Colored dlights. We already had them if you had gl_flashblend 1, but they

looked kinda silly IMO.  Turn off the stupid bubbles, we have real colored
dlight now!

I may put up some of the "outtake" screenshots of the broken lightmap code
as I was writing the support.  Some of them look cool.  =>
This commit is contained in:
Joseph Carter 2000-03-09 00:04:29 +00:00
parent 5707c81f3a
commit 271fbb4c8a
2 changed files with 68 additions and 33 deletions

View file

@ -1,4 +1,5 @@
/*
r_light.c
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
@ -19,14 +20,13 @@ along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_light.c
#include "qtypes.h"
#include "quakedef.h"
#include "glquake.h"
#include "client.h"
#include "mathlib.h"
#include "view.h"
#include <qtypes.h>
#include <quakedef.h>
#include <glquake.h>
#include <client.h>
#include <mathlib.h>
#include <view.h>
int r_dlightframecount;
@ -118,13 +118,12 @@ void R_RenderDlight (dlight_t *light)
}
glBegin (GL_TRIANGLE_FAN);
#if UQUAKE
glColor3f (0.2,0.1,0.0); // uquake had this (taniwha)
glColor3f (0.2,0.1,0.05); // changed dimlight effect
#else
glColor4f (light->color[0], light->color[1], light->color[2],
light->color[3]);
#endif
if (light->color[0] || light->color[1] || light->color[2]
|| light->color[3]) // is there a color?
glColor4f (light->color[0], light->color[1],
light->color[2], light->color[3]);
else
glColor3f (0.2,0.1,0.05); // nope, use default
for (i=0 ; i<3 ; i++)
v[i] = light->origin[i] - vpn[i]*rad;
glVertex3fv (v);

View file

@ -38,7 +38,8 @@ int lightmap_bytes; // 1, 2, or 4
int lightmap_textures;
unsigned blocklights[18*18];
unsigned blocklights[18*18];
unsigned cblocklights[3][18*18];
#define BLOCK_WIDTH 128
#define BLOCK_HEIGHT 128
@ -73,14 +74,15 @@ R_AddDynamicLights
*/
void R_AddDynamicLights (msurface_t *surf)
{
int lnum;
int sd, td;
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
dlight_t *dl;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
@ -92,8 +94,8 @@ void R_AddDynamicLights (msurface_t *surf)
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
dist = DotProduct (cl_dlights[lnum].origin,
surf->plane->normal) - surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
@ -126,8 +128,21 @@ void R_AddDynamicLights (msurface_t *surf)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
blocklights[t*smax + s] += (rad - dist)*256;
if (dist < minlight) {
dl = &cl_dlights[lnum];
cblocklights[0][t*smax + s] +=
(rad - dist)
*(dl->color[0]*256);
cblocklights[1][t*smax + s] +=
(rad - dist)
*(dl->color[1]*256);
cblocklights[2][t*smax + s] +=
(rad - dist)
*(dl->color[2]*256);
blocklights[t*smax +s] +=
(rad - dist)
*(dl->color[3]*256);
}
}
}
}
@ -149,7 +164,7 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
byte *lightmap;
unsigned scale;
int maps;
unsigned *bl;
unsigned *bl, *rbl, *gbl, *bbl;
surf->cached_dlight = (surf->dlightframe == r_framecount);
@ -159,15 +174,21 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
lightmap = surf->samples;
// set to full bright if no light data
if (/* r_fullbright->value || */ !cl.worldmodel->lightdata)
if (r_fullbright->value || !cl.worldmodel->lightdata)
{
for (i=0 ; i<size ; i++)
cblocklights[0][i] =
cblocklights[1][i] =
cblocklights[2][i] =
blocklights[i] = 255*256;
goto store;
}
// clear to no light
for (i=0 ; i<size ; i++)
cblocklights[0][i] =
cblocklights[1][i] =
cblocklights[2][i] =
blocklights[i] = 0;
// add all the lightmaps
@ -178,7 +199,12 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
for (i=0 ; i<size ; i++)
{
cblocklights[0][i] += lightmap[i] * scale;
cblocklights[1][i] += lightmap[i] * scale;
cblocklights[2][i] += lightmap[i] * scale;
blocklights[i] += lightmap[i] * scale;
}
lightmap += size; // skip to next lightmap
}
@ -192,16 +218,22 @@ store:
{
case GL_RGBA:
stride -= (smax<<2);
rbl = cblocklights[0];
gbl = cblocklights[1];
bbl = cblocklights[2];
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *rbl++;
dest[0] = 255 - min(t >> 7, 255);
t = *gbl++;
dest[1] = 255 - min(t >> 7, 255);
t = *bbl++;
dest[2] = 255 - min(t >> 7, 255);
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[3] = 255-t;
dest[3] = 255 - min(t >> 7, 255);
dest += 4;
}
}
@ -685,7 +717,9 @@ void R_BlendLightmaps (void)
glDepthMask (0); // don't bother writing Z
if (gl_lightmap_format == GL_LUMINANCE)
if (gl_lightmap_format == GL_RGBA)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
else if (gl_lightmap_format == GL_LUMINANCE)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
else if (gl_lightmap_format == GL_INTENSITY)
{
@ -751,7 +785,9 @@ void R_BlendLightmaps (void)
}
glDisable (GL_BLEND);
if (gl_lightmap_format == GL_LUMINANCE)
if (gl_lightmap_format == GL_RGBA)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else if (gl_lightmap_format == GL_LUMINANCE)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else if (gl_lightmap_format == GL_INTENSITY)
{
@ -1593,7 +1629,7 @@ void GL_BuildLightmaps (void)
texture_extension_number += MAX_LIGHTMAPS;
}
gl_lightmap_format = GL_LUMINANCE;
gl_lightmap_format = GL_RGBA;
if (COM_CheckParm ("-lm_1"))
gl_lightmap_format = GL_LUMINANCE;
if (COM_CheckParm ("-lm_a"))