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830 lines
25 KiB
830 lines
25 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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#include "render_pch.h" |
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#include "client.h" |
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#include "bitmap/imageformat.h" |
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#include "bitmap/tgawriter.h" |
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#include <float.h> |
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#include "collisionutils.h" |
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#include "cl_main.h" |
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#include "tier0/vprof.h" |
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#include "debugoverlay.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// Forward declarations |
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//----------------------------------------------------------------------------- |
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extern ConVar r_avglight; |
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extern int r_surfacevisframe; |
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static model_t* s_pLightVecModel = 0; |
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ConVar r_visualizetraces( "r_visualizetraces", "0", FCVAR_CHEAT ); |
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ConVar r_visualizelighttraces( "r_visualizelighttraces", "0", FCVAR_CHEAT ); |
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ConVar r_visualizelighttracesshowfulltrace( "r_visualizelighttracesshowfulltrace", "0", FCVAR_CHEAT ); |
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//----------------------------------------------------------------------------- |
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// State associated with R_LightVec |
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//----------------------------------------------------------------------------- |
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struct LightVecState_t |
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{ |
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LightVecState_t() |
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{ |
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} |
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Ray_t m_Ray; |
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float m_HitFrac; |
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float* m_pTextureS; |
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float* m_pTextureT; |
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float* m_pLightmapS; |
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float* m_pLightmapT; |
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SurfaceHandle_t m_nSkySurfID; |
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bool m_bUseLightStyles; |
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CUtlVector<IDispInfo *> m_LightTestDisps; |
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}; |
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//----------------------------------------------------------------------------- |
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// Globals associated with dynamic lighting |
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//----------------------------------------------------------------------------- |
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int r_dlightchanged; |
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int r_dlightactive; |
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//----------------------------------------------------------------------------- |
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// Displacements to test against for R_LightVec |
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//----------------------------------------------------------------------------- |
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/* |
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================== |
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R_AnimateLight |
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================== |
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*/ |
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void R_AnimateLight (void) |
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{ |
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INetworkStringTable *table = cl.m_pLightStyleTable; |
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if ( !table ) |
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return; |
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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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int i = (int)(cl.GetTime()*10); |
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for (int j=0 ; j<MAX_LIGHTSTYLES ; j++) |
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{ |
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int length; |
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const char * lightstyle = (const char*) table->GetStringUserData( j, &length ); |
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length--; |
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if (!lightstyle || !lightstyle[0]) |
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{ |
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d_lightstylevalue[j] = 256; |
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d_lightstylenumframes[j] = 0; |
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continue; |
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} |
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d_lightstylenumframes[j] = length; |
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int k = i % length; |
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k = lightstyle[k] - 'a'; |
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k = k*22; |
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if (d_lightstylevalue[j] != k) |
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{ |
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d_lightstylevalue[j] = k; |
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d_lightstyleframe[j] = r_framecount; |
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} |
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} |
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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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// Returns true if the surface has the specified dlight already set on it for this frame. |
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inline bool R_IsDLightAlreadyMarked( msurfacelighting_t *pLighting, int bit ) |
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{ |
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return (pLighting->m_nDLightFrame == r_framecount) && (pLighting->m_fDLightBits & bit); |
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} |
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// Mark the surface as changed by the specified dlight (so its texture gets updated when |
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// it comes time to render). |
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inline void R_MarkSurfaceDLight( SurfaceHandle_t surfID, msurfacelighting_t *pLighting, int bit) |
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{ |
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pLighting->m_nDLightFrame = r_framecount; |
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pLighting->m_fDLightBits |= bit; |
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MSurf_Flags( surfID ) |= SURFDRAW_HASDLIGHT; |
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} |
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int R_TryLightMarkSurface( dlight_t *light, msurfacelighting_t *pLighting, SurfaceHandle_t surfID, int bit ) |
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{ |
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// Make sure this light actually intersects the surface cache of the surfaces it hits |
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mtexinfo_t *tex; |
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// FIXME: No worky for brush models |
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// Find the perpendicular distance to the surface we're lighting |
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// NOTE: Allow some stuff that's slightly behind it because view models can get behind walls |
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// FIXME: We should figure out a better way to deal with view models |
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float perpDistSq = DotProduct (light->origin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist; |
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if (perpDistSq < DLIGHT_BEHIND_PLANE_DIST) |
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return 0; |
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perpDistSq *= perpDistSq; |
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float flInPlaneRadiusSq = light->GetRadiusSquared() - perpDistSq; |
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if (flInPlaneRadiusSq <= 0) |
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return 0; |
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tex = MSurf_TexInfo( surfID ); |
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Vector2D mins, maxs; |
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mins.Init( pLighting->m_LightmapMins[0], pLighting->m_LightmapMins[1] ); |
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maxs.Init( mins.x + pLighting->m_LightmapExtents[0], mins.y + pLighting->m_LightmapExtents[1] ); |
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// Project light center into texture coordinates |
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Vector2D vecCircleCenter; |
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vecCircleCenter.x = DotProduct (light->origin, tex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) + |
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tex->lightmapVecsLuxelsPerWorldUnits[0][3]; |
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vecCircleCenter.y = DotProduct (light->origin, tex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) + |
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tex->lightmapVecsLuxelsPerWorldUnits[1][3]; |
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// convert from world space to luxel space and convert to int |
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float flInPlaneLuxelRadius = sqrtf( flInPlaneRadiusSq * tex->luxelsPerWorldUnit * tex->luxelsPerWorldUnit ); |
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// Does the circle intersect the square? |
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if ( !IsCircleIntersectingRectangle( mins, maxs, vecCircleCenter, flInPlaneLuxelRadius ) ) |
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return 0; |
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// Ok, mark the surface as using this light. |
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R_MarkSurfaceDLight( surfID, pLighting, bit); |
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return 1; |
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} |
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int R_MarkLightsLeaf( dlight_t *light, int bit, mleaf_t *pLeaf ) |
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{ |
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int countMarked = 0; |
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for ( int i = 0; i < pLeaf->dispCount; i++ ) |
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{ |
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IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i ); |
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SurfaceHandle_t parentSurfID = pDispInfo->GetParent(); |
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if ( parentSurfID ) |
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{ |
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// Don't redo all this work if we already hit this surface and decided it's lit by this light. |
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msurfacelighting_t *pLighting = SurfaceLighting( parentSurfID ); |
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if( !R_IsDLightAlreadyMarked( pLighting, bit) ) |
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{ |
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// Do a different test for displacement surfaces. |
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Vector bmin, bmax; |
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MSurf_DispInfo( parentSurfID )->GetBoundingBox( bmin, bmax ); |
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if ( IsBoxIntersectingSphere(bmin, bmax, light->origin, light->GetRadius()) ) |
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{ |
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R_MarkSurfaceDLight( parentSurfID, pLighting, bit ); |
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countMarked++; |
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} |
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} |
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} |
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} |
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SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface]; |
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for ( int i = 0; i < pLeaf->nummarksurfaces; i++ ) |
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{ |
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SurfaceHandle_t surfID = pHandle[i]; |
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ASSERT_SURF_VALID( surfID ); |
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// only process leaf surfaces |
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if ( MSurf_Flags( surfID ) & SURFDRAW_NODE ) |
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continue; |
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// Don't redo all this work if we already hit this surface and decided it's lit by this light. |
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msurfacelighting_t *pLighting = SurfaceLighting( surfID ); |
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if(R_IsDLightAlreadyMarked(pLighting, bit)) |
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continue; |
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float dist = DotProduct( light->origin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist; |
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if ( dist > light->GetRadius() || dist < -light->GetRadius() ) |
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continue; |
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countMarked += R_TryLightMarkSurface( light, pLighting, surfID, bit ); |
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} |
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return countMarked; |
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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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int 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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int i; |
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if (node->contents >= 0) |
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{ |
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// This is a leaf, so check displacement surfaces and leaf faces |
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return R_MarkLightsLeaf( light, bit, (mleaf_t*)node ); |
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} |
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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->GetRadius()) |
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{ |
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return R_MarkLights (light, bit, node->children[0]); |
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} |
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if (dist < -light->GetRadius()) |
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{ |
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return R_MarkLights (light, bit, node->children[1]); |
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} |
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// mark the polygons |
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int countMarked = 0; |
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SurfaceHandle_t surfID = SurfaceHandleFromIndex( node->firstsurface ); |
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for (i=0 ; i<node->numsurfaces ; i++, surfID++) |
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{ |
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// Don't redo all this work if we already hit this surface and decided it's lit by this light. |
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msurfacelighting_t *pLighting = SurfaceLighting( surfID ); |
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if(R_IsDLightAlreadyMarked( pLighting, bit)) |
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continue; |
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countMarked += R_TryLightMarkSurface( light, pLighting, surfID, bit ); |
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} |
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countMarked += R_MarkLights( light, bit, node->children[0] ); |
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return countMarked + R_MarkLights( light, bit, node->children[1] ); |
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} |
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void R_MarkDLightsOnSurface( mnode_t* pNode ) |
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{ |
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if (!pNode || !g_bActiveDlights) |
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return; |
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dlight_t *l = cl_dlights; |
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for (int i=0 ; i<MAX_DLIGHTS ; i++, l++) |
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{ |
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if (l->die < cl.GetTime() || !l->IsRadiusGreaterThanZero() ) |
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continue; |
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if (l->flags & DLIGHT_NO_WORLD_ILLUMINATION) |
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continue; |
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R_MarkLights ( l, 1<<i, pNode ); |
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} |
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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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R_MarkDLightsOnSurface( host_state.worldbrush->nodes ); |
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MarkDLightsOnStaticProps(); |
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} |
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//----------------------------------------------------------------------------- |
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// Computes s and t coords of texture at intersection pt |
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//----------------------------------------------------------------------------- |
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static void ComputeTextureCoordsAtIntersection( mtexinfo_t* pTex, Vector const& pt, float *textureS, float *textureT ) |
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{ |
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if( pTex->material && textureS && textureT ) |
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{ |
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*textureS = DotProduct( pt, pTex->textureVecsTexelsPerWorldUnits[0].AsVector3D() ) + |
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pTex->textureVecsTexelsPerWorldUnits[0][3]; |
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*textureT = DotProduct( pt, pTex->textureVecsTexelsPerWorldUnits[1].AsVector3D() ) + |
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pTex->textureVecsTexelsPerWorldUnits[1][3]; |
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*textureS /= pTex->material->GetMappingWidth(); |
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*textureT /= pTex->material->GetMappingHeight(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Computes s and t coords of texture at intersection pt |
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//----------------------------------------------------------------------------- |
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static void ComputeLightmapCoordsAtIntersection( msurfacelighting_t *pLighting, float ds, |
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float dt, float *lightmapS, float *lightmapT ) |
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{ |
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if( lightmapS && lightmapT ) |
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{ |
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if( pLighting->m_LightmapExtents[0] != 0 ) |
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*lightmapS = (ds + 0.5f) / ( float )pLighting->m_LightmapExtents[0]; |
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else |
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*lightmapS = 0.5f; |
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if( pLighting->m_LightmapExtents[1] != 0 ) |
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*lightmapT = (dt + 0.5f) / ( float )pLighting->m_LightmapExtents[1]; |
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else |
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*lightmapT = 0.5f; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Computes the lightmap color at a particular point |
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//----------------------------------------------------------------------------- |
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static void ComputeLightmapColor( SurfaceHandle_t surfID, int ds, int dt, bool bUseLightStyles, Vector& c ) |
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{ |
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msurfacelighting_t *pLighting = SurfaceLighting( surfID ); |
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ColorRGBExp32* pLightmap = pLighting->m_pSamples; |
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if( !pLightmap ) |
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{ |
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static int messagecount = 0; |
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if ( ++messagecount < 10 ) |
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{ |
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// Stop spamming. I heard you already!!! |
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ConMsg( "hit surface has no samples\n" ); |
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} |
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return; |
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} |
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int smax = ( pLighting->m_LightmapExtents[0] ) + 1; |
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int tmax = ( pLighting->m_LightmapExtents[1] ) + 1; |
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int offset = smax * tmax; |
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if ( SurfHasBumpedLightmaps( surfID ) ) |
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{ |
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offset *= ( NUM_BUMP_VECTS + 1 ); |
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} |
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pLightmap += dt * smax + ds; |
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int nMaxMaps = bUseLightStyles ? MAXLIGHTMAPS : 1; |
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for (int maps = 0 ; maps < nMaxMaps && pLighting->m_nStyles[maps] != 255 ; ++maps) |
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{ |
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float scale = LightStyleValue( pLighting->m_nStyles[maps] ); |
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c[0] += TexLightToLinear( pLightmap->r, pLightmap->exponent ) * scale; |
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c[1] += TexLightToLinear( pLightmap->g, pLightmap->exponent ) * scale; |
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c[2] += TexLightToLinear( pLightmap->b, pLightmap->exponent ) * scale; |
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// Check version 32 in source safe for some debugging crap |
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pLightmap += offset; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Computes the lightmap color at a particular point |
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//----------------------------------------------------------------------------- |
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static void ComputeLightmapColorFromAverage( msurfacelighting_t *pLighting, bool bUseLightStyles, Vector& c ) |
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{ |
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int nMaxMaps = bUseLightStyles ? MAXLIGHTMAPS : 1; |
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for (int maps = 0 ; maps < nMaxMaps && pLighting->m_nStyles[maps] != 255 ; ++maps) |
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{ |
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float scale = LightStyleValue( pLighting->m_nStyles[maps] ); |
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ColorRGBExp32* pAvgColor = pLighting->AvgLightColor(maps); |
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c[0] += TexLightToLinear( pAvgColor->r, pAvgColor->exponent ) * scale; |
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c[1] += TexLightToLinear( pAvgColor->g, pAvgColor->exponent ) * scale; |
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c[2] += TexLightToLinear( pAvgColor->b, pAvgColor->exponent ) * scale; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Tests a particular surface |
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//----------------------------------------------------------------------------- |
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static bool FASTCALL FindIntersectionAtSurface( SurfaceHandle_t surfID, float f, |
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Vector& c, LightVecState_t& state ) |
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{ |
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// no lightmaps on this surface? punt... |
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// FIXME: should be water surface? |
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if (MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT) |
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return false; |
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// Compute the actual point |
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Vector pt; |
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VectorMA( state.m_Ray.m_Start, f, state.m_Ray.m_Delta, pt ); |
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mtexinfo_t* pTex = MSurf_TexInfo( surfID ); |
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// See where in lightmap space our intersection point is |
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float s, t; |
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s = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) + |
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pTex->lightmapVecsLuxelsPerWorldUnits[0][3]; |
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t = DotProduct (pt, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) + |
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pTex->lightmapVecsLuxelsPerWorldUnits[1][3]; |
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// Not in the bounds of our lightmap? punt... |
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msurfacelighting_t *pLighting = SurfaceLighting( surfID ); |
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if( s < pLighting->m_LightmapMins[0] || |
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t < pLighting->m_LightmapMins[1] ) |
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return false; |
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// assuming a square lightmap (FIXME: which ain't always the case), |
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// lets see if it lies in that rectangle. If not, punt... |
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float ds = s - pLighting->m_LightmapMins[0]; |
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float dt = t - pLighting->m_LightmapMins[1]; |
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if ( !pLighting->m_LightmapExtents[0] && !pLighting->m_LightmapExtents[1] ) |
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{ |
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worldbrushdata_t *pBrushData = host_state.worldbrush; |
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// |
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float lightMaxs[2]; |
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lightMaxs[ 0 ] = pLighting->m_LightmapMins[0]; |
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lightMaxs[ 1 ] = pLighting->m_LightmapMins[1]; |
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int i; |
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for (i=0 ; i<MSurf_VertCount( surfID ); i++) |
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{ |
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int e = pBrushData->vertindices[MSurf_FirstVertIndex( surfID )+i]; |
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mvertex_t *v = &pBrushData->vertexes[e]; |
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int j; |
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for ( j=0 ; j<2 ; j++) |
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{ |
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float sextent, textent; |
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sextent = DotProduct (v->position, pTex->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) + |
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pTex->lightmapVecsLuxelsPerWorldUnits[0][3] - pLighting->m_LightmapMins[0]; |
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textent = DotProduct (v->position, pTex->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) + |
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pTex->lightmapVecsLuxelsPerWorldUnits[1][3] - pLighting->m_LightmapMins[1]; |
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if ( sextent > lightMaxs[ 0 ] ) |
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{ |
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lightMaxs[ 0 ] = sextent; |
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} |
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if ( textent > lightMaxs[ 1 ] ) |
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{ |
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lightMaxs[ 1 ] = textent; |
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} |
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} |
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} |
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if( ds > lightMaxs[0] || dt > lightMaxs[1] ) |
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return false; |
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} |
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else |
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{ |
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if( ds > pLighting->m_LightmapExtents[0] || dt > pLighting->m_LightmapExtents[1] ) |
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return false; |
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} |
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// Store off the hit distance... |
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state.m_HitFrac = f; |
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// You heard the man! |
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ComputeTextureCoordsAtIntersection( pTex, pt, state.m_pTextureS, state.m_pTextureT ); |
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#ifdef USE_CONVARS |
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if ( r_avglight.GetInt() ) |
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#else |
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if ( 1 ) |
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#endif |
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{ |
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// This is the faster path; it looks slightly different though |
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ComputeLightmapColorFromAverage( pLighting, state.m_bUseLightStyles, c ); |
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} |
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else |
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{ |
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// Compute lightmap coords |
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ComputeLightmapCoordsAtIntersection( pLighting, ds, dt, state.m_pLightmapS, state.m_pLightmapT ); |
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// Check out the value of the lightmap at the intersection point |
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ComputeLightmapColor( surfID, (int)ds, (int)dt, state.m_bUseLightStyles, c ); |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Tests a particular node |
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//----------------------------------------------------------------------------- |
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// returns a surfID |
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static SurfaceHandle_t FindIntersectionSurfaceAtNode( mnode_t *node, float t, |
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Vector& c, LightVecState_t& state ) |
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{ |
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SurfaceHandle_t surfID = SurfaceHandleFromIndex( node->firstsurface ); |
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for (int i=0 ; i<node->numsurfaces ; ++i, ++surfID) |
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{ |
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// Don't immediately return when we hit sky; |
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// we may actually hit another surface |
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if (MSurf_Flags( surfID ) & SURFDRAW_SKY) |
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{ |
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state.m_nSkySurfID = surfID; |
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continue; |
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} |
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// Don't let water surfaces affect us |
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if (MSurf_Flags( surfID ) & SURFDRAW_WATERSURFACE) |
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continue; |
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// Check this surface to see if there's an intersection |
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if (FindIntersectionAtSurface( surfID, t, c, state )) |
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{ |
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return surfID; |
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} |
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} |
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return SURFACE_HANDLE_INVALID; |
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} |
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//----------------------------------------------------------------------------- |
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// Tests a ray against displacements |
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//----------------------------------------------------------------------------- |
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// returns surfID |
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static SurfaceHandle_t R_LightVecDisplacementChain( LightVecState_t& state, bool bUseLightStyles, Vector& c ) |
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{ |
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// test the ray against displacements |
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SurfaceHandle_t surfID = SURFACE_HANDLE_INVALID; |
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for ( int i = 0; i < state.m_LightTestDisps.Count(); i++ ) |
|
{ |
|
|
|
float dist; |
|
Vector2D luv, tuv; |
|
IDispInfo *pDispInfo = state.m_LightTestDisps[i]; |
|
if (pDispInfo->TestRay( state.m_Ray, 0.0f, state.m_HitFrac, dist, &luv, &tuv )) |
|
{ |
|
// It hit it, and at a point closer than the previously computed |
|
// nearest intersection point |
|
state.m_HitFrac = dist; |
|
surfID = pDispInfo->GetParent(); |
|
ComputeLightmapColor( surfID, (int)luv.x, (int)luv.y, bUseLightStyles, c ); |
|
|
|
if (state.m_pLightmapS && state.m_pLightmapT) |
|
{ |
|
ComputeLightmapCoordsAtIntersection( SurfaceLighting(surfID), (int)luv.x, (int)luv.y, state.m_pLightmapS, state.m_pLightmapT ); |
|
} |
|
|
|
if (state.m_pTextureS && state.m_pTextureT) |
|
{ |
|
*state.m_pTextureS = tuv.x; |
|
*state.m_pTextureT = tuv.y; |
|
} |
|
} |
|
} |
|
|
|
return surfID; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds displacements in a leaf to a list to be tested against |
|
//----------------------------------------------------------------------------- |
|
|
|
static void AddDisplacementsInLeafToTestList( mleaf_t* pLeaf, LightVecState_t& state ) |
|
{ |
|
// add displacement surfaces |
|
for ( int i = 0; i < pLeaf->dispCount; i++ ) |
|
{ |
|
// NOTE: We're not using the displacement's touched method here |
|
// because we're just using the parent surface's visframe in the |
|
// surface add methods below |
|
IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i ); |
|
SurfaceHandle_t parentSurfID = pDispInfo->GetParent(); |
|
|
|
// already processed this frame? Then don't do it again! |
|
if (MSurf_VisFrame( parentSurfID ) != r_surfacevisframe) |
|
{ |
|
MSurf_VisFrame( parentSurfID ) = r_surfacevisframe; |
|
state.m_LightTestDisps.AddToTail( pDispInfo ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Tests a particular leaf |
|
//----------------------------------------------------------------------------- |
|
|
|
// returns surfID |
|
static SurfaceHandle_t FASTCALL FindIntersectionSurfaceAtLeaf( mleaf_t *pLeaf, |
|
float start, float end, Vector& c, LightVecState_t& state ) |
|
{ |
|
Vector pt; |
|
SurfaceHandle_t closestSurfID = SURFACE_HANDLE_INVALID; |
|
|
|
// Adds displacements in the leaf to a list of displacements to test at the end |
|
AddDisplacementsInLeafToTestList( pLeaf, state ); |
|
|
|
// Add non-displacement surfaces |
|
// Since there's no BSP tree here, we gotta test *all* surfaces! (blech) |
|
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface]; |
|
// NOTE: Skip all marknodesurfaces, only check detail/leaf faces |
|
for ( int i = pLeaf->nummarknodesurfaces; i < pLeaf->nummarksurfaces; i++ ) |
|
{ |
|
SurfaceHandle_t surfID = pHandle[i]; |
|
ASSERT_SURF_VALID( surfID ); |
|
|
|
// Don't add surfaces that have displacement; they are handled above |
|
// In fact, don't even set the vis frame; we need it unset for translucent |
|
// displacement code |
|
if ( SurfaceHasDispInfo(surfID) ) |
|
continue; |
|
Assert(!(MSurf_Flags( surfID ) & SURFDRAW_NODE)); |
|
|
|
if ( MSurf_Flags( surfID ) & (SURFDRAW_NODE|SURFDRAW_NODRAW | SURFDRAW_WATERSURFACE) ) |
|
continue; |
|
|
|
cplane_t* pPlane = &MSurf_Plane( surfID ); |
|
|
|
// Backface cull... |
|
if (DotProduct( pPlane->normal, state.m_Ray.m_Delta ) > 0.f) |
|
continue; |
|
|
|
float startDotN = DotProduct( state.m_Ray.m_Start, pPlane->normal ); |
|
float deltaDotN = DotProduct( state.m_Ray.m_Delta, pPlane->normal ); |
|
|
|
float front = startDotN + start * deltaDotN - pPlane->dist; |
|
float back = startDotN + end * deltaDotN - pPlane->dist; |
|
|
|
int side = front < 0.f; |
|
|
|
// Blow it off if it doesn't split the plane... |
|
if ( (back < 0.f) == side ) |
|
continue; |
|
|
|
// Don't test a surface that is farther away from the closest found intersection |
|
float frac = front / (front-back); |
|
if (frac >= state.m_HitFrac) |
|
continue; |
|
|
|
float mid = start * (1.0f - frac) + end * frac; |
|
|
|
// Check this surface to see if there's an intersection |
|
if (FindIntersectionAtSurface( surfID, mid, c, state )) |
|
{ |
|
closestSurfID = surfID; |
|
} |
|
} |
|
|
|
// Return the closest surface hit |
|
return closestSurfID; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// LIGHT SAMPLING |
|
//----------------------------------------------------------------------------- |
|
|
|
// returns surfID |
|
SurfaceHandle_t RecursiveLightPoint (mnode_t *node, float start, float end, |
|
Vector& c, LightVecState_t& state ) |
|
{ |
|
// didn't hit anything |
|
if (node->contents >= 0) |
|
{ |
|
// FIXME: Should we always do this? It could get expensive... |
|
// Check all the faces at the leaves |
|
return FindIntersectionSurfaceAtLeaf( (mleaf_t*)node, start, end, c, state ); |
|
} |
|
|
|
// Determine which side of the node plane our points are on |
|
// FIXME: optimize for axial |
|
cplane_t* plane = node->plane; |
|
|
|
float startDotN = DotProduct( state.m_Ray.m_Start, plane->normal ); |
|
float deltaDotN = DotProduct( state.m_Ray.m_Delta, plane->normal ); |
|
|
|
float front = startDotN + start * deltaDotN - plane->dist; |
|
float back = startDotN + end * deltaDotN - plane->dist; |
|
int side = front < 0; |
|
|
|
// If they're both on the same side of the plane, don't bother to split |
|
// just check the appropriate child |
|
SurfaceHandle_t surfID; |
|
if ( (back < 0) == side ) |
|
{ |
|
surfID = RecursiveLightPoint (node->children[side], start, end, c, state); |
|
return surfID; |
|
} |
|
|
|
// calculate mid point |
|
float frac = front / (front-back); |
|
float mid = start * (1.0f - frac) + end * frac; |
|
|
|
// go down front side |
|
surfID = RecursiveLightPoint (node->children[side], start, mid, c, state ); |
|
if ( IS_SURF_VALID( surfID ) ) |
|
return surfID; // hit something |
|
|
|
// check for impact on this node |
|
surfID = FindIntersectionSurfaceAtNode( node, mid, c, state ); |
|
if ( IS_SURF_VALID( surfID ) ) |
|
return surfID; |
|
|
|
// go down back side |
|
surfID = RecursiveLightPoint (node->children[!side], mid, end, c, state ); |
|
return surfID; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Allows us to use a different model for R_LightVec |
|
//----------------------------------------------------------------------------- |
|
void R_LightVecUseModel( model_t* pModel ) |
|
{ |
|
s_pLightVecModel = pModel; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// returns light in range from 0 to 1. |
|
// lightmapS/T is in [0,1] within the space of the surface. |
|
// returns surfID |
|
//----------------------------------------------------------------------------- |
|
SurfaceHandle_t R_LightVec (const Vector& start, const Vector& end, bool bUseLightStyles, Vector& c, |
|
float *textureS, float *textureT, float *lightmapS, float *lightmapT ) |
|
{ |
|
VPROF_INCREMENT_COUNTER( "R_LightVec", 1 ); |
|
|
|
SurfaceHandle_t retSurfID; |
|
SurfaceHandle_t dispSurfID; |
|
|
|
// We're using the vis frame here for lightvec tests |
|
// to make sure we test each displacement only once |
|
++r_surfacevisframe; |
|
|
|
LightVecState_t state; |
|
state.m_HitFrac = 1.0f; |
|
state.m_Ray.Init( start, end ); |
|
state.m_pTextureS = textureS; |
|
state.m_pTextureT = textureT; |
|
state.m_pLightmapS = lightmapS; |
|
state.m_pLightmapT = lightmapT; |
|
state.m_nSkySurfID = SURFACE_HANDLE_INVALID; |
|
state.m_bUseLightStyles = bUseLightStyles; |
|
|
|
c[0] = c[1] = c[2] = 0.0f; |
|
|
|
model_t* model = s_pLightVecModel ? s_pLightVecModel : host_state.worldmodel; |
|
retSurfID = RecursiveLightPoint(&model->brush.pShared->nodes[model->brush.firstnode], |
|
0.0f, 1.0f, c, state ); |
|
|
|
// While doing recursive light point, we built a list of all |
|
// displacement surfaces which we need to test, so let's test them |
|
dispSurfID = R_LightVecDisplacementChain( state, bUseLightStyles, c ); |
|
|
|
if( r_visualizelighttraces.GetBool() ) |
|
{ |
|
if( r_visualizelighttracesshowfulltrace.GetBool() ) |
|
{ |
|
CDebugOverlay::AddLineOverlay( start, end, 0, 255, 0, 255, true, -1.0f ); |
|
} |
|
else |
|
{ |
|
CDebugOverlay::AddLineOverlay( start, start + ( end - start ) * state.m_HitFrac, 0, 255, 0, 255, true, -1.0f ); |
|
} |
|
} |
|
|
|
if ( IS_SURF_VALID( dispSurfID ) ) |
|
retSurfID = dispSurfID; |
|
|
|
// ConMsg( "R_LightVec: %f %f %f\n", c[0], c[1], c[2] ); |
|
|
|
// If we didn't hit anything else, but we hit a sky surface at |
|
// some point along the ray cast, return the sky id. |
|
if ( ( retSurfID == SURFACE_HANDLE_INVALID ) && ( state.m_nSkySurfID != SURFACE_HANDLE_INVALID ) ) |
|
return state.m_nSkySurfID; |
|
|
|
return retSurfID; |
|
} |
|
|
|
// returns light in range from 0 to 1. |
|
colorVec R_LightPoint (Vector& p) |
|
{ |
|
SurfaceHandle_t surfID; |
|
Vector end; |
|
colorVec c; |
|
Vector color; |
|
|
|
end[0] = p[0]; |
|
end[1] = p[1]; |
|
end[2] = p[2] - 2048; |
|
|
|
surfID = R_LightVec( p, end, true, color ); |
|
|
|
if( IS_SURF_VALID( surfID ) ) |
|
{ |
|
c.r = LinearToScreenGamma( color[0] ) * 255; |
|
c.g = LinearToScreenGamma( color[1] ) * 255; |
|
c.b = LinearToScreenGamma( color[2] ) * 255; |
|
c.a = 1; |
|
} |
|
else |
|
{ |
|
c.r = c.g = c.b = c.a = 0; |
|
} |
|
return c; |
|
}
|
|
|