mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 22:21:10 +00:00
149 lines
3.9 KiB
C++
149 lines
3.9 KiB
C++
#include "../server/exe_headers.h"
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#include "tr_local.h"
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#include "tr_WorldEffects.h"
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// Patches up the loaded map to handle the parameters passed from the UI
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// Remap sky to contents of the cvar ar_sky
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// Grab sunlight properties from the indirected sky
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//void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset);
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void R_ColorShiftLightingBytes( byte in[4], byte out[4] );
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void NormalToLatLong( const vec3_t normal, byte bytes[2] )
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{
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// check for singularities
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if (!normal[0] && !normal[1])
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{
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if ( normal[2] > 0.0f )
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{
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bytes[0] = 0;
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bytes[1] = 0; // lat = 0, long = 0
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}
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else
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{
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bytes[0] = 128;
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bytes[1] = 0; // lat = 0, long = 128
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}
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}
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else
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{
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int a, b;
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a = (int)(RAD2DEG( (vec_t)atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f ));
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a &= 0xff;
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b = (int)(RAD2DEG( (vec_t)acos( normal[2] ) ) * ( 255.0f / 360.0f ));
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b &= 0xff;
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bytes[0] = b; // longitude
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bytes[1] = a; // lattitude
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}
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}
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void R_RMGInit(void)
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{
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char newSky[MAX_QPATH];
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char newFog[MAX_QPATH];
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shader_t *sky;
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shader_t *fog;
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fog_t *gfog;
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mgrid_t *grid;
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char temp[MAX_QPATH];
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int i;
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unsigned short *pos;
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Cvar_VariableStringBuffer("RMG_sky", newSky, MAX_QPATH);
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// Get sunlight - this should set up all the sunlight data
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sky = R_FindShader( newSky, lightmapsNone, stylesDefault, qfalse );
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// Remap sky
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// R_RemapShader("textures/tools/_sky", newSky, NULL);
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// Fill in the lightgrid with sunlight
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if(tr.world->lightGridData)
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{
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#ifdef _XBOX
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byte *memory = (byte *)tr.world->lightGridData;
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byte *array;
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array = memory;
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memory += 3;
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array[0] = (byte)Com_Clamp(0, 255, tr.sunAmbient[0] * 255.0f);
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array[1] = (byte)Com_Clamp(0, 255, tr.sunAmbient[1] * 255.0f);
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array[2] = (byte)Com_Clamp(0, 255, tr.sunAmbient[2] * 255.0f);
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array[3] = (byte)Com_Clamp(0, 255, tr.sunLight[0]);
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array[4] = (byte)Com_Clamp(0, 255, tr.sunLight[1]);
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array[5] = (byte)Com_Clamp(0, 255, tr.sunLight[2]);
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NormalToLatLong(tr.sunDirection, grid->latLong);
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#else // _XBOX
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grid = tr.world->lightGridData;
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grid->ambientLight[0][0] = (byte)Com_Clamp(0, 255, tr.sunAmbient[0] * 255.0f);
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grid->ambientLight[0][1] = (byte)Com_Clamp(0, 255, tr.sunAmbient[1] * 255.0f);
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grid->ambientLight[0][2] = (byte)Com_Clamp(0, 255, tr.sunAmbient[2] * 255.0f);
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R_ColorShiftLightingBytes(grid->ambientLight[0], grid->ambientLight[0]);
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grid->directLight[0][0] = (byte)Com_Clamp(0, 255, tr.sunLight[0]);
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grid->directLight[0][1] = (byte)Com_Clamp(0, 255, tr.sunLight[1]);
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grid->directLight[0][2] = (byte)Com_Clamp(0, 255, tr.sunLight[2]);
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R_ColorShiftLightingBytes(grid->directLight[0], grid->directLight[0]);
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NormalToLatLong(tr.sunDirection, grid->latLong);
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#endif // _XBOX
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pos = tr.world->lightGridArray;
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for(i=0;i<tr.world->numGridArrayElements;i++)
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{
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*pos = 0;
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pos++;
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}
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}
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// Override the global fog with the defined one
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if(tr.world->globalFog != -1)
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{
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Cvar_VariableStringBuffer("RMG_fog", newFog, MAX_QPATH);
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fog = R_FindShader( newFog, lightmapsNone, stylesDefault, qfalse);
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if (fog != tr.defaultShader)
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{
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gfog = tr.world->fogs + tr.world->globalFog;
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gfog->parms = *fog->fogParms;
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if (gfog->parms.depthForOpaque)
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{
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gfog->tcScale = 1.0f / ( gfog->parms.depthForOpaque * 8.0f );
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tr.distanceCull = gfog->parms.depthForOpaque;
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Cvar_Set("RMG_distancecull", va("%f", tr.distanceCull));
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}
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else
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{
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gfog->tcScale = 1.0f;
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}
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gfog->colorInt = ColorBytes4 ( gfog->parms.color[0],
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gfog->parms.color[1],
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gfog->parms.color[2], 1.0f );
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}
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}
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Cvar_VariableStringBuffer("RMG_weather", temp, MAX_QPATH);
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// Set up any weather effects
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switch(atol(temp))
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{
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case 0:
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break;
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case 1:
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R_WorldEffectCommand("rain init 1000");
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R_WorldEffectCommand("rain outside");
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break;
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case 2:
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R_WorldEffectCommand("snow init 1000 outside");
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R_WorldEffectCommand("snow outside");
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break;
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}
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}
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// end
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