mirror of
https://github.com/yquake2/yquake2remaster.git
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210 lines
3.6 KiB
C
210 lines
3.6 KiB
C
/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program 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 (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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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
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* This file implements all client side lighting
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*
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* =======================================================================
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*/
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#include "header/client.h"
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typedef struct
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{
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int length;
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float value[3];
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float map[MAX_QPATH];
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} clightstyle_t;
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static clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
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static int lastofs;
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void
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CL_ClearLightStyles(void)
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{
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memset(cl_lightstyle, 0, sizeof(cl_lightstyle));
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lastofs = -1;
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}
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void
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CL_RunLightStyles(void)
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{
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int ofs;
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int i;
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clightstyle_t *ls;
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ofs = cl.time / 100;
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if (ofs == lastofs)
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{
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return;
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}
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lastofs = ofs;
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for (i = 0, ls = cl_lightstyle; i < MAX_LIGHTSTYLES; i++, ls++)
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{
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if (!ls->length)
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{
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ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
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continue;
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}
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if (ls->length == 1)
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{
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ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
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}
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else
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{
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ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs % ls->length];
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}
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}
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}
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void
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CL_SetLightstyle(int i)
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{
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char *s;
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int j, k;
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s = cl.configstrings[i + CS_LIGHTS];
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j = (int)strlen(s);
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cl_lightstyle[i].length = j;
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for (k = 0; k < j; k++)
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{
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cl_lightstyle[i].map[k] = (float)(s[k] - 'a') / (float)('m' - 'a');
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}
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}
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void
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CL_AddLightStyles(void)
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{
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int i;
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clightstyle_t *ls;
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for (i = 0, ls = cl_lightstyle; i < MAX_LIGHTSTYLES; i++, ls++)
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{
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V_AddLightStyle(i, ls->value[0], ls->value[1], ls->value[2]);
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}
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}
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static cdlight_t cl_dlights[MAX_DLIGHTS];
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void
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CL_ClearDlights(void)
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{
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memset(cl_dlights, 0, sizeof(cl_dlights));
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}
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cdlight_t *
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CL_AllocDlight(int key)
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{
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int i;
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cdlight_t *dl;
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/* first look for an exact key match */
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if (key)
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{
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dl = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, dl++)
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{
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if (dl->key == key)
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{
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return dl;
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}
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}
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}
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/* then look for anything else */
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dl = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, dl++)
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{
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if (dl->die < cl.time)
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{
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dl->key = key;
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return dl;
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}
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}
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dl = &cl_dlights[0];
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dl->key = key;
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return dl;
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}
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void
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CL_RunDLights(void)
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{
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int i;
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cdlight_t *dl;
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dl = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, dl++)
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{
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if (!dl->radius)
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{
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continue;
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}
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/* Vanilla Quake II had just cl.time. This worked in 1997
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when computers were slow and the game reached ~30 FPS
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on beefy hardware. Nowadays with 1000 FPS the dlights
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are often rendered just a fraction of a frame. Work
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around that by adding 32 ms, e.g. each dlight is shown
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for at least 32 ms. */
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if (dl->die < cl.time - 32)
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{
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dl->radius = 0;
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continue;
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}
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dl->radius -= cls.rframetime * dl->decay;
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if (dl->radius < 0)
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{
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dl->radius = 0;
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}
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}
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}
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void
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CL_AddDLights(void)
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{
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int i;
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cdlight_t *dl;
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dl = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, dl++)
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{
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if (!dl->radius)
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{
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continue;
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}
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V_AddLight(dl->origin, dl->radius, dl->color[0], dl->color[1], dl->color[2]);
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}
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}
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