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- /*
- Copyright (C) 1996-1997 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.
- */
- // r_light.c
- #include "quakedef.h"
- int r_dlightframecount;
- /*
- ==================
- R_AnimateLight
- ==================
- */
- void R_AnimateLight (void)
- {
- int i,j,k;
-
- //
- // light animations
- // 'm' is normal light, 'a' is no light, 'z' is double bright
- i = (int)(cl.time*10);
- for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
- {
- if (!cl_lightstyle[j].length)
- {
- d_lightstylevalue[j] = 256;
- continue;
- }
- k = i % cl_lightstyle[j].length;
- k = cl_lightstyle[j].map[k] - 'a';
- k = k*22;
- d_lightstylevalue[j] = k;
- }
- }
- /*
- =============================================================================
- DYNAMIC LIGHTS BLEND RENDERING
- =============================================================================
- */
- void AddLightBlend (float r, float g, float b, float a2)
- {
- float a;
- v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
- a2 = a2/a;
- v_blend[0] = v_blend[1]*(1-a2) + r*a2;
- v_blend[1] = v_blend[1]*(1-a2) + g*a2;
- v_blend[2] = v_blend[2]*(1-a2) + b*a2;
- //Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
- }
- float bubble_sintable[17], bubble_costable[17];
- void R_InitBubble() {
- float a;
- int i;
- float *bub_sin, *bub_cos;
- bub_sin = bubble_sintable;
- bub_cos = bubble_costable;
- for (i=16 ; i>=0 ; i--)
- {
- a = i/16.0 * M_PI*2;
- *bub_sin++ = sin(a);
- *bub_cos++ = cos(a);
- }
- }
- void R_RenderDlight (dlight_t *light)
- {
- int i, j;
- // float a;
- vec3_t v;
- float rad;
- float *bub_sin, *bub_cos;
- bub_sin = bubble_sintable;
- bub_cos = bubble_costable;
- rad = light->radius * 0.35;
- VectorSubtract (light->origin, r_origin, v);
- if (Length (v) < rad)
- { // view is inside the dlight
- AddLightBlend (1, 0.5, 0, light->radius * 0.0003);
- return;
- }
- glBegin (GL_TRIANGLE_FAN);
- // glColor3f (0.2,0.1,0.0);
- // glColor3f (0.2,0.1,0.05); // changed dimlight effect
- glColor4f (light->color[0], light->color[1], light->color[2],
- light->color[3]);
- for (i=0 ; i<3 ; i++)
- v[i] = light->origin[i] - vpn[i]*rad;
- glVertex3fv (v);
- glColor3f (0,0,0);
- for (i=16 ; i>=0 ; i--)
- {
- // a = i/16.0 * M_PI*2;
- for (j=0 ; j<3 ; j++)
- v[j] = light->origin[j] + (vright[j]*(*bub_cos) +
- + vup[j]*(*bub_sin)) * rad;
- bub_sin++;
- bub_cos++;
- glVertex3fv (v);
- }
- glEnd ();
- }
- /*
- =============
- R_RenderDlights
- =============
- */
- void R_RenderDlights (void)
- {
- int i;
- dlight_t *l;
- if (!gl_flashblend.value)
- return;
- r_dlightframecount = r_framecount + 1; // because the count hasn't
- // advanced yet for this frame
- glDepthMask (0);
- glDisable (GL_TEXTURE_2D);
- glShadeModel (GL_SMOOTH);
- glEnable (GL_BLEND);
- glBlendFunc (GL_ONE, GL_ONE);
- l = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
- {
- if (l->die < cl.time || !l->radius)
- continue;
- R_RenderDlight (l);
- }
- glColor3f (1,1,1);
- glDisable (GL_BLEND);
- glEnable (GL_TEXTURE_2D);
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDepthMask (1);
- }
- /*
- =============================================================================
- DYNAMIC LIGHTS
- =============================================================================
- */
- /*
- =============
- R_MarkLights
- =============
- */
- void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
- {
- mplane_t *splitplane;
- float dist;
- msurface_t *surf;
- int i;
-
- if (node->contents < 0)
- return;
- splitplane = node->plane;
- dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
-
- if (dist > light->radius)
- {
- R_MarkLights (light, bit, node->children[0]);
- return;
- }
- if (dist < -light->radius)
- {
- R_MarkLights (light, bit, node->children[1]);
- return;
- }
-
- // mark the polygons
- surf = cl.worldmodel->surfaces + node->firstsurface;
- for (i=0 ; i<node->numsurfaces ; i++, surf++)
- {
- if (surf->dlightframe != r_dlightframecount)
- {
- surf->dlightbits = 0;
- surf->dlightframe = r_dlightframecount;
- }
- surf->dlightbits |= bit;
- }
- R_MarkLights (light, bit, node->children[0]);
- R_MarkLights (light, bit, node->children[1]);
- }
- /*
- =============
- R_PushDlights
- =============
- */
- void R_PushDlights (void)
- {
- int i;
- dlight_t *l;
- if (gl_flashblend.value)
- return;
- r_dlightframecount = r_framecount + 1; // because the count hasn't
- // advanced yet for this frame
- l = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
- {
- if (l->die < cl.time || !l->radius)
- continue;
- R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
- }
- }
- /*
- =============================================================================
- LIGHT SAMPLING
- =============================================================================
- */
- mplane_t *lightplane;
- vec3_t lightspot;
- int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
- {
- int r;
- float front, back, frac;
- int side;
- mplane_t *plane;
- vec3_t mid;
- msurface_t *surf;
- int s, t, ds, dt;
- int i;
- mtexinfo_t *tex;
- byte *lightmap;
- unsigned scale;
- int maps;
- if (node->contents < 0)
- return -1; // didn't hit anything
-
- // calculate mid point
- // FIXME: optimize for axial
- plane = node->plane;
- front = DotProduct (start, plane->normal) - plane->dist;
- back = DotProduct (end, plane->normal) - plane->dist;
- side = front < 0;
-
- if ( (back < 0) == side)
- return RecursiveLightPoint (node->children[side], start, end);
-
- frac = front / (front-back);
- mid[0] = start[0] + (end[0] - start[0])*frac;
- mid[1] = start[1] + (end[1] - start[1])*frac;
- mid[2] = start[2] + (end[2] - start[2])*frac;
-
- // go down front side
- r = RecursiveLightPoint (node->children[side], start, mid);
- if (r >= 0)
- return r; // hit something
-
- if ( (back < 0) == side )
- return -1; // didn't hit anuthing
-
- // check for impact on this node
- VectorCopy (mid, lightspot);
- lightplane = plane;
- surf = cl.worldmodel->surfaces + node->firstsurface;
- for (i=0 ; i<node->numsurfaces ; i++, surf++)
- {
- if (surf->flags & SURF_DRAWTILED)
- continue; // no lightmaps
- tex = surf->texinfo;
-
- s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
- t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
- if (s < surf->texturemins[0] ||
- t < surf->texturemins[1])
- continue;
-
- ds = s - surf->texturemins[0];
- dt = t - surf->texturemins[1];
-
- if ( ds > surf->extents[0] || dt > surf->extents[1] )
- continue;
- if (!surf->samples)
- return 0;
- ds >>= 4;
- dt >>= 4;
- lightmap = surf->samples;
- r = 0;
- if (lightmap)
- {
- lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
- for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
- maps++)
- {
- scale = d_lightstylevalue[surf->styles[maps]];
- r += *lightmap * scale;
- lightmap += ((surf->extents[0]>>4)+1) *
- ((surf->extents[1]>>4)+1);
- }
-
- r >>= 8;
- }
-
- return r;
- }
- // go down back side
- return RecursiveLightPoint (node->children[!side], mid, end);
- }
- int R_LightPoint (vec3_t p)
- {
- vec3_t end;
- int r;
-
- if (!cl.worldmodel->lightdata)
- return 255;
-
- end[0] = p[0];
- end[1] = p[1];
- end[2] = p[2] - 2048;
-
- r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
-
- if (r == -1)
- r = 0;
- return r;
- }
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