/* gl_rlight.c (description) 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 This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #include #include #include #include #include #include int r_dlightframecount; /* ================== R_AnimateLight ================== */ void R_AnimateLight (void) { int i,j,k; // // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright i = (int)(cl.time*10); for (j=0 ; j=0 ; i--) { a = i/16.0 * M_PI*2; *bub_sin++ = sin(a); *bub_cos++ = cos(a); } } void R_RenderDlight (dlight_t *light) { int i, j; // float a; vec3_t v; float rad; float *bub_sin, *bub_cos; bub_sin = bubble_sintable; bub_cos = bubble_costable; rad = light->radius * 0.35; VectorSubtract (light->origin, r_origin, v); if (Length (v) < rad) { // view is inside the dlight AddLightBlend (1, 0.5, 0, light->radius * 0.0003); return; } glBegin (GL_TRIANGLE_FAN); 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); glColor3f (0,0,0); for (i=16 ; i>=0 ; i--) { // a = i/16.0 * M_PI*2; for (j=0 ; j<3 ; j++) v[j] = light->origin[j] + (vright[j]*(*bub_cos) + + vup[j]*(*bub_sin)) * rad; bub_sin++; bub_cos++; glVertex3fv (v); } glEnd (); } /* ============= R_RenderDlights ============= */ void R_RenderDlights (void) { int i; dlight_t *l; if (!gl_flashblend->value) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame glDepthMask (0); glDisable (GL_TEXTURE_2D); glShadeModel (GL_SMOOTH); glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); l = cl_dlights; for (i=0 ; idie < cl.time || !l->radius) continue; R_RenderDlight (l); } glColor3f (1,1,1); glDisable (GL_BLEND); glEnable (GL_TEXTURE_2D); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask (1); } /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ============= R_MarkLights ============= */ void R_MarkLights (dlight_t *light, int bit, mnode_t *node) { mplane_t *splitplane; float dist; msurface_t *surf; int i; if (node->contents < 0) return; splitplane = node->plane; dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist; if (dist > light->radius) { R_MarkLights (light, bit, node->children[0]); return; } if (dist < -light->radius) { R_MarkLights (light, bit, node->children[1]); return; } // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->dlightframe != r_dlightframecount) { surf->dlightbits = 0; surf->dlightframe = r_dlightframecount; } surf->dlightbits |= bit; } R_MarkLights (light, bit, node->children[0]); R_MarkLights (light, bit, node->children[1]); } /* ============= R_PushDlights ============= */ void R_PushDlights (void) { int i; dlight_t *l; if (gl_flashblend->value) return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame l = cl_dlights; for (i=0 ; idie < cl.time || !l->radius) continue; R_MarkLights ( l, 1<nodes ); } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ mplane_t *lightplane; vec3_t lightspot; static int myr[4]; /* RecursiveLightPoint */ int * RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end) { int *r = myr; float front, back, frac; int side; mplane_t *plane; vec3_t mid; msurface_t *surf; int s, t, ds, dt; int i; mtexinfo_t *tex; byte *lightmap; unsigned scale; int maps; r[0] = r[1] = r[2] = r[3] = 0; if (node->contents < 0) { r[3] = -1; return r; // didn't hit anything } // calculate mid point // FIXME: optimize for axial plane = node->plane; front = DotProduct (start, plane->normal) - plane->dist; back = DotProduct (end, plane->normal) - plane->dist; side = front < 0; if ( (back < 0) == side) return RecursiveLightPoint (node->children[side], start, end); frac = front / (front-back); mid[0] = start[0] + (end[0] - start[0])*frac; mid[1] = start[1] + (end[1] - start[1])*frac; mid[2] = start[2] + (end[2] - start[2])*frac; // go down front side r = RecursiveLightPoint (node->children[side], start, mid); if (r[3] >= 0) return r; // hit something if ( (back < 0) == side ) { r[3] = -1; return r; // didn't hit anuthing } // check for impact on this node VectorCopy (mid, lightspot); lightplane = plane; surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags & SURF_DRAWTILED) continue; // no lightmaps tex = surf->texinfo; s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]; t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];; if (s < surf->texturemins[0] || t < surf->texturemins[1]) continue; ds = s - surf->texturemins[0]; dt = t - surf->texturemins[1]; if ( ds > surf->extents[0] || dt > surf->extents[1] ) continue; if (!surf->samples) return r; ds >>= 4; dt >>= 4; lightmap = surf->samples; if (lightmap) { if (bspver == CBSPVERSION) lightmap += (dt * ((surf->extents[0]>>4)+1) + ds) * 4; else lightmap += (dt * ((surf->extents[0]>>4)+1) + ds); for (maps = 0 ; (maps < MAXLIGHTMAPS) && (surf->styles[maps] != 255) ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; if (bspver == CBSPVERSION) { // calc color's effect for model r[0] += lightmap[0] * scale; r[1] += lightmap[1] * scale; r[2] += lightmap[2] * scale; r[3] += lightmap[3] * scale; lightmap += (((surf->extents[0]>>4)+1) * ((surf->extents[1] >>4)+1)) * 4; } else { r[3] += *lightmap * scale; lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1); } } if (bspver == CBSPVERSION) { r[0] = r[1] = r[2] = 0; } else { r[0] >>= 8; r[1] >>= 8; r[2] >>= 8; } r[3] >>= 8; } return r; } // go down back side return RecursiveLightPoint (node->children[!side], mid, end); } /* R_LightPoint */ int * R_LightPoint (vec3_t p) { vec3_t end; int *r = myr; if (!cl.worldmodel->lightdata) { r[0] = r[1] = r[2] = r[3] = 255; return r; } end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; r = RecursiveLightPoint (cl.worldmodel->nodes, p, end); if (r[3] == -1) r[3] = 0; return r; }