mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
36504547a8
Evil hack, but it does the job.
142 lines
2.9 KiB
C
142 lines
2.9 KiB
C
/*
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gl_dyn_lights.c
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polyblended dynamic lights
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#define NH_DEFINE
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#include "namehack.h"
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rlight.h"
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#include "r_internal.h"
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float gl_bubble_sintable[33], gl_bubble_costable[33];
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void
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gl_R_InitBubble (void)
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{
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float a;
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float *bub_sin, *bub_cos;
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int i;
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bub_sin = gl_bubble_sintable;
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bub_cos = gl_bubble_costable;
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for (i = 32; i >= 0; i--) {
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a = i * (M_PI / 16.0);
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*bub_sin++ = sin (a);
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*bub_cos++ = cos (a);
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}
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}
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static void
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R_RenderDlight (dlight_t *light)
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{
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float rad;
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float *bub_sin, *bub_cos;
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int i, j;
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vec3_t v;
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bub_sin = gl_bubble_sintable;
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bub_cos = gl_bubble_costable;
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rad = light->radius * 0.35;
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VectorSubtract (light->origin, r_origin, v);
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if (VectorLength (v) < rad) // view is inside the dlight
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return;
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qfglBegin (GL_TRIANGLE_FAN);
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qfglColor4fv (light->color);
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VectorSubtract (r_origin, light->origin, v);
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VectorNormalize (v);
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for (i = 0; i < 3; i++)
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v[i] = light->origin[i] + v[i] * rad;
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qfglVertex3fv (v);
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qfglColor3ubv (color_black);
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for (i = 16; i >= 0; i--) {
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for (j = 0; j < 3; j++)
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v[j] = light->origin[j] + (vright[j] * (*bub_cos) +
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vup[j] * (*bub_sin)) * rad;
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bub_sin += 2;
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bub_cos += 2;
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qfglVertex3fv (v);
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}
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qfglEnd ();
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}
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void
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gl_R_RenderDlights (void)
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{
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unsigned int i;
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dlight_t *l;
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if (!gl_dlight_polyblend->int_val)
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return;
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qfglDepthMask (GL_FALSE);
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qfglDisable (GL_TEXTURE_2D);
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qfglBlendFunc (GL_ONE, GL_ONE);
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qfglShadeModel (GL_SMOOTH);
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l = r_dlights;
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for (i = 0; i < r_maxdlights; i++, l++) {
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if (l->die < vr_data.realtime || !l->radius)
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continue;
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R_RenderDlight (l);
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}
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if (!gl_dlight_smooth->int_val)
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qfglShadeModel (GL_FLAT);
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_2D);
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qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qfglDepthMask (GL_TRUE);
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}
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