaces; i++, surf++ )
{
tex = surf->texinfo;
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if( surf->flags & ( SURF_DRAWSKY|SURF_DRAWTURB ))
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continue; // no lightmaps
s = DotProduct( mid, tex->vecs[0] ) + tex->vecs[0][3] - surf->texturemins[0];
t = DotProduct( mid, tex->vecs[1] ) + tex->vecs[1][3] - surf->texturemins[1];
if(( s < 0 || s > surf->extents[0] ) || ( t < 0 || t > surf->extents[1] ))
continue;
s >>= 4;
t >>= 4;
if( !surf->samples )
return true;
VectorClear( r_pointColor );
lm = surf->samples + (t * ((surf->extents[0] >> 4) + 1) + s);
size = ((surf->extents[0] >> 4) + 1) * ((surf->extents[1] >> 4) + 1);
for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ )
{
uint scale = RI.lightstylevalue[surf->styles[map]];
r_pointColor[0] += lm->r * scale;
r_pointColor[1] += lm->g * scale;
r_pointColor[2] += lm->b * scale;
lm += size; // skip to next lightmap
}
return true;
}
// go down back side
return R_RecursiveLightPoint( model, node->children[!side], mid, end );
}
/*
=================
R_LightForPoint
=================
*/
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void R_LightForPoint( const vec3_t point, color24 *ambientLight, qboolean invLight, float radius )
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{
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dlight_t *dl;
pmtrace_t trace;
cl_entity_t *m_pGround;
vec3_t end, dir;
float dist, add;
model_t *pmodel;
mnode_t *pnodes;
if( !RI.refdef.movevars )
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{
ambientLight->r = 255;
ambientLight->g = 255;
ambientLight->b = 255;
return;
}
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// set to full bright if no light data
if( !cl.worldmodel || !cl.worldmodel->lightdata )
{
ambientLight->r = RI.refdef.movevars->skycolor_r;
ambientLight->g = RI.refdef.movevars->skycolor_g;
ambientLight->b = RI.refdef.movevars->skycolor_b;
return;
}
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// Get lighting at this point
VectorCopy( point, end );
if( invLight ) end[2] = point[2] + 8192;
else end[2] = point[2] - 8192;
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// always have valid model
pmodel = cl.worldmodel;
pnodes = pmodel->nodes;
m_pGround = NULL;
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if( r_lighting_extended->integer )
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{
trace = PM_PlayerTrace( clgame.pmove, (float *)point, end, PM_STUDIO_IGNORE, 0, -1, NULL );
m_pGround = CL_GetEntityByIndex( pfnIndexFromTrace( &trace ));
}
if( m_pGround && m_pGround->model && VectorIsNull( m_pGround->origin ) && VectorIsNull( m_pGround->angles ))
{
pmodel = m_pGround->model;
pnodes = &pmodel->nodes[pmodel->hulls[0].firstclipnode];
}
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r_pointColor[0] = RI.refdef.movevars->skycolor_r;
r_pointColor[1] = RI.refdef.movevars->skycolor_g;
r_pointColor[2] = RI.refdef.movevars->skycolor_b;
if( R_RecursiveLightPoint( pmodel, pnodes, point, end ))
{
ambientLight->r = min((r_pointColor[0] >> 7), 255 );
ambientLight->g = min((r_pointColor[1] >> 7), 255 );
ambientLight->b = min((r_pointColor[2] >> 7), 255 );
}
else
{
ambientLight->r = RI.refdef.movevars->skycolor_r;
ambientLight->g = RI.refdef.movevars->skycolor_g;
ambientLight->b = RI.refdef.movevars->skycolor_b;
}
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// add dynamic lights
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if( radius && r_dynamic->integer )
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{
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int lnum, total;
float f;
VectorClear( r_pointColor );
for( total = lnum = 0, dl = cl_dlights; lnum < MAX_DLIGHTS; lnum++, dl++ )
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{
if( dl->die < cl.time || !dl->radius )
continue;
VectorSubtract( dl->origin, point, dir );
dist = VectorLength( dir );
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if( !dist || dist > dl->radius + radius )
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continue;
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add = 1.0f - (dist / ( dl->radius + radius ));
r_pointColor[0] += dl->color.r * add;
r_pointColor[1] += dl->color.g * add;
r_pointColor[2] += dl->color.b * add;
total++;
}
if( total != 0 )
{
r_pointColor[0] += ambientLight->r;
r_pointColor[1] += ambientLight->g;
r_pointColor[2] += ambientLight->b;
f = max( max( r_pointColor[0], r_pointColor[1] ), r_pointColor[2] );
if( f > 1.0f ) VectorScale( r_pointColor, ( 255.0f / f ), r_pointColor );
ambientLight->r = r_pointColor[0];
ambientLight->g = r_pointColor[1];
ambientLight->b = r_pointColor[2];
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}
}
}
/*
=================
R_LightDir
=================
*/
void R_LightDir( const vec3_t origin, vec3_t lightDir, float radius )
{
dlight_t *dl;
vec3_t dir;
float dist;
int lnum;
// get light direction from light grid
R_ReadLightGrid( origin, lightDir );
// add dynamic lights
if( radius > 0.0f && r_dynamic->integer )
{
for( lnum = 0, dl = cl_dlights; lnum < MAX_DLIGHTS; lnum++, dl++ )
{
if( dl->die < cl.time || !dl->radius )
continue;
VectorSubtract( dl->origin, origin, dir );
dist = VectorLength( dir );
if( !dist || dist > dl->radius + radius )
continue;
VectorAdd( lightDir, dir, lightDir );
}
}
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// normalize final direction
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// VectorNormalize( lightDir );
}
/*
===============
R_LightForOrigin
extended version of LightForPoint
===============
*/
void R_LightForOrigin( const vec3_t origin, vec3_t dir, color24 *ambient, color24 *diffuse, float radius )
{
int i, j, k, s;
float dot, t[8];
vec3_t vf, vf2, tdir;
int vi[3], elem[4];
vec3_t ambientLocal, diffuseLocal;
float *gridSize, *gridMins;
int *gridBounds;
mgridlight_t *lightgrid;
if( !cl.worldmodel || !world.lightgrid || !world.numgridpoints )
{
// get fullbright
VectorSet( ambientLocal, 255, 255, 255 );
VectorSet( diffuseLocal, 255, 255, 255 );
dir[0] = RI.refdef.movevars->skyvec_x;
dir[1] = RI.refdef.movevars->skyvec_y;
dir[2] = RI.refdef.movevars->skyvec_z;
goto dynamic;
}
else
{
VectorClear( ambientLocal );
VectorClear( diffuseLocal );
}
lightgrid = world.lightgrid;
gridSize = world.gridSize;
gridMins = world.gridMins;
gridBounds = world.gridBounds;
for( i = 0; i < 3; i++ )
{
vf[i] = ( origin[i] - gridMins[i] ) / gridSize[i];
vi[i] = (int)vf[i];
vf[i] = vf[i] - floor( vf[i] );
vf2[i] = 1.0f - vf[i];
}
elem[0] = vi[2] * gridBounds[3] + vi[1] * gridBounds[0] + vi[0];
elem[1] = elem[0] + gridBounds[0];
elem[2] = elem[0] + gridBounds[3];
elem[3] = elem[2] + gridBounds[0];
for( i = 0; i < 4; i++ )
{
if( elem[i] < 0 || elem[i] >= ( world.numgridpoints - 1 ))
{
dir[0] = RI.refdef.movevars->skyvec_x;
dir[1] = RI.refdef.movevars->skyvec_y;
dir[2] = RI.refdef.movevars->skyvec_z;
goto dynamic;
}
}
t[0] = vf2[0] * vf2[1] * vf2[2];
t[1] = vf[0] * vf2[1] * vf2[2];
t[2] = vf2[0] * vf[1] * vf2[2];
t[3] = vf[0] * vf[1] * vf2[2];
t[4] = vf2[0] * vf2[1] * vf[2];
t[5] = vf[0] * vf2[1] * vf[2];
t[6] = vf2[0] * vf[1] * vf[2];
t[7] = vf[0] * vf[1] * vf[2];
VectorClear( dir );
for( i = 0; i < 4; i++ )
{
R_LatLongToNorm( lightgrid[elem[i]].direction, tdir );
VectorScale( tdir, t[i*2+0], tdir );
for( k = 0; k < LM_STYLES && ( s = lightgrid[elem[i]].styles[k] ) != 255; k++ )
{
dir[0] += RI.lightstylecolor[s] * tdir[0];
dir[1] += RI.lightstylecolor[s] * tdir[1];
dir[2] += RI.lightstylecolor[s] * tdir[2];
}
R_LatLongToNorm( lightgrid[elem[i] + 1].direction, tdir );
VectorScale( tdir, t[i*2+1], tdir );
for( k = 0; k < LM_STYLES && ( s = lightgrid[elem[i] + 1].styles[k] ) != 255; k++ )
{
dir[0] += RI.lightstylecolor[s] * tdir[0];
dir[1] += RI.lightstylecolor[s] * tdir[1];
dir[2] += RI.lightstylecolor[s] * tdir[2];
}
}
for( j = 0; j < 3; j++ )
{
if( ambient )
{
for( i = 0; i < 4; i++ )
{
for( k = 0; k < LM_STYLES; k++ )
{
if(( s = lightgrid[elem[i]].styles[k] ) != 255 )
ambientLocal[j] += t[i*2+0] * lightgrid[elem[i]+0].ambient[k][j] * RI.lightstylecolor[s];
if(( s = lightgrid[elem[i] + 1].styles[k] ) != 255 )
ambientLocal[j] += t[i*2+1] * lightgrid[elem[i]+1].ambient[k][j] * RI.lightstylecolor[s];
}
}
}
if( diffuse || radius )
{
for( i = 0; i < 4; i++ )
{
for( k = 0; k < LM_STYLES; k++ )
{
if( ( s = lightgrid[elem[i]].styles[k] ) != 255 )
diffuseLocal[j] += t[i*2+0] * lightgrid[elem[i]+0].diffuse[k][j] * RI.lightstylecolor[s];
if( ( s = lightgrid[elem[i] + 1].styles[k] ) != 255 )
diffuseLocal[j] += t[i*2+1] * lightgrid[elem[i]+1].diffuse[k][j] * RI.lightstylecolor[s];
}
}
}
}
dynamic:
// add dynamic lights
if( radius && r_dynamic->integer )
{
uint lnum;
dlight_t *dl;
float dist, dist2, add;
vec3_t direction;
qboolean anyDlights = false;
for( lnum = 0, dl = cl_dlights; lnum < MAX_DLIGHTS; lnum++, dl++ )
{
if( dl->die < cl.time || !dl->radius )
continue;
VectorSubtract( dl->origin, origin, direction );
dist = VectorLength( direction );
if( !dist || dist > dl->radius + radius )
continue;
if( !anyDlights )
{
VectorNormalizeFast( dir );
anyDlights = true;
}
add = 1.0f - (dist / ( dl->radius + radius ));
dist2 = add * 0.5f / dist;
dot = dl->color.r * add;
diffuseLocal[0] += dot;
ambientLocal[0] += dot * 0.05f;
dir[0] += direction[0] * dist2;
dot = dl->color.g * add;
diffuseLocal[1] += dot;
ambientLocal[1] += dot * 0.05f;
dir[1] += direction[1] * dist2;
dot = dl->color.b * add;
diffuseLocal[2] += dot;
ambientLocal[2] += dot * 0.05f;
dir[2] += direction[2] * dist2;
}
}
VectorNormalizeFast( dir );
if( ambient )
{
dot = bound( 0.0f, r_lighting_ambient->value, 1.0f ) * 255.0f;
ambient->r = (byte)bound( 0, ambientLocal[0] * dot, 255 );
ambient->g = (byte)bound( 0, ambientLocal[1] * dot, 255 );
ambient->b = (byte)bound( 0, ambientLocal[2] * dot, 255 );
}
if( diffuse )
{
dot = bound( 0.0f, r_lighting_direct->value, 1.0f ) * 255.0f;
diffuse->r = (byte)bound( 0, diffuseLocal[0] * dot, 255 );
diffuse->g = (byte)bound( 0, diffuseLocal[1] * dot, 255 );
diffuse->b = (byte)bound( 0, diffuseLocal[2] * dot, 255 );
}
}
/*
=================
R_LightForEntity
=================
*/
void R_LightForEntity( cl_entity_t *e, byte *bArray )
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{
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dlight_t *dl;
vec3_t end, dir;
float scale = 1.0f;
float add, dot, dist, intensity, radius;
vec3_t ambientLight, directedLight, lightDir;
matrix4x4 matrix, imatrix;
vec3_t pointColor;
float *cArray;
int i, l;
if(( e->curstate.effects & EF_FULLBRIGHT ) || r_fullbright->integer )
return;
// never gets diffuse lighting for world brushes or sprites
if( !e->model || ( e->model->type == mod_brush ) || ( e->model->type == mod_sprite ))
return;
// get lighting at this point
if( e->curstate.effects & EF_INVLIGHT )
VectorSet( end, e->origin[0], e->origin[1], e->origin[2] + 8192 );
else VectorSet( end, e->origin[0], e->origin[1], e->origin[2] - 8192 );
VectorSet( r_pointColor, 1.0f, 1.0f, 1.0f );
R_RecursiveLightPoint( cl.worldmodel, cl.worldmodel->nodes, e->origin, end );
pointColor[0] = (float)min((r_pointColor[0] >> 7), 255 ) * (1.0f / 255.0f);
pointColor[1] = (float)min((r_pointColor[1] >> 7), 255 ) * (1.0f / 255.0f);
pointColor[2] = (float)min((r_pointColor[2] >> 7), 255 ) * (1.0f / 255.0f);
VectorScale( pointColor, r_lighting_ambient->value, ambientLight );
VectorScale( pointColor, r_lighting_direct->value, directedLight );
R_ReadLightGrid( e->origin, lightDir );
// always have some light
if( e->curstate.effects & EF_MINLIGHT )
{
for( i = 0; i < 3; i++ )
{
if( ambientLight[i] > 0.01f )
break;
}
if( i == 3 )
{
VectorSet( ambientLight, 0.01f, 0.01f, 0.01f );
}
}
if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
scale = e->curstate.scale;
// compute lighting at each vertex
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Matrix4x4_CreateFromEntity( matrix, e->angles, vec3_origin, scale );
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Matrix4x4_Invert_Simple( imatrix, matrix );
// rotate direction
Matrix4x4_VectorRotate( imatrix, lightDir, dir );
VectorNormalizeFast( dir );
for( i = 0; i < tr.numColors; i++ )
{
dot = DotProduct( tr.normalArray[i], dir );
if( dot <= 0.0f ) VectorCopy( ambientLight, r_lightColors[i] );
else VectorMA( ambientLight, dot, directedLight, r_lightColors[i] );
}
// add dynamic lights
if( r_dynamic->integer )
{
radius = e->model->radius;
for( l = 0, dl = cl_dlights; l < MAX_DLIGHTS; l++, dl++ )
{
if( dl->die < cl.time || !dl->radius )
continue;
VectorSubtract( dl->origin, e->origin, dir );
dist = VectorLength( dir );
if( !dist || dist > dl->radius + radius )
continue;
Matrix4x4_VectorRotate( imatrix, dir, lightDir );
intensity = dl->radius * 8;
// compute lighting at each vertex
for( i = 0; i < tr.numColors; i++ )
{
VectorSubtract( lightDir, tr.vertexArray[i], dir );
add = DotProduct( tr.normalArray[i], dir );
if( add <= 0.0f ) continue;
dot = DotProduct( dir, dir );
add *= ( intensity / dot ) * rsqrt( dot );
r_lightColors[i][0] = r_lightColors[i][0] + (dl->color.r * add);
r_lightColors[i][1] = r_lightColors[i][1] + (dl->color.g * add);
r_lightColors[i][2] = r_lightColors[i][2] + (dl->color.b * add);
}
}
}
cArray = r_lightColors[0];
for( i = 0; i < tr.numColors; i++, bArray += 4, cArray += 3 )
{
bArray[0] = R_FloatToByte( cArray[0] );
bArray[1] = R_FloatToByte( cArray[1] );
bArray[2] = R_FloatToByte( cArray[2] );
}
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}