engine/engine/gl/gl_rlight.c

981 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"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#include "glquake.h"
#include "shader.h"
int r_dlightframecount;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight (void)
{
int i,j;
int v1, v2;
float f;
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
f = (cl.time*r_lightstylespeed.value);
if (f < 0)
f = 0;
i = (int)f;
if (r_lightstylesmooth.value)
f -= i; //this can require updates at 1000 times a second.. Depends on your framerate of course
else
f = 0; //only update them 10 times a second
for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
{
if (!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
cl_lightstyle[j].colour = 7;
continue;
}
v1 = i % cl_lightstyle[j].length;
v1 = cl_lightstyle[j].map[v1] - 'a';
v2 = (i+1) % cl_lightstyle[j].length;
v2 = cl_lightstyle[j].map[v2] - 'a';
d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22;
}
}
/*
=============================================================================
DYNAMIC LIGHTS BLEND RENDERING
=============================================================================
*/
void AddLightBlend (float r, float g, float b, float a2)
{
float a;
r = bound(0, r, 1);
g = bound(0, g, 1);
b = bound(0, b, 1);
sw_blend[3] = a = sw_blend[3] + a2*(1-sw_blend[3]);
a2 = a2/a;
sw_blend[0] = sw_blend[0]*(1-a2) + r*a2;
sw_blend[1] = sw_blend[1]*(1-a2) + g*a2;
sw_blend[2] = sw_blend[2]*(1-a2) + b*a2;
//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
}
float bubble_sintable[17], bubble_costable[17];
void R_InitBubble(void)
{
float a;
int i;
float *bub_sin, *bub_cos;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
for (i=16 ; i>=0 ; i--)
{
a = i/16.0 * M_PI*2;
*bub_sin++ = sin(a);
*bub_cos++ = cos(a);
}
}
#ifdef GLQUAKE
#define FLASHBLEND_VERTS 16
avec4_t flashblend_colours[FLASHBLEND_VERTS+1];
vecV_t flashblend_vcoords[FLASHBLEND_VERTS+1];
vec2_t flashblend_tccoords[FLASHBLEND_VERTS+1];
int flashblend_indexes[FLASHBLEND_VERTS*3];
mesh_t flashblend_mesh;
shader_t *flashblend_shader;
void R_InitFlashblends(void)
{
int i;
for (i = 0; i < FLASHBLEND_VERTS; i++)
{
flashblend_indexes[i*3+0] = 0;
if (i+1 == FLASHBLEND_VERTS)
flashblend_indexes[i*3+1] = 1;
else
flashblend_indexes[i*3+1] = i+2;
flashblend_indexes[i*3+2] = i+1;
}
flashblend_mesh.numvertexes = FLASHBLEND_VERTS+1;
flashblend_mesh.xyz_array = flashblend_vcoords;
flashblend_mesh.st_array = flashblend_tccoords;
flashblend_mesh.colors4f_array = flashblend_colours;
flashblend_mesh.indexes = flashblend_indexes;
flashblend_mesh.numindexes = FLASHBLEND_VERTS*3;
flashblend_mesh.istrifan = true;
flashblend_shader = R_RegisterShader("flashblend",
"{\n"
"{\n"
"map $whitetexture\n"
"blendfunc gl_one gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
}
void R_RenderDlight (dlight_t *light)
{
int i, j;
// float a;
vec3_t v;
float rad;
float *bub_sin, *bub_cos;
vec3_t colour;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
rad = light->radius * 0.35;
VectorCopy(light->color, colour);
if (light->fov)
{
float a = -DotProduct(light->axis[0], vpn);
colour[0] *= a;
colour[1] *= a;
colour[2] *= a;
rad *= a;
rad *= 0.33;
}
VectorSubtract (light->origin, r_origin, v);
if (Length (v) < rad)
{ // view is inside the dlight
AddLightBlend (colour[0]*5, colour[1]*5, colour[2]*5, light->radius * 0.0003);
return;
}
flashblend_colours[0][0] = colour[0]*2;
flashblend_colours[0][1] = colour[1]*2;
flashblend_colours[0][2] = colour[2]*2;
flashblend_colours[0][3] = 1;
for (i=0 ; i<3 ; i++)
flashblend_vcoords[0][i] = light->origin[i] - vpn[i]*rad/1.5;
for (i=16 ; i>0 ; i--)
{
for (j=0 ; j<3 ; j++)
flashblend_vcoords[i][j] = light->origin[j] + (vright[j]*(*bub_cos) +
+ vup[j]*(*bub_sin)) * rad;
bub_sin++;
bub_cos++;
}
BE_DrawMeshChain(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures);
}
/*
=============
R_RenderDlights
=============
*/
void GLR_RenderDlights (void)
{
int i;
dlight_t *l;
vec3_t waste1, waste2;
switch(r_flashblend.ival)
{
case 0:
return;
default:
case 1:
BE_SelectMode(BEM_STANDARD, 0);
break;
case 2:
BE_SelectMode(BEM_STANDARD, BEF_FORCENODEPTH);
break;
}
// r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
l = cl_dlights+rtlights_first;
for (i=rtlights_first; i<rtlights_max; i++, l++)
{
if (!l->radius || !(l->flags & LFLAG_ALLOW_FLASH))
continue;
//dlights emitting from the local player are not visible as flashblends
if (l->key == cl.playernum[r_refdef.currentplayernum]+1)
continue; //was a glow
if (l->key == -(cl.playernum[r_refdef.currentplayernum]+1))
continue; //was a muzzleflash
if (r_flashblend.ival == 2)
{
if (TraceLineN(r_refdef.vieworg, l->origin, waste1, waste2))
continue;
}
R_RenderDlight (l);
}
BE_SelectMode(BEM_STANDARD, 0);
}
#endif
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_MarkLights
=============
*/
/*void GLR_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
if (dist > light->radius)
{
GLR_MarkLights (light, bit, node->children[0]);
return;
}
if (dist < -light->radius)
{
GLR_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 != r_dlightframecount)
{
surf->dlightbits = 0;
surf->dlightframe = r_dlightframecount;
}
surf->dlightbits |= bit;
}
GLR_MarkLights (light, bit, node->children[0]);
GLR_MarkLights (light, bit, node->children[1]);
}*/
/*void Q2BSP_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents != -1)
return;
splitplane = node->plane;
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
if (dist > light->radius)
{
Q2BSP_MarkLights (light, bit, node->children[0]);
return;
}
if (dist < -light->radius)
{
Q2BSP_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 != r_dlightframecount)
{
surf->dlightbits = 0;
surf->dlightframe = r_dlightframecount;
}
surf->dlightbits |= bit;
}
Q2BSP_MarkLights (light, bit, node->children[0]);
Q2BSP_MarkLights (light, bit, node->children[1]);
}*/
void GLR_MarkQ3Lights (dlight_t *light, int bit, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
return; //we need to get the texinfos right first.
/*
//mark all
for (surf = cl.worldmodel->surfaces, i = 0; i < cl.worldmodel->numsurfaces; i++, surf++)
{
if (surf->dlightframe != r_dlightframecount)
{
surf->dlightbits = 0;
surf->dlightframe = r_dlightframecount;
}
surf->dlightbits |= bit;
}
return;
*/
if (node->contents != -1)
{
msurface_t **mark;
mleaf_t *leaf;
// mark the polygons
leaf = (mleaf_t *)node;
mark = leaf->firstmarksurface;
for (i=0 ; i<leaf->nummarksurfaces ; i++, surf++)
{
surf = *mark++;
if (surf->dlightframe != r_dlightframecount)
{
surf->dlightbits = 0;
surf->dlightframe = r_dlightframecount;
}
surf->dlightbits |= bit;
}
return;
}
splitplane = node->plane;
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
if (dist > light->radius)
{
GLR_MarkQ3Lights (light, bit, node->children[0]);
return;
}
if (dist < -light->radius)
{
GLR_MarkQ3Lights (light, bit, node->children[1]);
return;
}
GLR_MarkQ3Lights (light, bit, node->children[0]);
GLR_MarkQ3Lights (light, bit, node->children[1]);
}
/*
=============
R_PushDlights
=============
*/
void GLR_PushDlights (void)
{
int i;
dlight_t *l;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
if (!r_dynamic.ival || !cl.worldmodel)
return;
if (!cl.worldmodel->nodes)
return;
currentmodel = cl.worldmodel;
l = cl_dlights+rtlights_first;
for (i=rtlights_first ; i <= DL_LAST ; i++, l++)
{
if (!l->radius || !(l->flags & LFLAG_ALLOW_LMHACK))
continue;
currentmodel->funcs.MarkLights( l, 1<<i, currentmodel->nodes );
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
mplane_t *lightplane;
vec3_t lightspot;
void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
q3lightgridinfo_t *lg = (q3lightgridinfo_t *)cl.worldmodel->lightgrid;
int index[8];
int vi[3];
int i, j;
float t[8], direction_uv[3];
vec3_t vf, vf2;
vec3_t ambient, diffuse;
if (res_dir)
{
res_dir[0] = 1;
res_dir[1] = 1;
res_dir[2] = 0.1;
}
if (!lg || !lg->lightgrid)
{
if(res_ambient)
{
res_ambient[0] = 64;
res_ambient[1] = 64;
res_ambient[2] = 64;
}
if (res_diffuse)
{
res_diffuse[0] = 192;
res_diffuse[1] = 192;
res_diffuse[2] = 192;
}
return;
}
//If in doubt, steal someone else's code...
//Thanks QFusion.
for ( i = 0; i < 3; i++ )
{
vf[i] = (point[i] - lg->gridMins[i]) / lg->gridSize[i];
vi[i] = (int)(vf[i]);
vf[i] = vf[i] - floor(vf[i]);
vf2[i] = 1.0f - vf[i];
}
index[0] = vi[2]*lg->gridBounds[3] + vi[1]*lg->gridBounds[0] + vi[0];
index[1] = index[0] + lg->gridBounds[0];
index[2] = index[0] + lg->gridBounds[3];
index[3] = index[2] + lg->gridBounds[0];
index[4] = index[0]+(index[0]<(lg->numlightgridelems-1));
index[5] = index[1]+(index[1]<(lg->numlightgridelems-1));
index[6] = index[2]+(index[2]<(lg->numlightgridelems-1));
index[7] = index[3]+(index[3]<(lg->numlightgridelems-1));
for ( i = 0; i < 8; i++ )
{
if ( index[i] < 0 || index[i] >= (lg->numlightgridelems) )
{
res_ambient[0] = 255; //out of the map
res_ambient[1] = 255;
res_ambient[2] = 255;
return;
}
}
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];
for ( j = 0; j < 3; j++ )
{
ambient[j] = 0;
diffuse[j] = 0;
for ( i = 0; i < 4; i++ )
{
ambient[j] += t[i*2] * lg->lightgrid[ index[i]].ambient[j];
ambient[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].ambient[j];
diffuse[j] += t[i*2] * lg->lightgrid[ index[i]].diffuse[j];
diffuse[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].diffuse[j];
}
}
for ( j = 0; j < 2; j++ )
{
direction_uv[j] = 0;
for ( i = 0; i < 4; i++ )
{
direction_uv[j] += t[i*2] * lg->lightgrid[ index[i]].direction[j];
direction_uv[j] += t[i*2+1] * lg->lightgrid[ index[i+4]].direction[j];
}
direction_uv[j] = anglemod ( direction_uv[j] );
}
VectorCopy(ambient, res_ambient);
if (res_diffuse)
VectorCopy(diffuse, res_diffuse);
if (res_dir)
{
vec3_t right, left;
direction_uv[2] = 0;
AngleVectors(direction_uv, res_dir, right, left);
}
}
int GLRecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
{
int r;
float front, back, frac;
int side;
mplane_t *plane;
vec3_t mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
qbyte *lightmap;
unsigned scale;
int maps;
if (cl.worldmodel->fromgame == fg_quake2)
{
if (node->contents != -1)
return -1; // solid
}
else if (node->contents < 0)
return -1; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
back = DotProduct (end, plane->normal) - plane->dist;
side = front < 0;
if ( (back < 0) == side)
return GLRecursiveLightPoint (node->children[side], start, end);
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
r = GLRecursiveLightPoint (node->children[side], start, mid);
if (r >= 0)
return r; // hit something
if ( (back < 0) == side )
return -1; // didn't hit anuthing
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
if (s < surf->texturemins[0] ||
t < surf->texturemins[1])
continue;
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if ( ds > surf->extents[0] || dt > surf->extents[1] )
continue;
if (!surf->samples)
return 0;
ds >>= 4;
dt >>= 4;
lightmap = surf->samples;
r = 0;
if (lightmap)
{
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
{
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
r += (lightmap[0]+lightmap[1]+lightmap[2]) * scale / 3;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1)*3;
}
}
else
{
lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
r += *lightmap * scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1);
}
}
r >>= 8;
}
return r;
}
// go down back side
return GLRecursiveLightPoint (node->children[!side], mid, end);
}
int GLR_LightPoint (vec3_t p)
{
vec3_t end;
int r;
if (r_refdef.flags & 1)
return 255;
if (!cl.worldmodel || !cl.worldmodel->lightdata)
return 255;
if (cl.worldmodel->fromgame == fg_quake3)
{
GLQ3_LightGrid(cl.worldmodel, p, NULL, end, NULL);
return (end[0] + end[1] + end[2])/3;
}
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
r = GLRecursiveLightPoint (cl.worldmodel->nodes, p, end);
if (r == -1)
r = 0;
return r;
}
#ifdef PEXT_LIGHTSTYLECOL
float *GLRecursiveLightPoint3C (mnode_t *node, vec3_t start, vec3_t end)
{
static float l[6];
float *r;
float front, back, frac;
int side;
mplane_t *plane;
vec3_t mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
qbyte *lightmap, *deluxmap;
float scale;
int maps;
if (!cl.worldmodel->lightdata)
{
l[0]=255;l[1]=255;l[2]=255;
l[3]=0;l[4]=1;l[5]=1;
return l;
}
if (cl.worldmodel->fromgame == fg_quake2)
{
if (node->contents != -1)
return NULL; // solid
}
else if (node->contents < 0)
return NULL; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
back = DotProduct (end, plane->normal) - plane->dist;
side = front < 0;
if ( (back < 0) == side)
return GLRecursiveLightPoint3C (node->children[side], start, end);
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
r = GLRecursiveLightPoint3C (node->children[side], start, mid);
if (r && r[0]+r[1]+r[2] >= 0)
return r; // hit something
if ( (back < 0) == side )
return NULL; // didn't hit anuthing
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];
if (s < surf->texturemins[0] ||
t < surf->texturemins[1])
continue;
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if ( ds > surf->extents[0] || dt > surf->extents[1] )
continue;
if (!surf->samples)
{
l[0]=0;l[1]=0;l[2]=0;
l[3]=0;l[4]=1;l[5]=1;
return l;
}
ds >>= 4;
dt >>= 4;
lightmap = surf->samples;
l[0]=0;l[1]=0;l[2]=0;
l[3]=0;l[4]=0;l[5]=0;
if (lightmap)
{
if (cl.worldmodel->deluxdata)
{
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
{
deluxmap = surf->samples - cl.worldmodel->lightdata + cl.worldmodel->deluxdata;
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
l[0] += lightmap[0] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
l[1] += lightmap[1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
l[2] += lightmap[2] * scale;
l[3] += (deluxmap[0]-127)*scale;
l[4] += (deluxmap[1]-127)*scale;
l[5] += (deluxmap[2]-127)*scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1) * 3;
deluxmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1) * 3;
}
}
else
{
deluxmap = (surf->samples - cl.worldmodel->lightdata)*3 + cl.worldmodel->deluxdata;
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
deluxmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
l[0] += *lightmap * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
l[1] += *lightmap * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
l[2] += *lightmap * scale;
l[3] += deluxmap[0]*scale;
l[4] += deluxmap[1]*scale;
l[5] += deluxmap[2]*scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1);
deluxmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1) * 3;
}
}
}
else
{
if (cl.worldmodel->engineflags & MDLF_RGBLIGHTING)
{
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds)*3;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
l[0] += lightmap[0] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
l[1] += lightmap[1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
l[2] += lightmap[2] * scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1) * 3;
}
}
else
{
lightmap += (dt * ((surf->extents[0]>>4)+1) + ds);
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/256.0f;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
l[0] += *lightmap * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
l[1] += *lightmap * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
l[2] += *lightmap * scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1);
}
}
}
}
return l;
}
// go down back side
return GLRecursiveLightPoint3C (node->children[!side], mid, end);
}
#endif
void GLQ1BSP_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
vec3_t end;
float *r;
end[0] = point[0];
end[1] = point[1];
end[2] = point[2] - 2048;
r = GLRecursiveLightPoint3C(model->nodes, point, end);
if (r == NULL)
{
res_diffuse[0] = 0;
res_diffuse[1] = 0;
res_diffuse[2] = 0;
res_ambient[0] = 0;
res_ambient[1] = 0;
res_ambient[2] = 0;
res_dir[0] = 0;
res_dir[1] = 1;
res_dir[2] = 1;
}
else
{
res_diffuse[0] = r[0];
res_diffuse[1] = r[1];
res_diffuse[2] = r[2];
res_ambient[0] = r[0];
res_ambient[1] = r[1];
res_ambient[2] = r[2];
res_dir[0] = r[3];
res_dir[1] = r[4];
res_dir[2] = -r[5];
VectorNormalize(res_dir);
if (!res_dir[0] && !res_dir[1] && !res_dir[2])
res_dir[1] = res_dir[2] = 1;
}
}
#endif