mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 09:21:33 +00:00
56c39c34ba
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.
136 lines
2.8 KiB
C
136 lines
2.8 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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#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 (r_refdef.frame.position, light->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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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] + (r_refdef.frame.right[j] * (*bub_cos) +
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r_refdef.frame.up[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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