/* gl_dyn_lights.c polyblended dynamic lights Copyright (C) 1996-1997 Id Software, Inc. 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include "QF/cvar.h" #include "QF/render.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_rlight.h" #include "r_internal.h" float gl_bubble_sintable[33], gl_bubble_costable[33]; void gl_R_InitBubble (void) { float a; float *bub_sin, *bub_cos; int i; bub_sin = gl_bubble_sintable; bub_cos = gl_bubble_costable; for (i = 32; i >= 0; i--) { a = i * (M_PI / 16.0); *bub_sin++ = sin (a); *bub_cos++ = cos (a); } } static void R_RenderDlight (dlight_t *light) { float rad; float *bub_sin, *bub_cos; int i, j; vec3_t v; bub_sin = gl_bubble_sintable; bub_cos = gl_bubble_costable; rad = light->radius * 0.35; VectorSubtract (r_refdef.frame.position, light->origin, v); if (VectorLength (v) < rad) // view is inside the dlight return; qfglBegin (GL_TRIANGLE_FAN); qfglColor4fv (light->color); VectorNormalize (v); for (i = 0; i < 3; i++) v[i] = light->origin[i] + v[i] * rad; qfglVertex3fv (v); qfglColor3ubv (color_black); for (i = 16; i >= 0; i--) { for (j = 0; j < 3; j++) v[j] = light->origin[j] + (r_refdef.frame.right[j] * (*bub_cos) + r_refdef.frame.up[j] * (*bub_sin)) * rad; bub_sin += 2; bub_cos += 2; qfglVertex3fv (v); } qfglEnd (); } void gl_R_RenderDlights (void) { unsigned int i; dlight_t *l; if (!gl_dlight_polyblend) return; qfglDepthMask (GL_FALSE); qfglDisable (GL_TEXTURE_2D); qfglBlendFunc (GL_ONE, GL_ONE); qfglShadeModel (GL_SMOOTH); l = r_dlights; for (i = 0; i < r_maxdlights; i++, l++) { if (l->die < vr_data.realtime || !l->radius) continue; R_RenderDlight (l); } if (!gl_dlight_smooth) qfglShadeModel (GL_FLAT); qfglColor3ubv (color_white); qfglEnable (GL_TEXTURE_2D); qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qfglDepthMask (GL_TRUE); }