quakeforge/libs/video/renderer/gl/gl_dyn_lights.c
Bill Currie 56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00

136 lines
2.8 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"
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->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 < r_maxdlights; i++, l++) {
if (l->die < vr_data.realtime || !l->radius)
continue;
R_RenderDlight (l);
}
if (!gl_dlight_smooth->int_val)
qfglShadeModel (GL_FLAT);
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE);
}