quakeforge/libs/video/renderer/gl/gl_dyn_lights.c
Bill Currie 075a0fe326 [renderer] Clean up r_origin and modelorg
So far, in gl and glsl, but viewposition is much clearer than r_origin
(despite being the same thing), and modelorg is just confusing (I think
it's the view position relative to the current model).
2022-03-08 03:47:36 +09:00

139 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
#define NH_DEFINE
#include "namehack.h"
#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.viewposition, 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] + (vright[j] * (*bub_cos) +
vup[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);
}