diff options
Diffstat (limited to 'WinQuake/gl_rlight.c')
| -rw-r--r-- | WinQuake/gl_rlight.c | 354 |
1 files changed, 354 insertions, 0 deletions
diff --git a/WinQuake/gl_rlight.c b/WinQuake/gl_rlight.c new file mode 100644 index 0000000..80ada45 --- /dev/null +++ b/WinQuake/gl_rlight.c @@ -0,0 +1,354 @@ +/* +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; +} + +void R_RenderDlight (dlight_t *light) +{ + int i, j; + float a; + vec3_t v; + float rad; + + 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); + 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]*cos(a)*rad + + vup[j]*sin(a)*rad; + 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; +} + |
