From a8f828a066773a59fdf646299359d35ae0e845af Mon Sep 17 00:00:00 2001 From: wyatt8740 Date: Mon, 6 Jan 2014 12:02:16 -0500 Subject: Removed accidental upload of copyrighted map files --- WinQuake/gl_rlight.c | 236 +++++++++++++++++++++++++-------------------------- 1 file changed, 118 insertions(+), 118 deletions(-) (limited to 'WinQuake/gl_rlight.c') diff --git a/WinQuake/gl_rlight.c b/WinQuake/gl_rlight.c index 80ada45..6155001 100644 --- a/WinQuake/gl_rlight.c +++ b/WinQuake/gl_rlight.c @@ -1,25 +1,25 @@ -/* -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. - -*/ +/* +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" +#include "quakedef.h" int r_dlightframecount; @@ -51,96 +51,96 @@ void R_AnimateLight (void) } } -/* -============================================================================= - -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 ; idie < 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 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 ; idie < 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); +} + /* ============================================================================= @@ -205,9 +205,9 @@ void R_PushDlights (void) { int i; dlight_t *l; - - if (gl_flashblend.value) - return; + + if (gl_flashblend.value) + return; r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame @@ -229,9 +229,9 @@ LIGHT SAMPLING ============================================================================= */ - -mplane_t *lightplane; -vec3_t lightspot; + +mplane_t *lightplane; +vec3_t lightspot; int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end) { @@ -276,8 +276,8 @@ int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end) return -1; // didn't hit anuthing // check for impact on this node - VectorCopy (mid, lightspot); - lightplane = plane; + VectorCopy (mid, lightspot); + lightplane = plane; surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) -- cgit v1.2.3