quakeforge-old/common/gl_rlight.c
2000-08-20 13:33:48 +00:00

457 lines
8.8 KiB
C

/*
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 <qtypes.h>
#include <quakedef.h>
#include <glquake.h>
#include <client.h>
#include <mathlib.h>
#include <view.h>
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<MAX_LIGHTSTYLES ; j++)
{
if (!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
}
k = i % cl_lightstyle[j].length;
k = cl_lightstyle[j].map[k] - 'a';
k = k*22;
d_lightstylevalue[j] = k;
}
}
/*
=============================================================================
DYNAMIC LIGHTS BLEND RENDERING
=============================================================================
*/
void
AddLightBlend ( float r, float g, float b, float a2 )
{
float a;
v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
a2 = a2/a;
v_blend[0] = v_blend[1]*(1-a2) + r*a2;
v_blend[1] = v_blend[1]*(1-a2) + g*a2;
v_blend[2] = v_blend[2]*(1-a2) + b*a2;
//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
}
float bubble_sintable[17], bubble_costable[17];
void
R_InitBubble ( void )
{
float a;
int i;
float *bub_sin, *bub_cos;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
for (i=16 ; i>=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]*cos(a)*rad + vup[j]*sin(a)*rad;
/*
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
if (r_fog->value)
glDisable (GL_FOG);
// 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 ; i<MAX_DLIGHTS ; i++, l++)
{
if (l->die < 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);
if (r_fog->value)
glEnable (GL_FOG);
}
/*
=============================================================================
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 ; i<node->numsurfaces ; 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 ; i<MAX_DLIGHTS ; i++, l++)
{
if (l->die < cl.time || !l->radius)
continue;
R_MarkLights ( l, 1<<i, cl.worldmodel->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 ; i<node->numsurfaces ; 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;
}