quakeforge/libs/video/renderer/gl/gl_dyn_lights.c
Bill Currie 35eec0b2e5 [ecs] Implement hierarchies as components
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.

Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).

Centerprint doesn't work (but it hasn't for a while).
2024-01-02 16:38:01 +09:00

135 lines
2.9 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#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"
#define s_dynlight (r_refdef.scene->base + scene_dynlight)
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 ((vec_t*)&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)
{
if (!gl_dlight_polyblend)
return;
qfglDepthMask (GL_FALSE);
qfglDisable (GL_TEXTURE_2D);
qfglBlendFunc (GL_ONE, GL_ONE);
qfglShadeModel (GL_SMOOTH);
auto dlight_pool = &r_refdef.registry->comp_pools[s_dynlight];
auto dlight_data = (dlight_t *) dlight_pool->data;
for (uint32_t i = 0; i < dlight_pool->count; i++) {
auto dlight = &dlight_data[i];
R_RenderDlight (dlight);
}
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);
}