yquake2remaster/src/client/cl_lights.c
2023-10-01 18:42:54 +03:00

210 lines
3.6 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* This file implements all client side lighting
*
* =======================================================================
*/
#include "header/client.h"
typedef struct
{
int length;
float value[3];
float map[MAX_QPATH];
} clightstyle_t;
static clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
static int lastofs;
void
CL_ClearLightStyles(void)
{
memset(cl_lightstyle, 0, sizeof(cl_lightstyle));
lastofs = -1;
}
void
CL_RunLightStyles(void)
{
int ofs;
int i;
clightstyle_t *ls;
ofs = cl.time / 100;
if (ofs == lastofs)
{
return;
}
lastofs = ofs;
for (i = 0, ls = cl_lightstyle; i < MAX_LIGHTSTYLES; i++, ls++)
{
if (!ls->length)
{
ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
continue;
}
if (ls->length == 1)
{
ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
}
else
{
ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs % ls->length];
}
}
}
void
CL_SetLightstyle(int i)
{
char *s;
int j, k;
s = cl.configstrings[i + CS_LIGHTS];
j = (int)strlen(s);
cl_lightstyle[i].length = j;
for (k = 0; k < j; k++)
{
cl_lightstyle[i].map[k] = (float)(s[k] - 'a') / (float)('m' - 'a');
}
}
void
CL_AddLightStyles(void)
{
int i;
clightstyle_t *ls;
for (i = 0, ls = cl_lightstyle; i < MAX_LIGHTSTYLES; i++, ls++)
{
V_AddLightStyle(i, ls->value[0], ls->value[1], ls->value[2]);
}
}
static cdlight_t cl_dlights[MAX_DLIGHTS];
void
CL_ClearDlights(void)
{
memset(cl_dlights, 0, sizeof(cl_dlights));
}
cdlight_t *
CL_AllocDlight(int key)
{
int i;
cdlight_t *dl;
/* first look for an exact key match */
if (key)
{
dl = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, dl++)
{
if (dl->key == key)
{
return dl;
}
}
}
/* then look for anything else */
dl = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, dl++)
{
if (dl->die < cl.time)
{
dl->key = key;
return dl;
}
}
dl = &cl_dlights[0];
dl->key = key;
return dl;
}
void
CL_RunDLights(void)
{
int i;
cdlight_t *dl;
dl = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, dl++)
{
if (!dl->radius)
{
continue;
}
/* Vanilla Quake II had just cl.time. This worked in 1997
when computers were slow and the game reached ~30 FPS
on beefy hardware. Nowadays with 1000 FPS the dlights
are often rendered just a fraction of a frame. Work
around that by adding 32 ms, e.g. each dlight is shown
for at least 32 ms. */
if (dl->die < cl.time - 32)
{
dl->radius = 0;
continue;
}
dl->radius -= cls.rframetime * dl->decay;
if (dl->radius < 0)
{
dl->radius = 0;
}
}
}
void
CL_AddDLights(void)
{
int i;
cdlight_t *dl;
dl = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, dl++)
{
if (!dl->radius)
{
continue;
}
V_AddLight(dl->origin, dl->radius, dl->color[0], dl->color[1], dl->color[2]);
}
}