/* 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; } #ifdef USE_OPENGLES glEnableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer); glColorPointer(4, GL_FLOAT, 0, gColorBuffer); { float* pPos = gVertexBuffer; float* pColor = gColorBuffer; *pColor++ = 0.2f; *pColor++ = 0.1f; *pColor++ = 0.0f; *pColor++ = 1.0f; for (i=0 ; i<3 ; i++) *pPos++ = light->origin[i] - vpn[i]*rad; for (i=16 ; i>=0 ; i--) { *pColor++ = 0.0f; *pColor++ = 0.0f; *pColor++ = 0.0f; *pColor++ = 0.0f; a = i/16.0 * M_PI*2; for (j=0 ; j<3 ; j++) *pPos++ = light->origin[j] + vright[j]*cos(a)*rad + vup[j]*sin(a)*rad; } } glDrawArrays(GL_TRIANGLE_FAN, 0, 18); glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColor3f(0,0,0); // Ensure the color ends up being zero just like the non-OpenGLES code #else 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 (); #endif } /* ============= 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 = (int) (DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]); t = (int) (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; }