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/*
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gl_rlight.c - dynamic and static lights
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(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. See the
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GNU General Public License for more details.
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*/
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#include "r_local.h"
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#include "pm_local.h"
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#include "studio.h"
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#include "xash3d_mathlib.h"
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#include "ref_params.h"
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//unused, need refactor
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unsigned blocklights[10240];
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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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CL_RunLightStyles
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==================
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*/
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void GAME_EXPORT CL_RunLightStyles( void )
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{
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int i, k, flight, clight;
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float l, lerpfrac, backlerp;
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float frametime = (gp_cl->time - gp_cl->oldtime);
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lightstyle_t *ls;
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if( !WORLDMODEL )
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return;
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if( !WORLDMODEL->lightdata )
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{
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for( i = 0; i < MAX_LIGHTSTYLES; i++ )
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tr.lightstylevalue[i] = 256 * 256;
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return;
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}
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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for( i = 0; i < MAX_LIGHTSTYLES; i++ )
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{
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ls = gEngfuncs.GetLightStyle( i );
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if( !gp_cl->paused && frametime <= 0.1f )
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ls->time += frametime; // evaluate local time
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flight = (int)Q_floor( ls->time * 10 );
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clight = (int)Q_ceil( ls->time * 10 );
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lerpfrac = ( ls->time * 10 ) - flight;
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backlerp = 1.0f - lerpfrac;
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if( !ls->length )
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{
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tr.lightstylevalue[i] = 256;
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continue;
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}
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else if( ls->length == 1 )
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{
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// single length style so don't bother interpolating
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tr.lightstylevalue[i] = ( ls->pattern[0] - 'a' ) * 22;
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continue;
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}
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else if( !ls->interp ) // || !CVAR_TO_BOOL( cl_lightstyle_lerping ))
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{
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tr.lightstylevalue[i] = ( ls->pattern[flight%ls->length] - 'a' ) * 22;
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continue;
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}
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// interpolate animating light
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// frame just gone
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k = ls->map[flight % ls->length];
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l = (float)( k * 22.0f ) * backlerp;
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// upcoming frame
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k = ls->map[clight % ls->length];
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l += (float)( k * 22.0f ) * lerpfrac;
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tr.lightstylevalue[i] = (int)l;
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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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float dist;
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msurface_t *surf;
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int i;
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if( !node || node->contents < 0 )
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return;
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dist = PlaneDiff( light->origin, node->plane );
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if( dist > light->radius )
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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->radius )
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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 = RI.currentmodel->surfaces + node->firstsurface;
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for( i = 0; i < node->numsurfaces; i++, surf++ )
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{
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if( !BoundsAndSphereIntersect( surf->info->mins, surf->info->maxs, light->origin, light->radius ))
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continue; // no intersection
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if( surf->dlightframe != tr.framecount )//tr.dlightframecount )
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{
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surf->dlightbits = 0;
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surf->dlightframe = tr.framecount; //tr.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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dlight_t *l;
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int i;
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tr.dlightframecount = tr.framecount;
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RI.currententity = CL_GetEntityByIndex( 0 );
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// no world -- no dlights
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if( !RI.currententity )
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return;
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RI.currentmodel = RI.currententity->model;
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for( i = 0; i < MAX_DLIGHTS; i++, l++ )
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{
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l = gEngfuncs.GetDynamicLight( i );
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if( l->die < gp_cl->time || !l->radius )
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continue;
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//if( GL_FrustumCullSphere( &RI.frustum, l->origin, l->radius, 15 ))
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//continue;
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R_MarkLights( l, 1<<i, RI.currentmodel->nodes );
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}
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}
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/*
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=======================================================================
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AMBIENT LIGHTING
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=======================================================================
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*/
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static vec3_t g_trace_lightspot;
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static vec3_t g_trace_lightvec;
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static float g_trace_fraction;
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/*
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=================
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R_RecursiveLightPoint
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=================
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*/
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static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f, float p2f, colorVec *cv, const vec3_t start, const vec3_t end )
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{
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float front, back, frac, midf;
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int i, map, side, size;
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float ds, dt, s, t;
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int sample_size;
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color24 *lm, *dm;
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mextrasurf_t *info;
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msurface_t *surf;
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mtexinfo_t *tex;
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matrix3x4 tbn;
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vec3_t mid;
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// didn't hit anything
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if( !node || node->contents < 0 )
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{
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cv->r = cv->g = cv->b = cv->a = 0;
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return false;
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}
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// calculate mid point
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front = PlaneDiff( start, node->plane );
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back = PlaneDiff( end, node->plane );
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side = front < 0;
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if(( back < 0 ) == side )
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return R_RecursiveLightPoint( model, node->children[side], p1f, p2f, cv, start, end );
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frac = front / ( front - back );
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VectorLerp( start, frac, end, mid );
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midf = p1f + ( p2f - p1f ) * frac;
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// co down front side
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if( R_RecursiveLightPoint( model, node->children[side], p1f, midf, cv, start, mid ))
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return true; // hit something
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if(( back < 0 ) == side )
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{
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cv->r = cv->g = cv->b = cv->a = 0;
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return false; // didn't hit anything
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}
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// check for impact on this node
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surf = model->surfaces + node->firstsurface;
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VectorCopy( mid, g_trace_lightspot );
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for( i = 0; i < node->numsurfaces; i++, surf++ )
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{
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int smax, tmax;
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tex = surf->texinfo;
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info = surf->info;
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if( FBitSet( surf->flags, SURF_DRAWTILED ))
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continue; // no lightmaps
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s = DotProduct( mid, info->lmvecs[0] ) + info->lmvecs[0][3];
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t = DotProduct( mid, info->lmvecs[1] ) + info->lmvecs[1][3];
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if( s < info->lightmapmins[0] || t < info->lightmapmins[1] )
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continue;
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ds = s - info->lightmapmins[0];
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dt = t - info->lightmapmins[1];
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if ( ds > info->lightextents[0] || dt > info->lightextents[1] )
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continue;
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cv->r = cv->g = cv->b = cv->a = 0;
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if( !surf->samples )
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return true;
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sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
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smax = (info->lightextents[0] / sample_size) + 1;
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tmax = (info->lightextents[1] / sample_size) + 1;
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ds /= sample_size;
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dt /= sample_size;
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lm = surf->samples + Q_rint( dt ) * smax + Q_rint( ds );
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g_trace_fraction = midf;
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size = smax * tmax;
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dm = NULL;
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if( surf->info->deluxemap )
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{
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vec3_t faceNormal;
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if( FBitSet( surf->flags, SURF_PLANEBACK ))
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VectorNegate( surf->plane->normal, faceNormal );
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else VectorCopy( surf->plane->normal, faceNormal );
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// compute face TBN
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#if 1
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Vector4Set( tbn[0], surf->info->lmvecs[0][0], surf->info->lmvecs[0][1], surf->info->lmvecs[0][2], 0.0f );
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Vector4Set( tbn[1], -surf->info->lmvecs[1][0], -surf->info->lmvecs[1][1], -surf->info->lmvecs[1][2], 0.0f );
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Vector4Set( tbn[2], faceNormal[0], faceNormal[1], faceNormal[2], 0.0f );
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#else
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Vector4Set( tbn[0], surf->info->lmvecs[0][0], -surf->info->lmvecs[1][0], faceNormal[0], 0.0f );
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Vector4Set( tbn[1], surf->info->lmvecs[0][1], -surf->info->lmvecs[1][1], faceNormal[1], 0.0f );
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Vector4Set( tbn[2], surf->info->lmvecs[0][2], -surf->info->lmvecs[1][2], faceNormal[2], 0.0f );
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#endif
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VectorNormalize( tbn[0] );
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VectorNormalize( tbn[1] );
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VectorNormalize( tbn[2] );
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dm = surf->info->deluxemap + Q_rint( dt ) * smax + Q_rint( ds );
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}
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for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ )
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{
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uint scale = tr.lightstylevalue[surf->styles[map]];
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cv->r += lm->r * scale;
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cv->g += lm->g * scale;
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cv->b += lm->b * scale;
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lm += size; // skip to next lightmap
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if( dm != NULL )
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{
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vec3_t srcNormal, lightNormal;
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float f = (1.0f / 128.0f);
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VectorSet( srcNormal, ((float)dm->r - 128.0f) * f, ((float)dm->g - 128.0f) * f, ((float)dm->b - 128.0f) * f );
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Matrix3x4_VectorIRotate( tbn, srcNormal, lightNormal ); // turn to world space
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VectorScale( lightNormal, (float)scale * -1.0f, lightNormal ); // turn direction from light
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VectorAdd( g_trace_lightvec, lightNormal, g_trace_lightvec );
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dm += size; // skip to next deluxmap
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}
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}
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return true;
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}
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// go down back side
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return R_RecursiveLightPoint( model, node->children[!side], midf, p2f, cv, mid, end );
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}
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/*
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=================
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R_LightVec
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check bspmodels to get light from
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=================
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*/
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static colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec )
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{
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float last_fraction;
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int i, maxEnts = 1;
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colorVec light, cv;
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if( lspot ) VectorClear( lspot );
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if( lvec ) VectorClear( lvec );
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if( WORLDMODEL && WORLDMODEL->lightdata )
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{
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light.r = light.g = light.b = light.a = 0;
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last_fraction = 1.0f;
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// get light from bmodels too
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//if( CVAR_TO_BOOL( r_lighting_extended ))
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maxEnts = MAX_PHYSENTS;
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// check all the bsp-models
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for( i = 0; i < maxEnts; i++ )
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{
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physent_t *pe = gEngfuncs.EV_GetPhysent( i );
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vec3_t offset, start_l, end_l;
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mnode_t *pnodes;
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matrix4x4 matrix;
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if( !pe )
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break;
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if( !pe->model || pe->model->type != mod_brush )
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continue; // skip non-bsp models
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pnodes = &pe->model->nodes[pe->model->hulls[0].firstclipnode];
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VectorSubtract( pe->model->hulls[0].clip_mins, vec3_origin, offset );
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VectorAdd( offset, pe->origin, offset );
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VectorSubtract( start, offset, start_l );
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VectorSubtract( end, offset, end_l );
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|
// rotate start and end into the models frame of reference
|
|
|
|
if( !VectorIsNull( pe->angles ))
|
|
|
|
{
|
|
|
|
Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
|
|
|
|
Matrix4x4_VectorITransform( matrix, start, start_l );
|
|
|
|
Matrix4x4_VectorITransform( matrix, end, end_l );
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorClear( g_trace_lightspot );
|
|
|
|
VectorClear( g_trace_lightvec );
|
|
|
|
g_trace_fraction = 1.0f;
|
|
|
|
|
|
|
|
if( !R_RecursiveLightPoint( pe->model, pnodes, 0.0f, 1.0f, &cv, start_l, end_l ))
|
|
|
|
continue; // didn't hit anything
|
|
|
|
|
|
|
|
if( g_trace_fraction < last_fraction )
|
|
|
|
{
|
|
|
|
if( lspot ) VectorCopy( g_trace_lightspot, lspot );
|
|
|
|
if( lvec ) VectorNormalize2( g_trace_lightvec, lvec );
|
|
|
|
light.r = Q_min(( cv.r >> 8 ), 255 );
|
|
|
|
light.g = Q_min(( cv.g >> 8 ), 255 );
|
|
|
|
light.b = Q_min(( cv.b >> 8 ), 255 );
|
|
|
|
last_fraction = g_trace_fraction;
|
|
|
|
|
|
|
|
if(( light.r + light.g + light.b ) != 0 )
|
|
|
|
break; // we get light now
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
light.r = light.g = light.b = 255;
|
|
|
|
light.a = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return light;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
R_LightVec
|
|
|
|
|
|
|
|
check bspmodels to get light from
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
colorVec GAME_EXPORT R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec )
|
|
|
|
{
|
|
|
|
colorVec light = R_LightVecInternal( start, end, lspot, lvec );
|
|
|
|
|
|
|
|
//light.r = light.g = light.b = 255;
|
|
|
|
|
|
|
|
if( lspot != NULL && lvec != NULL ) // CVAR_TO_BOOL( r_lighting_extended ) &&
|
|
|
|
{
|
|
|
|
// trying to get light from ceiling (but ignore gradient analyze)
|
|
|
|
if(( light.r + light.g + light.b ) == 0 )
|
|
|
|
return R_LightVecInternal( end, start, lspot, lvec );
|
|
|
|
}
|
|
|
|
|
|
|
|
return light;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
R_LightPoint
|
|
|
|
|
|
|
|
light from floor
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
colorVec GAME_EXPORT R_LightPoint( const vec3_t p0 )
|
|
|
|
{
|
|
|
|
vec3_t p1;
|
|
|
|
|
|
|
|
VectorSet( p1, p0[0], p0[1], p0[2] - 2048.0f );
|
|
|
|
|
|
|
|
return R_LightVec( p0, p1, NULL, NULL );
|
|
|
|
}
|