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729 lines
14 KiB
729 lines
14 KiB
/* |
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Copyright (C) 1997-2001 Id Software, Inc. |
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This program is free software; you can redistribute it and/or |
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modify it under the terms of the GNU General Public License |
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as published by the Free Software Foundation; either version 2 |
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of the License, or (at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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See the GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
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*/ |
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// r_light.c |
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#include "gl_local.h" |
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int r_dlightframecount; |
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#define DLIGHT_CUTOFF 64 |
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/* |
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============================================================================= |
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DYNAMIC LIGHTS BLEND RENDERING |
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============================================================================= |
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*/ |
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void R_RenderDlight (dlight_t *light) |
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{ |
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int i, j; |
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float a; |
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vec3_t v; |
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float rad; |
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rad = light->intensity * 0.35; |
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VectorSubtract (light->origin, r_origin, v); |
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#if 0 |
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// FIXME? |
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if (VectorLength (v) < rad) |
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{ // view is inside the dlight |
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V_AddBlend (light->color[0], light->color[1], light->color[2], light->intensity * 0.0003, v_blend); |
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return; |
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} |
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#endif |
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qglBegin (GL_TRIANGLE_FAN); |
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qglColor3f (light->color[0]*0.2, light->color[1]*0.2, light->color[2]*0.2); |
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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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qglVertex3fv (v); |
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qglColor3f (0,0,0); |
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for (i=16 ; i>=0 ; i--) |
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{ |
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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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v[j] = light->origin[j] + vright[j]*cos(a)*rad |
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+ vup[j]*sin(a)*rad; |
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qglVertex3fv (v); |
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} |
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qglEnd (); |
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} |
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/* |
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============= |
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R_RenderDlights |
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============= |
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*/ |
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void R_RenderDlights (void) |
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{ |
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int i; |
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dlight_t *l; |
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if (!gl_flashblend->value) |
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return; |
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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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qglDepthMask (0); |
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qglDisable (GL_TEXTURE_2D); |
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qglShadeModel (GL_SMOOTH); |
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qglEnable (GL_BLEND); |
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qglBlendFunc (GL_ONE, GL_ONE); |
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l = r_newrefdef.dlights; |
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for (i=0 ; i<r_newrefdef.num_dlights ; i++, l++) |
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R_RenderDlight (l); |
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qglColor3f (1,1,1); |
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qglDisable (GL_BLEND); |
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qglEnable (GL_TEXTURE_2D); |
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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qglDepthMask (1); |
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} |
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/* |
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============================================================================= |
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DYNAMIC LIGHTS |
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============================================================================= |
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*/ |
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/* |
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============= |
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R_MarkLights |
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============= |
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*/ |
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node) |
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{ |
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cplane_t *splitplane; |
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float dist; |
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msurface_t *surf; |
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int i; |
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if (node->contents != -1) |
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return; |
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splitplane = node->plane; |
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; |
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if (dist > light->intensity-DLIGHT_CUTOFF) |
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{ |
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R_MarkLights (light, bit, node->children[0]); |
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return; |
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} |
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if (dist < -light->intensity+DLIGHT_CUTOFF) |
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{ |
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R_MarkLights (light, bit, node->children[1]); |
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return; |
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} |
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// mark the polygons |
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surf = r_worldmodel->surfaces + node->firstsurface; |
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for (i=0 ; i<node->numsurfaces ; i++, surf++) |
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{ |
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if (surf->dlightframe != r_dlightframecount) |
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{ |
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surf->dlightbits = 0; |
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surf->dlightframe = r_dlightframecount; |
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} |
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surf->dlightbits |= bit; |
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} |
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R_MarkLights (light, bit, node->children[0]); |
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R_MarkLights (light, bit, node->children[1]); |
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} |
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/* |
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============= |
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R_PushDlights |
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============= |
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*/ |
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void R_PushDlights (void) |
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{ |
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int i; |
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dlight_t *l; |
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if (gl_flashblend->value) |
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return; |
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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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l = r_newrefdef.dlights; |
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for (i=0 ; i<r_newrefdef.num_dlights ; i++, l++) |
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R_MarkLights ( l, 1<<i, r_worldmodel->nodes ); |
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} |
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/* |
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============================================================================= |
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LIGHT SAMPLING |
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============================================================================= |
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*/ |
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vec3_t pointcolor; |
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cplane_t *lightplane; // used as shadow plane |
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vec3_t lightspot; |
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int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end) |
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{ |
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float front, back, frac; |
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int side; |
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cplane_t *plane; |
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vec3_t mid; |
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msurface_t *surf; |
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int s, t, ds, dt; |
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int i; |
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mtexinfo_t *tex; |
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byte *lightmap; |
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int maps; |
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int r; |
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if (node->contents != -1) |
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return -1; // didn't hit anything |
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// calculate mid point |
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// FIXME: optimize for axial |
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plane = node->plane; |
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front = DotProduct (start, plane->normal) - plane->dist; |
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back = DotProduct (end, plane->normal) - plane->dist; |
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side = front < 0; |
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if ( (back < 0) == side) |
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return RecursiveLightPoint (node->children[side], start, end); |
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frac = front / (front-back); |
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mid[0] = start[0] + (end[0] - start[0])*frac; |
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mid[1] = start[1] + (end[1] - start[1])*frac; |
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mid[2] = start[2] + (end[2] - start[2])*frac; |
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// go down front side |
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r = RecursiveLightPoint (node->children[side], start, mid); |
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if (r >= 0) |
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return r; // hit something |
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if ( (back < 0) == side ) |
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return -1; // didn't hit anuthing |
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// check for impact on this node |
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VectorCopy (mid, lightspot); |
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lightplane = plane; |
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surf = r_worldmodel->surfaces + node->firstsurface; |
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for (i=0 ; i<node->numsurfaces ; i++, surf++) |
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{ |
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if (surf->flags&(SURF_DRAWTURB|SURF_DRAWSKY)) |
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continue; // no lightmaps |
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tex = surf->texinfo; |
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s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]; |
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t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];; |
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if (s < surf->texturemins[0] || |
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t < surf->texturemins[1]) |
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continue; |
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ds = s - surf->texturemins[0]; |
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dt = t - surf->texturemins[1]; |
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if ( ds > surf->extents[0] || dt > surf->extents[1] ) |
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continue; |
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if (!surf->samples) |
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return 0; |
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ds >>= 4; |
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dt >>= 4; |
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lightmap = surf->samples; |
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VectorCopy (vec3_origin, pointcolor); |
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if (lightmap) |
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{ |
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vec3_t scale; |
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lightmap += 3*(dt * ((surf->extents[0]>>4)+1) + ds); |
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; |
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maps++) |
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{ |
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for (i=0 ; i<3 ; i++) |
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scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i]; |
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pointcolor[0] += lightmap[0] * scale[0] * (1.0/255); |
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pointcolor[1] += lightmap[1] * scale[1] * (1.0/255); |
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pointcolor[2] += lightmap[2] * scale[2] * (1.0/255); |
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lightmap += 3*((surf->extents[0]>>4)+1) * |
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((surf->extents[1]>>4)+1); |
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} |
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} |
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return 1; |
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} |
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// go down back side |
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return RecursiveLightPoint (node->children[!side], mid, end); |
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} |
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/* |
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=============== |
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R_LightPoint |
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=============== |
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*/ |
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void R_LightPoint (vec3_t p, vec3_t color) |
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{ |
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vec3_t end; |
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float r; |
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int lnum; |
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dlight_t *dl; |
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float light; |
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vec3_t dist; |
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float add; |
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if (!r_worldmodel->lightdata) |
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{ |
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color[0] = color[1] = color[2] = 1.0; |
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return; |
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} |
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end[0] = p[0]; |
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end[1] = p[1]; |
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end[2] = p[2] - 2048; |
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r = RecursiveLightPoint (r_worldmodel->nodes, p, end); |
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if (r == -1) |
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{ |
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VectorCopy (vec3_origin, color); |
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} |
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else |
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{ |
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VectorCopy (pointcolor, color); |
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} |
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// |
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// add dynamic lights |
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// |
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light = 0; |
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dl = r_newrefdef.dlights; |
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for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++, dl++) |
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{ |
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VectorSubtract (currententity->origin, |
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dl->origin, |
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dist); |
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add = dl->intensity - VectorLength(dist); |
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add *= (1.0/256); |
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if (add > 0) |
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{ |
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VectorMA (color, add, dl->color, color); |
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} |
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} |
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VectorScale (color, gl_modulate->value, color); |
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} |
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//=================================================================== |
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static float s_blocklights[34*34*3]; |
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/* |
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=============== |
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R_AddDynamicLights |
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=============== |
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*/ |
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void R_AddDynamicLights (msurface_t *surf) |
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{ |
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int lnum; |
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int sd, td; |
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float fdist, frad, fminlight; |
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vec3_t impact, local; |
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int s, t; |
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int i; |
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int smax, tmax; |
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mtexinfo_t *tex; |
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dlight_t *dl; |
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float *pfBL; |
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float fsacc, ftacc; |
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smax = (surf->extents[0]>>4)+1; |
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tmax = (surf->extents[1]>>4)+1; |
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tex = surf->texinfo; |
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for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++) |
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{ |
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if ( !(surf->dlightbits & (1<<lnum) ) ) |
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continue; // not lit by this light |
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dl = &r_newrefdef.dlights[lnum]; |
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frad = dl->intensity; |
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fdist = DotProduct (dl->origin, surf->plane->normal) - |
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surf->plane->dist; |
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frad -= fabs(fdist); |
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// rad is now the highest intensity on the plane |
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fminlight = DLIGHT_CUTOFF; // FIXME: make configurable? |
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if (frad < fminlight) |
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continue; |
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fminlight = frad - fminlight; |
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for (i=0 ; i<3 ; i++) |
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{ |
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impact[i] = dl->origin[i] - |
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surf->plane->normal[i]*fdist; |
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} |
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3] - surf->texturemins[0]; |
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3] - surf->texturemins[1]; |
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pfBL = s_blocklights; |
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for (t = 0, ftacc = 0 ; t<tmax ; t++, ftacc += 16) |
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{ |
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td = local[1] - ftacc; |
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if ( td < 0 ) |
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td = -td; |
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for ( s=0, fsacc = 0 ; s<smax ; s++, fsacc += 16, pfBL += 3) |
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{ |
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sd = Q_ftol( local[0] - fsacc ); |
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if ( sd < 0 ) |
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sd = -sd; |
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if (sd > td) |
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fdist = sd + (td>>1); |
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else |
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fdist = td + (sd>>1); |
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if ( fdist < fminlight ) |
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{ |
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pfBL[0] += ( frad - fdist ) * dl->color[0]; |
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pfBL[1] += ( frad - fdist ) * dl->color[1]; |
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pfBL[2] += ( frad - fdist ) * dl->color[2]; |
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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_SetCacheState |
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*/ |
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void R_SetCacheState( msurface_t *surf ) |
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{ |
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int maps; |
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; |
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maps++) |
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{ |
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surf->cached_light[maps] = r_newrefdef.lightstyles[surf->styles[maps]].white; |
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} |
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} |
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/* |
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=============== |
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R_BuildLightMap |
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Combine and scale multiple lightmaps into the floating format in blocklights |
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=============== |
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*/ |
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void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) |
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{ |
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int smax, tmax; |
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int r, g, b, a, max; |
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int i, j, size; |
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byte *lightmap; |
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float scale[4]; |
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int nummaps; |
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float *bl; |
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lightstyle_t *style; |
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int monolightmap; |
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if ( surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP) ) |
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ri.Sys_Error (ERR_DROP, "R_BuildLightMap called for non-lit surface"); |
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smax = (surf->extents[0]>>4)+1; |
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tmax = (surf->extents[1]>>4)+1; |
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size = smax*tmax; |
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if (size > (sizeof(s_blocklights)>>4) ) |
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ri.Sys_Error (ERR_DROP, "Bad s_blocklights size"); |
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// set to full bright if no light data |
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if (!surf->samples) |
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{ |
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int maps; |
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for (i=0 ; i<size*3 ; i++) |
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s_blocklights[i] = 255; |
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; |
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maps++) |
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{ |
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style = &r_newrefdef.lightstyles[surf->styles[maps]]; |
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} |
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goto store; |
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} |
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// count the # of maps |
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for ( nummaps = 0 ; nummaps < MAXLIGHTMAPS && surf->styles[nummaps] != 255 ; |
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nummaps++) |
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; |
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lightmap = surf->samples; |
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// add all the lightmaps |
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if ( nummaps == 1 ) |
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{ |
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int maps; |
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; |
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maps++) |
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{ |
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bl = s_blocklights; |
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for (i=0 ; i<3 ; i++) |
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scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i]; |
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if ( scale[0] == 1.0F && |
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scale[1] == 1.0F && |
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scale[2] == 1.0F ) |
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{ |
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for (i=0 ; i<size ; i++, bl+=3) |
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{ |
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bl[0] = lightmap[i*3+0]; |
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bl[1] = lightmap[i*3+1]; |
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bl[2] = lightmap[i*3+2]; |
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} |
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} |
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else |
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{ |
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for (i=0 ; i<size ; i++, bl+=3) |
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{ |
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bl[0] = lightmap[i*3+0] * scale[0]; |
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bl[1] = lightmap[i*3+1] * scale[1]; |
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bl[2] = lightmap[i*3+2] * scale[2]; |
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} |
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} |
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lightmap += size*3; // skip to next lightmap |
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} |
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} |
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else |
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{ |
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int maps; |
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memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 ); |
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; |
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maps++) |
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{ |
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bl = s_blocklights; |
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for (i=0 ; i<3 ; i++) |
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scale[i] = gl_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i]; |
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if ( scale[0] == 1.0F && |
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scale[1] == 1.0F && |
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scale[2] == 1.0F ) |
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{ |
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for (i=0 ; i<size ; i++, bl+=3 ) |
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{ |
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bl[0] += lightmap[i*3+0]; |
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bl[1] += lightmap[i*3+1]; |
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bl[2] += lightmap[i*3+2]; |
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} |
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} |
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else |
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{ |
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for (i=0 ; i<size ; i++, bl+=3) |
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{ |
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bl[0] += lightmap[i*3+0] * scale[0]; |
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bl[1] += lightmap[i*3+1] * scale[1]; |
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bl[2] += lightmap[i*3+2] * scale[2]; |
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} |
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} |
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lightmap += size*3; // skip to next lightmap |
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} |
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} |
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// add all the dynamic lights |
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if (surf->dlightframe == r_framecount) |
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R_AddDynamicLights (surf); |
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|
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// put into texture format |
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store: |
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stride -= (smax<<2); |
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bl = s_blocklights; |
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monolightmap = gl_monolightmap->string[0]; |
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if ( monolightmap == '0' ) |
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{ |
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for (i=0 ; i<tmax ; i++, dest += stride) |
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{ |
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for (j=0 ; j<smax ; j++) |
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{ |
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r = Q_ftol( bl[0] ); |
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g = Q_ftol( bl[1] ); |
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b = Q_ftol( bl[2] ); |
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|
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// catch negative lights |
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if (r < 0) |
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r = 0; |
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if (g < 0) |
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g = 0; |
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if (b < 0) |
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b = 0; |
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|
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/* |
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** determine the brightest of the three color components |
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*/ |
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if (r > g) |
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max = r; |
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else |
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max = g; |
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if (b > max) |
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max = b; |
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|
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/* |
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** alpha is ONLY used for the mono lightmap case. For this reason |
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** we set it to the brightest of the color components so that |
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** things don't get too dim. |
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*/ |
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a = max; |
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|
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/* |
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** rescale all the color components if the intensity of the greatest |
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** channel exceeds 1.0 |
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*/ |
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if (max > 255) |
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{ |
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float t = 255.0F / max; |
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|
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r = r*t; |
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g = g*t; |
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b = b*t; |
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a = a*t; |
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} |
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dest[0] = r; |
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dest[1] = g; |
|
dest[2] = b; |
|
dest[3] = a; |
|
|
|
bl += 3; |
|
dest += 4; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
for (i=0 ; i<tmax ; i++, dest += stride) |
|
{ |
|
for (j=0 ; j<smax ; j++) |
|
{ |
|
|
|
r = Q_ftol( bl[0] ); |
|
g = Q_ftol( bl[1] ); |
|
b = Q_ftol( bl[2] ); |
|
|
|
// catch negative lights |
|
if (r < 0) |
|
r = 0; |
|
if (g < 0) |
|
g = 0; |
|
if (b < 0) |
|
b = 0; |
|
|
|
/* |
|
** determine the brightest of the three color components |
|
*/ |
|
if (r > g) |
|
max = r; |
|
else |
|
max = g; |
|
if (b > max) |
|
max = b; |
|
|
|
/* |
|
** alpha is ONLY used for the mono lightmap case. For this reason |
|
** we set it to the brightest of the color components so that |
|
** things don't get too dim. |
|
*/ |
|
a = max; |
|
|
|
/* |
|
** rescale all the color components if the intensity of the greatest |
|
** channel exceeds 1.0 |
|
*/ |
|
if (max > 255) |
|
{ |
|
float t = 255.0F / max; |
|
|
|
r = r*t; |
|
g = g*t; |
|
b = b*t; |
|
a = a*t; |
|
} |
|
|
|
/* |
|
** So if we are doing alpha lightmaps we need to set the R, G, and B |
|
** components to 0 and we need to set alpha to 1-alpha. |
|
*/ |
|
switch ( monolightmap ) |
|
{ |
|
case 'L': |
|
case 'I': |
|
r = a; |
|
g = b = 0; |
|
break; |
|
case 'C': |
|
// try faking colored lighting |
|
a = 255 - ((r+g+b)/3); |
|
r *= a/255.0; |
|
g *= a/255.0; |
|
b *= a/255.0; |
|
break; |
|
case 'A': |
|
default: |
|
r = g = b = 0; |
|
a = 255 - a; |
|
break; |
|
} |
|
|
|
dest[0] = r; |
|
dest[1] = g; |
|
dest[2] = b; |
|
dest[3] = a; |
|
|
|
bl += 3; |
|
dest += 4; |
|
} |
|
} |
|
} |
|
} |
|
|
|
|