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d84532b60f
Set up the tail recursion ourselves for the early test, let the compiler do it (if it can) for the back side - since we set start/end as const. Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
398 lines
9.1 KiB
C
398 lines
9.1 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_light.c
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#include <math.h>
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#include "bspfile.h"
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#include "client.h"
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#include "quakedef.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#include "view.h"
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#else
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#include "r_local.h"
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#endif
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int r_dlightframecount;
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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
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R_AnimateLight(void)
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{
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int i, j, k;
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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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i = (int)(cl.time * 10);
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for (j = 0; j < MAX_LIGHTSTYLES; j++) {
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if (!cl_lightstyle[j].length) {
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d_lightstylevalue[j] = 256;
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continue;
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}
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k = i % cl_lightstyle[j].length;
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k = cl_lightstyle[j].map[k] - 'a';
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k = k * 22;
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d_lightstylevalue[j] = k;
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}
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}
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/* --------------------------------------------------------------------------*/
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/* Dynamic Lights */
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/* --------------------------------------------------------------------------*/
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/*
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=============
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R_MarkLights
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=============
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*/
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void
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R_MarkLights(dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct(light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius) {
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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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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 = cl.worldmodel->surfaces + node->firstsurface;
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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if (surf->dlightframe != r_dlightframecount) {
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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surf->dlightbits |= bit;
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}
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R_MarkLights(light, bit, node->children[0]);
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R_MarkLights(light, bit, node->children[1]);
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}
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/*
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=============
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R_PushDlights
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=============
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*/
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void
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R_PushDlights(void)
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{
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int i;
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dlight_t *l;
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#ifdef GLQUAKE
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if (gl_flashblend.value)
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return;
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#endif
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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l = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, l++) {
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if (l->die < cl.time || !l->radius)
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continue;
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R_MarkLights(l, 1 << i, cl.worldmodel->nodes);
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}
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}
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/* --------------------------------------------------------------------------*/
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/* Light Sampling */
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/* --------------------------------------------------------------------------*/
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#ifdef GLQUAKE
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vec3_t lightspot;
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#endif
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__attribute__((noinline))
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static int
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R_LightSurfPoint(const mnode_t *node, const vec3_t surfpoint)
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{
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const msurface_t *surf;
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int i, maps;
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/* check for impact on this node */
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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const mtexinfo_t *tex;
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const byte *lightmap;
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int s, t, ds, dt, lightlevel;
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if (surf->flags & SURF_DRAWTILED)
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continue; /* no lightmaps */
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tex = surf->texinfo;
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s = DotProduct(surfpoint, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct(surfpoint, tex->vecs[1]) + tex->vecs[1][3];
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if (s < surf->texturemins[0] || t < surf->texturemins[1])
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continue;
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ds = s - surf->texturemins[0];
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dt = t - surf->texturemins[1];
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if (ds > surf->extents[0] || dt > surf->extents[1])
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continue;
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if (!surf->samples)
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return 0;
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ds >>= 4;
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dt >>= 4;
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/* FIXME: does this account properly for dynamic lights? e.g. rocket */
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lightlevel = 0;
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lightmap = surf->samples + dt * ((surf->extents[0] >> 4) + 1) + ds;
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foreach_surf_lightstyle(surf, maps) {
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const short *size = surf->extents;
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const int surfbytes = ((size[0] >> 4) + 1) * ((size[1] >> 4) + 1);
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lightlevel += *lightmap * d_lightstylevalue[surf->styles[maps]];
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lightmap += surfbytes;
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}
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return lightlevel >> 8;
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}
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return -1;
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}
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static int
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RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
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{
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const mplane_t *plane;
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float front, back, frac;
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vec3_t surfpoint;
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int side, lightlevel;
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restart:
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if (node->contents < 0)
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return -1; /* didn't hit anything */
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/* calculate surface intersection point */
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plane = node->plane;
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switch (plane->type) {
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case PLANE_X:
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case PLANE_Y:
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case PLANE_Z:
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front = start[plane->type - PLANE_X] - plane->dist;
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back = end[plane->type - PLANE_X] - plane->dist;
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break;
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default:
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front = DotProduct(start, plane->normal) - plane->dist;
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back = DotProduct(end, plane->normal) - plane->dist;
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break;
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}
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side = front < 0;
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if ((back < 0) == side) {
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/* Completely on one side - tail recursion optimization */
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node = node->children[side];
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goto restart;
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}
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frac = front / (front - back);
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surfpoint[0] = start[0] + (end[0] - start[0]) * frac;
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surfpoint[1] = start[1] + (end[1] - start[1]) * frac;
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surfpoint[2] = start[2] + (end[2] - start[2]) * frac;
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/* go down front side */
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lightlevel = RecursiveLightPoint(node->children[side], start, surfpoint);
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if (lightlevel >= 0)
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return lightlevel; /* hit something */
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if ((back < 0) == side)
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return -1; /* didn't hit anything */
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#ifdef GLQUAKE
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VectorCopy(surfpoint, lightspot);
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#endif
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lightlevel = R_LightSurfPoint(node, surfpoint);
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if (lightlevel >= 0)
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return lightlevel;
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/* Go down back side */
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return RecursiveLightPoint(node->children[!side], surfpoint, end);
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}
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/*
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* FIXME - check what the callers do, but I don't think this will check the
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* light value of a bmodel below the point. Models could easily be standing on
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* a func_plat or similar...
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*/
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int
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R_LightPoint(const vec3_t point)
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{
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vec3_t end;
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int lightlevel;
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if (!cl.worldmodel->lightdata)
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return 255;
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end[0] = point[0];
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end[1] = point[1];
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end[2] = point[2] - (8192 + 2); /* Max distance + error margin */
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lightlevel = RecursiveLightPoint(cl.worldmodel->nodes, point, end);
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if (lightlevel == -1)
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lightlevel = 0;
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#ifndef GLQUAKE
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if (lightlevel < r_refdef.ambientlight)
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lightlevel = r_refdef.ambientlight;
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#endif
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return lightlevel;
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}
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#ifdef GLQUAKE
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/*
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=============================================================================
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GLQUAKE - DYNAMIC LIGHTS BLEND RENDERING
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=============================================================================
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*/
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static void
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AddLightBlend(float r, float g, float b, float a2)
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{
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float a;
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v_blend[3] = a = v_blend[3] + a2 * (1 - v_blend[3]);
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a2 = a2 / a;
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v_blend[0] = v_blend[1] * (1 - a2) + r * a2;
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v_blend[1] = v_blend[1] * (1 - a2) + g * a2;
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v_blend[2] = v_blend[2] * (1 - a2) + b * a2;
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}
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#define DLIGHT_BUBBLE_WEDGES 16
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static float bubble_sintable[DLIGHT_BUBBLE_WEDGES + 1];
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static float bubble_costable[DLIGHT_BUBBLE_WEDGES + 1];
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void
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R_InitBubble()
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{
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float a;
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int i;
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float *bub_sin, *bub_cos;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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for (i = DLIGHT_BUBBLE_WEDGES; i >= 0; i--) {
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a = i / ((float)DLIGHT_BUBBLE_WEDGES) * M_PI * 2;
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*bub_sin++ = sin(a);
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*bub_cos++ = cos(a);
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}
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}
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static void
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R_RenderDlight(dlight_t *light)
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{
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int i, j;
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vec3_t v;
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float rad;
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float *bub_sin, *bub_cos;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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rad = light->radius * 0.35;
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VectorSubtract(light->origin, r_origin, v);
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if (Length(v) < rad) { // view is inside the dlight
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AddLightBlend(1, 0.5, 0, light->radius * 0.0003);
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return;
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}
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glBegin(GL_TRIANGLE_FAN);
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glColor4fv(light->color);
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for (i = 0; i < 3; i++)
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v[i] = light->origin[i] - vpn[i] * rad;
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glVertex3fv(v);
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glColor3f(0, 0, 0);
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for (i = DLIGHT_BUBBLE_WEDGES; i >= 0; i--) {
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for (j = 0; j < 3; j++)
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v[j] = light->origin[j] + (vright[j] * (*bub_cos)
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+ vup[j] * (*bub_sin)) * rad;
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bub_sin++;
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bub_cos++;
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glVertex3fv(v);
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}
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glEnd();
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}
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/*
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=============
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R_RenderDlights
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=============
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*/
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void
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R_RenderDlights(void)
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{
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int i;
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dlight_t *l;
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if (!gl_flashblend.value)
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return;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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glDepthMask(0);
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glDisable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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l = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, l++) {
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if (l->die < cl.time || !l->radius)
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continue;
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R_RenderDlight(l);
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}
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glColor3f(1, 1, 1);
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(1);
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}
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#endif /* GLQUAKE */
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