128 lines
No EOL
2.9 KiB
C
128 lines
No EOL
2.9 KiB
C
/*
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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float glowcos[17] =
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{
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1.000000f,
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0.923880f,
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0.707105f,
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0.382680f,
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0.000000f,
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-0.382680f,
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-0.707105f,
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-0.923880f,
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-1.000000f,
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-0.923880f,
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-0.707105f,
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-0.382680f,
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0.000000f,
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0.382680f,
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0.707105f,
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0.923880f,
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1.000000f
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};
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float glowsin[17] =
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{
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0.000000f,
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0.382680f,
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0.707105f,
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0.923880f,
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1.000000f,
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0.923880f,
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0.707105f,
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0.382680f,
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-0.000000f,
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-0.382680f,
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-0.707105f,
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-0.923880f,
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-1.000000f,
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-0.923880f,
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-0.707105f,
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-0.382680f,
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0.000000f
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};
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void R_DrawGlows (entity_t *e)
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{
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vec3_t lightorigin; // Origin of torch.
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vec3_t v; // Vector to torch.
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float radius; // Radius of torch flare.
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float distance; // Vector distance to torch.
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float intensity; // Intensity of torch flare.
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int i;
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model_t *clmodel;
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extern qboolean fog;
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if (fog)
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glDisable(GL_FOG);
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clmodel = e->model;
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// NOTE: this isn't centered on the model
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VectorCopy(e->origin, lightorigin);
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// set radius based on what model we are doing here
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radius = clmodel->glow_radius;
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VectorSubtract(lightorigin, r_origin, v);
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// See if view is outside the light.
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distance = Length(v);
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if (distance > radius)
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{
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glDepthMask (false);
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glDisable (GL_TEXTURE_2D);
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glBlendFunc (GL_ONE, GL_ONE);
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glBegin(GL_TRIANGLE_FAN);
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if (!strncmp (clmodel->name, "progs/glow_",11))
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{
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lightorigin[2] += 4.0f;
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intensity = (1 - ((1024.0f - distance) * 0.0009765625)) * 0.75;
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glColor3f(1.0f*intensity, 0.7f*intensity, 0.4f*intensity);
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}
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else
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glColor3fv (clmodel->glow_color);
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VectorScale (vpn, -radius, v);
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VectorAdd (v, lightorigin, v);
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glVertex3fv(v);
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glColor3f(0.0f, 0.0f, 0.0f);
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for (i=16; i>=0; i--)
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{
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v[0] = lightorigin[0] + radius * (vright[0] * glowcos[i] + vup[0] * glowsin[i]);
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v[1] = lightorigin[1] + radius * (vright[1] * glowcos[i] + vup[1] * glowsin[i]);
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v[2] = lightorigin[2] + radius * (vright[2] * glowcos[i] + vup[2] * glowsin[i]);
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glVertex3fv(v);
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}
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glEnd();
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glColor3f (1,1,1);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (true);
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}
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if (fog)
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glEnable(GL_FOG);
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} |