mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-22 20:02:42 +00:00
537 lines
16 KiB
C++
537 lines
16 KiB
C++
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#include "plugin.h"
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#include "entity.h"
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#include "light.h"
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void DrawSphere(vec3_t center, float radius, int sides, int nGLState)
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{
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int i, j;
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float dt = (float) (2 * Q_PI / (float) sides);
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float dp = (float) (Q_PI / (float) sides);
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float t, p;
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vec3_t v;
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if (radius <= 0)
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return;
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g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);
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for (i = 0; i <= sides - 1; i++) {
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for (j = 0; j <= sides - 2; j++) {
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t = i * dt;
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p = (float) ((j * dp) - (Q_PI / 2));
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VectorPolar(v, radius, t, p);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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VectorPolar(v, radius, t, p + dp);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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VectorPolar(v, radius, t + dt, p + dp);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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VectorPolar(v, radius, t, p);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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VectorPolar(v, radius, t + dt, p + dp);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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VectorPolar(v, radius, t + dt, p);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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}
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}
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p = (float) ((sides - 1) * dp - (Q_PI / 2));
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for (i = 0; i <= sides - 1; i++) {
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t = i * dt;
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VectorPolar(v, radius, t, p);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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VectorPolar(v, radius, t + dt, p + dp);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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VectorPolar(v, radius, t + dt, p);
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VectorAdd(v, center, v);
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g_QglTable.m_pfn_qglVertex3fv(v);
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}
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g_QglTable.m_pfn_qglEnd();
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}
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#define LIGHT_ATTEN_LINEAR 1
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#define LIGHT_ATTEN_ANGLE 2
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#define LIGHT_ATTEN_DISTANCE 4
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#define LIGHT_Q3A_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE)
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#define LIGHT_WOLF_DEFAULT (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE)
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float CalculateEnvelopeForLight(entity_t * e, float fFalloffTolerance)
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{
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float fEnvelope = 0.f;
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int iSpawnFlags = atoi(ValueForKey(e, "spawnflags"));
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int iLightFlags = 0;
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float fFade = 1.f;
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float fIntensity, fPhotons;
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float fScale;
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const char *gameFile = g_FuncTable.m_pfnGetGameFile();
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// These variables are tweakable on the q3map2 console, setting to q3map2
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// default here as there is no way to find out what the user actually uses
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// right now. Maybe move them to worldspawn?
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float fPointScale = 7500.f;
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float fLinearScale = 1.f / 8000.f;
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//float fFalloffTolerance = 1.f; // Need it as parameter
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// Arnout: HACK for per-game radii - really need to move this to a per-game module?
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if( !strcmp( gameFile, "wolf.game" ) || !strcmp( gameFile, "et.game" ) ) {
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// Spawnflags :
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// 1: nonlinear
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// 2: angle
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// set default flags
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iLightFlags = LIGHT_WOLF_DEFAULT;
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// inverse distance squared attenuation?
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if (iSpawnFlags & 1) {
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iLightFlags &= ~LIGHT_ATTEN_LINEAR;
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iLightFlags |= LIGHT_ATTEN_ANGLE;
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}
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// angle attenuate
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if (iSpawnFlags & 2)
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iLightFlags |= LIGHT_ATTEN_ANGLE;
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} else {
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// Spawnflags :
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// 1: linear
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// 2: no angle
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// set default flags
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iLightFlags = LIGHT_Q3A_DEFAULT;
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// linear attenuation?
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if (iSpawnFlags & 1) {
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iLightFlags |= LIGHT_ATTEN_LINEAR;
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iLightFlags &= ~LIGHT_ATTEN_ANGLE;
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}
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// no angle attenuate?
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if (iSpawnFlags & 2)
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iLightFlags &= ~LIGHT_ATTEN_ANGLE;
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}
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// set fade key (from wolf)
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if (iLightFlags & LIGHT_ATTEN_LINEAR) {
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fFade = FloatForKey(e, "fade");
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if (fFade <= 0.f)
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fFade = 1.f;
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}
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// set light intensity
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fIntensity = FloatForKey(e, "_light");
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if (fIntensity == 0.f)
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fIntensity = FloatForKey(e, "light");
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if (fIntensity == 0.f)
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fIntensity = 300.f;
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// set light scale (sof2)
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fScale = FloatForKey(e, "scale");
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if (fScale <= 0.f)
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fScale = 1.f;
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fIntensity *= fScale;
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// amount of photons
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fPhotons = fIntensity * fPointScale;
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// calculate envelope
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// solve distance for non-distance lights
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if (!(iLightFlags & LIGHT_ATTEN_DISTANCE))
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//!\todo (spog) can't access global objects in a module - globals are EVIL - solution: API for querying global settings.
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fEnvelope = 131072/*g_MaxWorldCoord * 2.f*/;
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// solve distance for linear lights
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else if (iLightFlags & LIGHT_ATTEN_LINEAR)
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fEnvelope = ((fPhotons * fLinearScale) - fFalloffTolerance) / fFade;
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// solve for inverse square falloff
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else
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fEnvelope = sqrt(fPhotons / fFalloffTolerance) /* + fRadius */ ; // Arnout radius is always 0, only for area lights
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return fEnvelope;
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}
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float CalculateLightRadius(entity_t * e, bool outer)
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{
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float fEnvelope = 0.f;
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int iSpawnFlags = atoi(ValueForKey(e, "spawnflags"));
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float fIntensity;
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float fScale;
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const char *gameFile = g_FuncTable.m_pfnGetGameFile();
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fIntensity = FloatForKey(e, "light");
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if (fIntensity == 0.f)
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fIntensity = 300.f;
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// Arnout: HACK for per-game radii - really need to move this to a per-game module
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if( !strcmp( gameFile, "sof2.game" ) || !strcmp( gameFile, "jk2.game" ) || !strcmp( gameFile, "ja.game" )) {
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// Spawnflags :
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// 1: linear
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// 2: noincidence
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if (!outer) {
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if (iSpawnFlags & 2)
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fIntensity *= .9;
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else
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fIntensity *= .25f;
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}
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// set light scale (sof2)
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fScale = FloatForKey(e, "scale");
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if (fScale <= 0.f)
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fScale = 1.f;
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fIntensity *= fScale;
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fEnvelope = fIntensity;
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} else {
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float fPointScale = 7500.f;
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if (outer)
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fEnvelope = sqrt(fIntensity * fPointScale / 48.f);
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else
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fEnvelope = sqrt(fIntensity * fPointScale / 255.f);
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}
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return fEnvelope;
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}
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void Light_OnIntensityChanged(entity_t* e)
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{
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e->fLightEnvelope1[0] = CalculateEnvelopeForLight(e, 1.f);
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e->fLightEnvelope1[1] = CalculateEnvelopeForLight(e, 48.f);
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e->fLightEnvelope1[2] = CalculateEnvelopeForLight(e, 255.f);
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e->fLightEnvelope2[0] = CalculateLightRadius(e, TRUE);
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e->fLightEnvelope2[1] = CalculateLightRadius(e, FALSE);
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}
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void Light_OnKeyValueChanged(entity_t *e, const char *key, const char* value)
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{
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if(strcmp(key,"_color") == 0)
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{
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if (sscanf(ValueForKey(e, "_color"),"%f %f %f",
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&e->color[0], &e->color[1], &e->color[2]) != 3)
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VectorSet(e->color, 1, 1, 1);
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}
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else if(strcmp(key,"spawnflags") == 0 ||
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strcmp(key,"fade") == 0 ||
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strcmp(key,"_light") == 0 ||
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strcmp(key,"light") == 0 ||
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strcmp(key,"scale") == 0)
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{
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Light_OnIntensityChanged(e);
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}
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}
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bool Entity_IsLight(entity_t *e)
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{
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return e->eclass != NULL && e->eclass->nShowFlags & ECLASS_LIGHT;//strncmp(ValueforKey(e, "classname"), "light") == 0
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}
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static void DrawLightSphere(entity_t * e, int nGLState, int pref)
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{
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const char *target = ValueForKey(e, "target");
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bool bIsSpotLight = !!target[0];
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//!\todo Write an API for modules to register preference settings, and make this preference module-specific.
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int nPasses = pref == 1 ? 3 : 2;
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g_QglTable.m_pfn_qglPushAttrib(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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g_QglTable.m_pfn_qglDepthMask(GL_FALSE);
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g_QglTable.m_pfn_qglEnable(GL_BLEND);
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g_QglTable.m_pfn_qglBlendFunc(GL_ONE, GL_ONE);
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// Arnout: TODO: spotlight rendering
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if (!(bIsSpotLight))
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{
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switch(pref)
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{
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case 1:
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g_QglTable.m_pfn_qglColor3f(e->color[0] * .05f,
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e->color[1] * .05f,
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e->color[2] * .05f);
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DrawSphere(e->origin, e->fLightEnvelope1[0], 16, nGLState);
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DrawSphere(e->origin, e->fLightEnvelope1[1], 16, nGLState);
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DrawSphere(e->origin, e->fLightEnvelope1[2], 16, nGLState);
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break;
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case 2:
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g_QglTable.m_pfn_qglColor3f(e->color[0] * .15f * .95f,
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e->color[1] * .15f * .95f,
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e->color[2] * .15f * .95f);
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DrawSphere(e->origin, e->fLightEnvelope2[0], 16, nGLState);
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DrawSphere(e->origin, e->fLightEnvelope2[1], 16, nGLState);
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break;
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}
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}
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g_QglTable.m_pfn_qglPopAttrib();
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}
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float F = 0.70710678f;
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// North, East, South, West
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vec3_t normals[8] = { { 0, F, F }, { F, 0, F }, { 0,-F, F }, {-F, 0, F },
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{ 0, F,-F }, { F, 0,-F }, { 0,-F,-F }, {-F, 0,-F } };
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unsigned short indices[24] = { 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 2,
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1, 2, 5, 1, 5, 4, 1, 4, 3, 1, 3, 2 };
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void DrawLight(entity_t* e, int nGLState, int pref, int nViewType)
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{
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int i;
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// top, bottom, tleft, tright, bright, bleft
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vec3_t points[6];
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vec3_t vMid, vMin, vMax;
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VectorAdd(e->origin, e->eclass->mins, vMin);
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VectorAdd(e->origin, e->eclass->maxs, vMax);
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vMid[0] = (vMin[0] + vMax[0]) * 0.5;
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vMid[1] = (vMin[1] + vMax[1]) * 0.5;
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vMid[2] = (vMin[2] + vMax[2]) * 0.5;
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VectorSet(points[0], vMid[0], vMid[1], vMax[2]);
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VectorSet(points[1], vMid[0], vMid[1], vMin[2]);
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VectorSet(points[2], vMin[0], vMax[1], vMid[2]);
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VectorSet(points[3], vMax[0], vMax[1], vMid[2]);
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VectorSet(points[4], vMax[0], vMin[1], vMid[2]);
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VectorSet(points[5], vMin[0], vMin[1], vMid[2]);
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if (nGLState & DRAW_GL_LIGHTING)// && g_PrefsDlg.m_bGLLighting)
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{
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g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);// NOTE: comment to use gl_triangle_fan instead
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//g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
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g_QglTable.m_pfn_qglVertex3fv(points[0]);
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g_QglTable.m_pfn_qglVertex3fv(points[2]);
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g_QglTable.m_pfn_qglNormal3fv(normals[0]);
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g_QglTable.m_pfn_qglVertex3fv(points[3]);
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g_QglTable.m_pfn_qglVertex3fv(points[0]);//
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g_QglTable.m_pfn_qglVertex3fv(points[3]);//
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g_QglTable.m_pfn_qglNormal3fv(normals[1]);
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g_QglTable.m_pfn_qglVertex3fv(points[4]);
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g_QglTable.m_pfn_qglVertex3fv(points[0]);//
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g_QglTable.m_pfn_qglVertex3fv(points[4]);//
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g_QglTable.m_pfn_qglNormal3fv(normals[2]);
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g_QglTable.m_pfn_qglVertex3fv(points[5]);
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g_QglTable.m_pfn_qglVertex3fv(points[0]);//
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g_QglTable.m_pfn_qglVertex3fv(points[5]);//
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g_QglTable.m_pfn_qglNormal3fv(normals[3]);
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g_QglTable.m_pfn_qglVertex3fv(points[2]);
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//g_QglTable.m_pfn_qglEnd();
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//g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
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g_QglTable.m_pfn_qglVertex3fv(points[1]);
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g_QglTable.m_pfn_qglVertex3fv(points[2]);
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g_QglTable.m_pfn_qglNormal3fv(normals[7]);
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g_QglTable.m_pfn_qglVertex3fv(points[5]);
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g_QglTable.m_pfn_qglVertex3fv(points[1]);//
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g_QglTable.m_pfn_qglVertex3fv(points[5]);//
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g_QglTable.m_pfn_qglNormal3fv(normals[6]);
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g_QglTable.m_pfn_qglVertex3fv(points[4]);
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g_QglTable.m_pfn_qglVertex3fv(points[1]);//
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g_QglTable.m_pfn_qglVertex3fv(points[4]);//
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g_QglTable.m_pfn_qglNormal3fv(normals[5]);
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g_QglTable.m_pfn_qglVertex3fv(points[3]);
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g_QglTable.m_pfn_qglVertex3fv(points[1]);//
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g_QglTable.m_pfn_qglVertex3fv(points[3]);//
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g_QglTable.m_pfn_qglNormal3fv(normals[4]);
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g_QglTable.m_pfn_qglVertex3fv(points[2]);
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g_QglTable.m_pfn_qglEnd();
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}
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else if (nGLState & DRAW_GL_FILL)
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{
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vec3_t colors[4];
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VectorScale(e->color, 0.95, colors[0]);
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VectorScale(colors[0], 0.95, colors[1]);
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VectorScale(colors[1], 0.95, colors[2]);
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VectorScale(colors[2], 0.95, colors[3]);
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g_QglTable.m_pfn_qglBegin(GL_TRIANGLES);// NOTE: comment to use gl_triangle_fan instead
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//g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
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g_QglTable.m_pfn_qglColor3fv(colors[0]);
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g_QglTable.m_pfn_qglVertex3fv(points[0]);
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g_QglTable.m_pfn_qglVertex3fv(points[2]);
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g_QglTable.m_pfn_qglVertex3fv(points[3]);
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g_QglTable.m_pfn_qglColor3fv(colors[1]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[0]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[3]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[4]);
|
||
|
|
||
|
g_QglTable.m_pfn_qglColor3fv(colors[2]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[0]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[4]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[5]);
|
||
|
|
||
|
g_QglTable.m_pfn_qglColor3fv(colors[3]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[0]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[5]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[2]);
|
||
|
|
||
|
//g_QglTable.m_pfn_qglEnd();
|
||
|
//g_QglTable.m_pfn_qglBegin(GL_TRIANGLE_FAN);
|
||
|
|
||
|
g_QglTable.m_pfn_qglColor3fv(colors[0]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[1]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[2]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[5]);
|
||
|
|
||
|
g_QglTable.m_pfn_qglColor3fv(colors[1]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[1]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[5]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[4]);
|
||
|
|
||
|
g_QglTable.m_pfn_qglColor3fv(colors[2]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[1]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[4]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[3]);
|
||
|
|
||
|
g_QglTable.m_pfn_qglColor3fv(colors[3]);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[1]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[3]);//
|
||
|
g_QglTable.m_pfn_qglVertex3fv(points[2]);
|
||
|
|
||
|
g_QglTable.m_pfn_qglEnd();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g_QglTable.m_pfn_qglVertexPointer(3, GL_FLOAT, 0, points);
|
||
|
g_QglTable.m_pfn_qglDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, indices);
|
||
|
}
|
||
|
|
||
|
|
||
|
// NOTE: prolly not relevant until some time..
|
||
|
// check for DOOM lights
|
||
|
if (strlen(ValueForKey(e, "light_right")) > 0) {
|
||
|
vec3_t vRight, vUp, vTarget, vTemp;
|
||
|
GetVectorForKey (e, "light_right", vRight);
|
||
|
GetVectorForKey (e, "light_up", vUp);
|
||
|
GetVectorForKey (e, "light_target", vTarget);
|
||
|
|
||
|
g_QglTable.m_pfn_qglColor3f(0, 1, 0);
|
||
|
g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
|
||
|
VectorAdd(vTarget, e->origin, vTemp);
|
||
|
VectorAdd(vTemp, vRight, vTemp);
|
||
|
VectorAdd(vTemp, vUp, vTemp);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(e->origin);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(vTemp);
|
||
|
VectorAdd(vTarget, e->origin, vTemp);
|
||
|
VectorAdd(vTemp, vUp, vTemp);
|
||
|
VectorSubtract(vTemp, vRight, vTemp);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(e->origin);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(vTemp);
|
||
|
VectorAdd(vTarget, e->origin, vTemp);
|
||
|
VectorAdd(vTemp, vRight, vTemp);
|
||
|
VectorSubtract(vTemp, vUp, vTemp);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(e->origin);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(vTemp);
|
||
|
VectorAdd(vTarget, e->origin, vTemp);
|
||
|
VectorSubtract(vTemp, vUp, vTemp);
|
||
|
VectorSubtract(vTemp, vRight, vTemp);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(e->origin);
|
||
|
g_QglTable.m_pfn_qglVertex3fv(vTemp);
|
||
|
g_QglTable.m_pfn_qglEnd();
|
||
|
|
||
|
}
|
||
|
|
||
|
if(nGLState & DRAW_GL_FILL)
|
||
|
{
|
||
|
DrawLightSphere(e, nGLState, pref);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Arnout: FIXME: clean this up a bit
|
||
|
// now draw lighting radius stuff...
|
||
|
if (pref)
|
||
|
{
|
||
|
bool bDrawSpotlightArc = false;
|
||
|
int nPasses = pref == 1 ? 3 : 2;
|
||
|
|
||
|
const char *target = ValueForKey(e, "target");
|
||
|
bool bIsSpotLight = !!target[0];
|
||
|
|
||
|
/*!\todo Spotlight..
|
||
|
if (bIsSpotLight)
|
||
|
{
|
||
|
// find the origin of the target...
|
||
|
entity_t *e = FindEntity("targetname", target);
|
||
|
|
||
|
if (e)
|
||
|
bDrawSpotlightArc = true;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
g_QglTable.m_pfn_qglPushAttrib(GL_LINE_BIT);
|
||
|
g_QglTable.m_pfn_qglLineStipple(8, 0xAAAA);
|
||
|
g_QglTable.m_pfn_qglEnable(GL_LINE_STIPPLE);
|
||
|
|
||
|
float* envelope = (pref == 1) ? e->fLightEnvelope1 : e->fLightEnvelope2;
|
||
|
for (int iPass = 0; iPass < nPasses; iPass++)
|
||
|
{
|
||
|
float fRadius = envelope[iPass];
|
||
|
|
||
|
g_QglTable.m_pfn_qglBegin(GL_LINE_LOOP);
|
||
|
|
||
|
if (bIsSpotLight)
|
||
|
{
|
||
|
if (bDrawSpotlightArc)
|
||
|
{
|
||
|
// I give up on this, it's beyond me
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (fRadius > 0)
|
||
|
{
|
||
|
int i;
|
||
|
float ds, dc;
|
||
|
|
||
|
for (i = 0; i <= 24; i++)
|
||
|
{
|
||
|
ds = sin((i * 2 * Q_PI) / 24);
|
||
|
dc = cos((i * 2 * Q_PI) / 24);
|
||
|
|
||
|
switch (nViewType)
|
||
|
{
|
||
|
case 2:
|
||
|
g_QglTable.m_pfn_qglVertex3f(e->origin[0] + fRadius * dc,
|
||
|
e->origin[1] + fRadius * ds,
|
||
|
e->origin[2]);
|
||
|
break;
|
||
|
case 1:
|
||
|
g_QglTable.m_pfn_qglVertex3f(e->origin[0] + fRadius * dc,
|
||
|
e->origin[1],
|
||
|
e->origin[2] + fRadius * ds);
|
||
|
break;
|
||
|
case 0:
|
||
|
g_QglTable.m_pfn_qglVertex3f(e->origin[0],
|
||
|
e->origin[1] + fRadius * dc,
|
||
|
e->origin[2] + fRadius * ds);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
g_QglTable.m_pfn_qglEnd();
|
||
|
}
|
||
|
g_QglTable.m_pfn_qglPopAttrib();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|