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https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 03:24:56 +08:00
ref: gl: refactor R_LightVec
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@@ -56,18 +56,7 @@ R_RecursiveLightPoint
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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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int firstsurface, numsurfaces;
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start:
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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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@@ -75,21 +64,23 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
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return false;
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}
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firstsurface = node_firstsurface( node, model );
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numsurfaces = node_numsurfaces( node, model );
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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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float front = PlaneDiff( start, node->plane );
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float back = PlaneDiff( end, node->plane );
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side = front < 0;
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int side = front < 0;
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if(( back < 0 ) == side )
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return R_RecursiveLightPoint( model, node_child( node, side, model ), p1f, p2f, cv, start, end );
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{
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node = node_child( node, side, model );
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goto start;
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}
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frac = front / ( front - back );
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float frac = front / ( front - back );
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vec3_t mid;
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VectorLerp( start, frac, end, mid );
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midf = p1f + ( p2f - p1f ) * frac;
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float midf = p1f + ( p2f - p1f ) * frac;
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// co down front side
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if( R_RecursiveLightPoint( model, node_child( node, side, model ), p1f, midf, cv, start, mid ))
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@@ -102,27 +93,27 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
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}
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// check for impact on this node
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surf = model->surfaces + firstsurface;
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int firstsurface = node_firstsurface( node, model );
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int numsurfaces = node_numsurfaces( node, model );
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VectorCopy( mid, g_trace_lightspot );
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for( i = 0; i < numsurfaces; i++, surf++ )
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for( int i = 0; i < numsurfaces; i++ )
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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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const msurface_t *surf = &model->surfaces[firstsurface + i];
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const mextrasurf_t *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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float s = DotProduct( mid, info->lmvecs[0] ) + info->lmvecs[0][3];
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float 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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float ds = s - info->lightmapmins[0];
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float 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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@@ -132,21 +123,25 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
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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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int sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
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int smax = (info->lightextents[0] / sample_size) + 1;
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int 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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const color24 *lm = surf->samples + Q_rint( dt ) * smax + Q_rint( ds );
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const color24 *dm = NULL;
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matrix3x4 tbn;
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if( surf->info->deluxemap )
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{
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vec3_t faceNormal;
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dm = surf->info->deluxemap + Q_rint( dt ) * smax + Q_rint( ds );
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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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@@ -164,10 +159,11 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
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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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int size = smax * tmax;
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for( int 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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@@ -206,76 +202,68 @@ check bspmodels to get light from
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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 )
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VectorClear( lspot );
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if( lspot ) VectorClear( lspot );
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if( lvec ) VectorClear( lvec );
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if( lvec )
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VectorClear( lvec );
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if( WORLDMODEL && WORLDMODEL->lightdata )
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if( !tr.worldmodel || !tr.worldmodel->lightdata )
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return (colorVec){ 255, 255, 255, 0 };
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float last_fraction = 1.0f;
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int max_ents = r_lighting_extended.value ? MAX_PHYSENTS : 1; // get light from bmodels too
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colorVec light = { 0 };
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// check all the bsp-models
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for( int i = 0; i < max_ents; i++ )
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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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const physent_t *pe = gEngfuncs.EV_GetPhysent( i );
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// get light from bmodels too
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if( r_lighting_extended.value )
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maxEnts = MAX_PHYSENTS;
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if( !pe )
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break;
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// check all the bsp-models
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for( i = 0; i < maxEnts; i++ )
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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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mnode_t *pnodes = &pe->model->nodes[pe->model->hulls[0].firstclipnode];
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vec3_t offset, start_l, end_l;
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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
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if( !VectorIsNull( pe->angles ))
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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
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if( !VectorIsNull( pe->angles ))
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{
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Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
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Matrix4x4_VectorITransform( matrix, start, start_l );
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Matrix4x4_VectorITransform( matrix, end, end_l );
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}
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VectorClear( g_trace_lightspot );
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VectorClear( g_trace_lightvec );
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g_trace_fraction = 1.0f;
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if( !R_RecursiveLightPoint( pe->model, pnodes, 0.0f, 1.0f, &cv, start_l, end_l ))
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continue; // didn't hit anything
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if( g_trace_fraction < last_fraction )
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{
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if( lspot ) VectorCopy( g_trace_lightspot, lspot );
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if( lvec ) VectorNormalize2( g_trace_lightvec, lvec );
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light.r = Q_min(( cv.r >> 8 ), 255 );
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light.g = Q_min(( cv.g >> 8 ), 255 );
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light.b = Q_min(( cv.b >> 8 ), 255 );
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last_fraction = g_trace_fraction;
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if(( light.r + light.g + light.b ) != 0 )
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break; // we get light now
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}
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matrix4x4 matrix;
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Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
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Matrix4x4_VectorITransform( matrix, start, start_l );
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Matrix4x4_VectorITransform( matrix, end, end_l );
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}
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VectorClear( g_trace_lightspot );
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VectorClear( g_trace_lightvec );
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g_trace_fraction = 1.0f;
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colorVec cv;
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if( !R_RecursiveLightPoint( pe->model, pnodes, 0.0f, 1.0f, &cv, start_l, end_l ))
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continue; // didn't hit anything
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if( g_trace_fraction < last_fraction )
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{
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if( lspot ) VectorCopy( g_trace_lightspot, lspot );
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if( lvec ) VectorNormalize2( g_trace_lightvec, lvec );
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light.r = Q_min(( cv.r >> 8 ), 255 );
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light.g = Q_min(( cv.g >> 8 ), 255 );
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light.b = Q_min(( cv.b >> 8 ), 255 );
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last_fraction = g_trace_fraction;
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if(( light.r + light.g + light.b ) != 0 )
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break; // we get light now
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}
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}
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else
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{
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light.r = light.g = light.b = 255;
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light.a = 0;
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}
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return light;
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