Glue code between internal light source management and the game.

git-svn-id: https://svn.eduke32.com/eduke32@1227 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2009-02-14 14:31:58 +00:00
parent 6fe53806c7
commit dec76c4907
3 changed files with 71 additions and 82 deletions

View file

@ -502,12 +502,6 @@ _equation equation(float x1, float y1, float x2, float y2);
int32_t sameside(_equation* eq, _point2d* p1, _point2d* p2);
int32_t wallvisible(int16_t wallnum);
#ifdef POLYMER
// polymer stuff for the game to provide it with the animatessprites ptr
typedef void (*animatespritesptr)(int32_t, int32_t, int32_t, int32_t);
EXTERN void polymer_setanimatesprites(animatespritesptr, int32_t, int32_t, int32_t, int32_t);
#endif
#define STATUS2DSIZ 144
void qsetmode640350(void);
void qsetmode640480(void);
@ -626,6 +620,10 @@ int32_t hash_find(hashtable_t *t, const char *s);
void hash_replace(hashtable_t *t, const char *s, int32_t key);
void hash_add(hashtable_t *t, const char *s, int32_t key);
#ifdef POLYMER
# include "polymer.h"
#endif
#ifdef _MSC_VER
#pragma pack()
#endif

View file

@ -162,13 +162,18 @@ typedef struct s_prwall {
char controlstate;
} _prwall;
typedef void (*animatespritesptr)(int32_t, int32_t, int32_t, int32_t);
typedef struct s_pranimatespritesinfo {
animatespritesptr animatesprites;
int32_t x, y, a, smoothratio;
} _pranimatespritesinfo;
// LIGHTS
#define PR_MAXLIGHTS 128
#define PR_MAXLIGHTS 128
#define PR_SM3_MAXLIGHTS 4
#define STR_EXPAND(tok) #tok
#define STR(tok) STR_EXPAND(tok)
typedef enum {
PR_LIGHT_POINT,
@ -179,6 +184,7 @@ typedef enum {
typedef struct s_prlight {
int32_t x, y, z, horiz, faderange, range;
int16_t angle, sector;
char color[3];
prlighttype type;
} _prlight;
@ -196,6 +202,7 @@ void polymer_drawmasks(void);
void polymer_rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum, int8_t dashade, char dapalnum, char dastat, int32_t cx1, int32_t cy1, int32_t cx2, int32_t cy2);
void polymer_drawmaskwall(int32_t damaskwallcnt);
void polymer_drawsprite(int32_t snum);
void polymer_setanimatesprites(animatespritesptr animatesprites, int32_t x, int32_t y, int32_t a, int32_t smoothratio);
void polymer_resetlights(void);
void polymer_addlight(_prlight light);
@ -238,9 +245,11 @@ static void polymer_loadmodelvbos(md3model_t* m);
// MATERIALS
static void polymer_getscratchmaterial(_prmaterial* material);
static void polymer_getbuildmaterial(_prmaterial* material, int16_t tilenum, char pal, int8_t shade);
static int32_t polymer_bindmaterial(_prmaterial material);
static int32_t polymer_bindmaterial(_prmaterial material, _prlight* lights, int lightcount);
static void polymer_unbindmaterial(int32_t programbits);
static void polymer_compileprogram(int32_t programbits);
// LIGHTS
static void polymer_transformlight(float* inpos, float* pos, float* matrix);
# endif // !POLYMER_C

View file

@ -145,7 +145,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
// vert_prog
"",
// frag_def
"#define LIGHTCOUNT 4\n"
"#define LIGHTCOUNT "STR(PR_SM3_MAXLIGHTS)"\n"
"\n",
// frag_prog
"",
@ -1155,7 +1155,7 @@ static void polymer_drawplane(int16_t sectnum, int16_t wallnum, _prplane
bglNormal3f((float)(-plane->plane[0]), (float)(-plane->plane[1]), (float)(-plane->plane[2]));
materialbits = polymer_bindmaterial(plane->material);
materialbits = polymer_bindmaterial(plane->material, prlights, lightcount);
if (plane->vbo && (pr_vbos > 0))
{
@ -2505,7 +2505,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
mdspritematerial.nextframedatastride = sizeof(md3xyzn_t);
}
materialbits = polymer_bindmaterial(mdspritematerial);
materialbits = polymer_bindmaterial(mdspritematerial, prlights, lightcount);
bglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, m->indices[surfi]);
bglDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_INT, 0);
@ -2526,7 +2526,7 @@ static void polymer_drawmdsprite(spritetype *tspr)
mdspritematerial.nextframedatastride = sizeof(md3xyzn_t);
}
materialbits = polymer_bindmaterial(mdspritematerial);
materialbits = polymer_bindmaterial(mdspritematerial, prlights, lightcount);
bglDrawElements(GL_TRIANGLES, s->numtris * 3, GL_UNSIGNED_INT, s->tris);
@ -2671,7 +2671,7 @@ static void polymer_getbuildmaterial(_prmaterial* material, int16_t tile
}
}
static int32_t polymer_bindmaterial(_prmaterial material)
static int32_t polymer_bindmaterial(_prmaterial material, _prlight* lights, int lightcount)
{
int32_t programbits;
int32_t texunit;
@ -2705,7 +2705,8 @@ static int32_t polymer_bindmaterial(_prmaterial material)
programbits |= prprogrambits[PR_BIT_DIFFUSE_MODULATION].bit;
// PR_BIT_POINT_LIGHT
programbits |= prprogrambits[PR_BIT_POINT_LIGHT].bit;
if (lightcount)
programbits |= prprogrambits[PR_BIT_POINT_LIGHT].bit;
// PR_BIT_DIFFUSE_GLOW_MAP
if (material.glowmap)
@ -2769,83 +2770,47 @@ static int32_t polymer_bindmaterial(_prmaterial material)
// PR_BIT_POINT_LIGHT
if (programbits & prprogrambits[PR_BIT_POINT_LIGHT].bit)
{
int lightCount;
float range[4];
float color[8];
float pos[6];
float lightpos[8];
int i;
float inpos[4], pos[4];
float range[2];
float color[4];
lightCount = 2;
i = 0;
pos[0] = 62208;
pos[1] = 42000 / 16.0;
pos[2] = -6919;
while (i < ((glinfo.sm4) ? lightcount : PR_SM3_MAXLIGHTS))
{
inpos[0] = lights[i].y;
inpos[1] = -lights[i].z / 16.0f;
inpos[2] = -lights[i].x;
lightpos[0] = pos[0] * rootmodelviewmatrix[0] +
pos[1] * rootmodelviewmatrix[4] +
pos[2] * rootmodelviewmatrix[8] +
+ rootmodelviewmatrix[12];
lightpos[1] = pos[0] * rootmodelviewmatrix[1] +
pos[1] * rootmodelviewmatrix[5] +
pos[2] * rootmodelviewmatrix[9] +
+ rootmodelviewmatrix[13];
lightpos[2] = pos[0] * rootmodelviewmatrix[2] +
pos[1] * rootmodelviewmatrix[6] +
pos[2] * rootmodelviewmatrix[10] +
+ rootmodelviewmatrix[14];
polymer_transformlight(inpos, pos, rootmodelviewmatrix);
color[0] = 0.1f;
color[1] = 0.1f;
color[2] = 1.0f;
range[0] = lights[i].faderange / 1000.0f;
range[1] = lights[i].range / 1000.0f;
range[0] = 1024.0f / 1000.0;
range[1] = 2048.0f / 1000.0;
color[0] = lights[i].color[0] / 255.0f;
color[1] = lights[i].color[1] / 255.0f;
color[2] = lights[i].color[2] / 255.0f;
pos[3] = globalposy;
pos[4] = -globalposz / 16.0;
pos[5] = -globalposx;
bglLightfv(GL_LIGHT0 + i, GL_AMBIENT, pos);
bglLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color);
bglLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &range[0]);
bglLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &range[1]);
lightpos[4] = pos[3] * rootmodelviewmatrix[0] +
pos[4] * rootmodelviewmatrix[4] +
pos[5] * rootmodelviewmatrix[8] +
+ rootmodelviewmatrix[12];
lightpos[5] = pos[3] * rootmodelviewmatrix[1] +
pos[4] * rootmodelviewmatrix[5] +
pos[5] * rootmodelviewmatrix[9] +
+ rootmodelviewmatrix[13];
lightpos[6] = pos[3] * rootmodelviewmatrix[2] +
pos[4] * rootmodelviewmatrix[6] +
pos[5] * rootmodelviewmatrix[10] +
+ rootmodelviewmatrix[14];
color[4] = 0.5f;
color[5] = 0.5f;
color[6] = 0.5f;
range[2] = 0.0f / 1000.0;
range[3] = 2048.0f / 1000.0;
bglLightfv(GL_LIGHT0, GL_AMBIENT, lightpos);
bglLightfv(GL_LIGHT0, GL_DIFFUSE, color);
bglLightfv(GL_LIGHT0, GL_CONSTANT_ATTENUATION, &range[0]);
bglLightfv(GL_LIGHT0, GL_LINEAR_ATTENUATION, &range[1]);
bglLightfv(GL_LIGHT1, GL_AMBIENT, &lightpos[4]);
bglLightfv(GL_LIGHT1, GL_DIFFUSE, &color[4]);
bglLightfv(GL_LIGHT1, GL_CONSTANT_ATTENUATION, &range[2]);
bglLightfv(GL_LIGHT1, GL_LINEAR_ATTENUATION, &range[3]);
range[3] = 0;
bglLightfv(GL_LIGHT2, GL_LINEAR_ATTENUATION, &range[3]);
bglLightfv(GL_LIGHT3, GL_LINEAR_ATTENUATION, &range[3]);
bglLightfv(GL_LIGHT4, GL_LINEAR_ATTENUATION, &range[3]);
bglLightfv(GL_LIGHT5, GL_LINEAR_ATTENUATION, &range[3]);
bglLightfv(GL_LIGHT6, GL_LINEAR_ATTENUATION, &range[3]);
bglLightfv(GL_LIGHT7, GL_LINEAR_ATTENUATION, &range[3]);
i++;
}
if (glinfo.sm4)
bglUniform1iARB(prprograms[programbits].uniform_lightCount, lightCount);
bglUniform1iARB(prprograms[programbits].uniform_lightCount, lightcount);
else {
range[0] = 0.0f;
while (i < PR_SM3_MAXLIGHTS)
{
bglLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &range[0]);
i++;
}
}
}
// PR_BIT_DIFFUSE_GLOW_MAP
@ -2983,4 +2948,21 @@ static void polymer_compileprogram(int32_t programbits)
}
}
// LIGHTS
static void polymer_transformlight(float* inpos, float* pos, float* matrix)
{
pos[0] = inpos[0] * matrix[0] +
inpos[1] * matrix[4] +
inpos[2] * matrix[8] +
+ matrix[12];
pos[1] = inpos[0] * matrix[1] +
inpos[1] * matrix[5] +
inpos[2] * matrix[9] +
+ matrix[13];
pos[2] = inpos[0] * matrix[2] +
inpos[1] * matrix[6] +
inpos[2] * matrix[10] +
+ matrix[14];
}
#endif