mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-22 11:51:22 +00:00
555 lines
16 KiB
C++
555 lines
16 KiB
C++
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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. See the
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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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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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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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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}
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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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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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}
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}
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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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}
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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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}
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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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}
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if ( fIntensity == 0.f ) {
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fIntensity = 300.f;
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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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}
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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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}
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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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}
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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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}
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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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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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}
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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 *= .9f;
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}
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else{
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fIntensity *= .25f;
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}
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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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}
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fIntensity *= fScale;
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fEnvelope = fIntensity;
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}
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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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}
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else{
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fEnvelope = sqrt( fIntensity * fPointScale / 255.f );
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}
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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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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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if ( strcmp( key,"_color" ) == 0 ) {
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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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}
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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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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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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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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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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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// 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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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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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] );
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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_qglVertex3fv( points[4] );
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g_QglTable.m_pfn_qglColor3fv( colors[2] );
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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_qglVertex3fv( points[5] );
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g_QglTable.m_pfn_qglColor3fv( colors[3] );
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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_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_qglColor3fv( colors[0] );
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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_qglVertex3fv( points[5] );
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g_QglTable.m_pfn_qglColor3fv( colors[1] );
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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();
|
|
}
|
|
}
|
|
}
|