/* 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 $Id$ */ #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 "r_cvar.h" #include "r_local.h" #include "r_shared.h" float bubble_sintable[33], bubble_costable[33]; extern float v_blend[4]; 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[0] * (1 - a2) + r * a2; v_blend[1] = v_blend[1] * (1 - a2) + g * a2; v_blend[2] = v_blend[2] * (1 - a2) + b * a2; } void R_InitBubble () { int i; float a; float *bub_sin, *bub_cos; bub_sin = bubble_sintable; bub_cos = bubble_costable; for (i = 32; i >= 0; i--) { a = i / 32.0 * M_PI * 2; *bub_sin++ = sin (a); *bub_cos++ = cos (a); } } void R_RenderDlight (dlight_t *light) { int i, j; 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 return; } qfglBegin (GL_TRIANGLE_FAN); qfglColor3fv (light->color); VectorSubtract (r_origin, light->origin, v); VectorNormalize (v); for (i = 0; i < 3; i++) v[i] = light->origin[i] + v[i] * rad; qfglVertex3fv (v); qfglColor3f (0, 0, 0); for (i = 16; i >= 0; i--) { for (j = 0; j < 3; j++) v[j] = light->origin[j] + (vright[j] * (*bub_cos) + vup[j] * (*bub_sin)) * rad; bub_sin += 2; bub_cos += 2; qfglVertex3fv (v); } qfglEnd (); } void R_RenderDlights (void) { int i; dlight_t *l; if (!gl_dlight_polyblend->int_val) return; qfglDepthMask (GL_FALSE); qfglDisable (GL_TEXTURE_2D); qfglBlendFunc (GL_ONE, GL_ONE); qfglShadeModel (GL_SMOOTH); l = r_dlights; for (i = 0; i < MAX_DLIGHTS; i++, l++) { if (l->die < r_realtime || !l->radius) continue; R_RenderDlight (l); } if (!gl_dlight_smooth->int_val) qfglShadeModel (GL_FLAT); qfglColor3ubv (lighthalf_v); qfglEnable (GL_TEXTURE_2D); qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qfglDepthMask (GL_TRUE); }