• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3 
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8 
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12 
13 See the GNU General Public License for more details.
14 
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18 
19 */
20 // r_light.c
21 
22 #include "quakedef.h"
23 
24 int	r_dlightframecount;
25 
26 
27 /*
28 ==================
29 R_AnimateLight
30 ==================
31 */
R_AnimateLight(void)32 void R_AnimateLight (void)
33 {
34 	int			i,j,k;
35 
36 //
37 // light animations
38 // 'm' is normal light, 'a' is no light, 'z' is double bright
39 	i = (int)(cl.time*10);
40 	for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
41 	{
42 		if (!cl_lightstyle[j].length)
43 		{
44 			d_lightstylevalue[j] = 256;
45 			continue;
46 		}
47 		k = i % cl_lightstyle[j].length;
48 		k = cl_lightstyle[j].map[k] - 'a';
49 		k = k*22;
50 		d_lightstylevalue[j] = k;
51 	}
52 }
53 
54 /*
55 =============================================================================
56 
57 DYNAMIC LIGHTS BLEND RENDERING
58 
59 =============================================================================
60 */
61 
AddLightBlend(float r,float g,float b,float a2)62 void AddLightBlend (float r, float g, float b, float a2)
63 {
64 	float	a;
65 
66 	v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
67 
68 	a2 = a2/a;
69 
70 	v_blend[0] = v_blend[1]*(1-a2) + r*a2;
71 	v_blend[1] = v_blend[1]*(1-a2) + g*a2;
72 	v_blend[2] = v_blend[2]*(1-a2) + b*a2;
73 //Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
74 }
75 
76 float bubble_sintable[17], bubble_costable[17];
77 
R_InitBubble()78 void R_InitBubble() {
79 	float a;
80 	int i;
81 	float *bub_sin, *bub_cos;
82 
83 	bub_sin = bubble_sintable;
84 	bub_cos = bubble_costable;
85 
86 	for (i=16 ; i>=0 ; i--)
87 	{
88 		a = i/16.0 * M_PI*2;
89 		*bub_sin++ = sin(a);
90 		*bub_cos++ = cos(a);
91 	}
92 }
93 
R_RenderDlight(dlight_t * light)94 void R_RenderDlight (dlight_t *light)
95 {
96 	int		i, j;
97 //	float	a;
98 	vec3_t	v;
99 	float	rad;
100 	float	*bub_sin, *bub_cos;
101 
102 	bub_sin = bubble_sintable;
103 	bub_cos = bubble_costable;
104 	rad = light->radius * 0.35;
105 
106 	VectorSubtract (light->origin, r_origin, v);
107 	if (Length (v) < rad)
108 	{	// view is inside the dlight
109 		AddLightBlend (1, 0.5, 0, light->radius * 0.0003);
110 		return;
111 	}
112 
113 #ifdef USE_OPENGLES
114 	// !!! Implement this.
115 #else
116 	glBegin (GL_TRIANGLE_FAN);
117 //	glColor3f (0.2,0.1,0.0);
118 //	glColor3f (0.2,0.1,0.05); // changed dimlight effect
119 	glColor4f (light->color[0], light->color[1], light->color[2],
120 		light->color[3]);
121 	for (i=0 ; i<3 ; i++)
122 		v[i] = light->origin[i] - vpn[i]*rad;
123 	glVertex3fv (v);
124 	glColor3f (0,0,0);
125 	for (i=16 ; i>=0 ; i--)
126 	{
127 //		a = i/16.0 * M_PI*2;
128 		for (j=0 ; j<3 ; j++)
129 			v[j] = light->origin[j] + (vright[j]*(*bub_cos) +
130 				+ vup[j]*(*bub_sin)) * rad;
131 		bub_sin++;
132 		bub_cos++;
133 		glVertex3fv (v);
134 	}
135 	glEnd ();
136 #endif
137 }
138 
139 /*
140 =============
141 R_RenderDlights
142 =============
143 */
R_RenderDlights(void)144 void R_RenderDlights (void)
145 {
146 	int		i;
147 	dlight_t	*l;
148 
149 	if (!gl_flashblend.value)
150 		return;
151 
152 	r_dlightframecount = r_framecount + 1;	// because the count hasn't
153 											//  advanced yet for this frame
154 	glDepthMask (0);
155 	glDisable (GL_TEXTURE_2D);
156 	glShadeModel (GL_SMOOTH);
157 	glEnable (GL_BLEND);
158 	glBlendFunc (GL_ONE, GL_ONE);
159 
160 	l = cl_dlights;
161 	for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
162 	{
163 		if (l->die < cl.time || !l->radius)
164 			continue;
165 		R_RenderDlight (l);
166 	}
167 
168 	glColor3f (1,1,1);
169 	glDisable (GL_BLEND);
170 	glEnable (GL_TEXTURE_2D);
171 	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
172 	glDepthMask (1);
173 }
174 
175 
176 /*
177 =============================================================================
178 
179 DYNAMIC LIGHTS
180 
181 =============================================================================
182 */
183 
184 /*
185 =============
186 R_MarkLights
187 =============
188 */
R_MarkLights(dlight_t * light,int bit,mnode_t * node)189 void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
190 {
191 	mplane_t	*splitplane;
192 	float		dist;
193 	msurface_t	*surf;
194 	int			i;
195 
196 	if (node->contents < 0)
197 		return;
198 
199 	splitplane = node->plane;
200 	dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
201 
202 	if (dist > light->radius)
203 	{
204 		R_MarkLights (light, bit, node->children[0]);
205 		return;
206 	}
207 	if (dist < -light->radius)
208 	{
209 		R_MarkLights (light, bit, node->children[1]);
210 		return;
211 	}
212 
213 // mark the polygons
214 	surf = cl.worldmodel->surfaces + node->firstsurface;
215 	for (i=0 ; i<node->numsurfaces ; i++, surf++)
216 	{
217 		if (surf->dlightframe != r_dlightframecount)
218 		{
219 			surf->dlightbits = 0;
220 			surf->dlightframe = r_dlightframecount;
221 		}
222 		surf->dlightbits |= bit;
223 	}
224 
225 	R_MarkLights (light, bit, node->children[0]);
226 	R_MarkLights (light, bit, node->children[1]);
227 }
228 
229 
230 /*
231 =============
232 R_PushDlights
233 =============
234 */
R_PushDlights(void)235 void R_PushDlights (void)
236 {
237 	int		i;
238 	dlight_t	*l;
239 
240 	if (gl_flashblend.value)
241 		return;
242 
243 	r_dlightframecount = r_framecount + 1;	// because the count hasn't
244 											//  advanced yet for this frame
245 	l = cl_dlights;
246 
247 	for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
248 	{
249 		if (l->die < cl.time || !l->radius)
250 			continue;
251 		R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
252 	}
253 }
254 
255 
256 /*
257 =============================================================================
258 
259 LIGHT SAMPLING
260 
261 =============================================================================
262 */
263 
264 mplane_t		*lightplane;
265 vec3_t			lightspot;
266 
RecursiveLightPoint(mnode_t * node,vec3_t start,vec3_t end)267 int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
268 {
269 	int			r;
270 	float		front, back, frac;
271 	int			side;
272 	mplane_t	*plane;
273 	vec3_t		mid;
274 	msurface_t	*surf;
275 	int			s, t, ds, dt;
276 	int			i;
277 	mtexinfo_t	*tex;
278 	byte		*lightmap;
279 	unsigned	scale;
280 	int			maps;
281 
282 	if (node->contents < 0)
283 		return -1;		// didn't hit anything
284 
285 // calculate mid point
286 
287 // FIXME: optimize for axial
288 	plane = node->plane;
289 	front = DotProduct (start, plane->normal) - plane->dist;
290 	back = DotProduct (end, plane->normal) - plane->dist;
291 	side = front < 0;
292 
293 	if ( (back < 0) == side)
294 		return RecursiveLightPoint (node->children[side], start, end);
295 
296 	frac = front / (front-back);
297 	mid[0] = start[0] + (end[0] - start[0])*frac;
298 	mid[1] = start[1] + (end[1] - start[1])*frac;
299 	mid[2] = start[2] + (end[2] - start[2])*frac;
300 
301 // go down front side
302 	r = RecursiveLightPoint (node->children[side], start, mid);
303 	if (r >= 0)
304 		return r;		// hit something
305 
306 	if ( (back < 0) == side )
307 		return -1;		// didn't hit anuthing
308 
309 // check for impact on this node
310 	VectorCopy (mid, lightspot);
311 	lightplane = plane;
312 
313 	surf = cl.worldmodel->surfaces + node->firstsurface;
314 	for (i=0 ; i<node->numsurfaces ; i++, surf++)
315 	{
316 		if (surf->flags & SURF_DRAWTILED)
317 			continue;	// no lightmaps
318 
319 		tex = surf->texinfo;
320 
321 		s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
322 		t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
323 
324 		if (s < surf->texturemins[0] ||
325 		t < surf->texturemins[1])
326 			continue;
327 
328 		ds = s - surf->texturemins[0];
329 		dt = t - surf->texturemins[1];
330 
331 		if ( ds > surf->extents[0] || dt > surf->extents[1] )
332 			continue;
333 
334 		if (!surf->samples)
335 			return 0;
336 
337 		ds >>= 4;
338 		dt >>= 4;
339 
340 		lightmap = surf->samples;
341 		r = 0;
342 		if (lightmap)
343 		{
344 
345 			lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
346 
347 			for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
348 					maps++)
349 			{
350 				scale = d_lightstylevalue[surf->styles[maps]];
351 				r += *lightmap * scale;
352 				lightmap += ((surf->extents[0]>>4)+1) *
353 						((surf->extents[1]>>4)+1);
354 			}
355 
356 			r >>= 8;
357 		}
358 
359 		return r;
360 	}
361 
362 // go down back side
363 	return RecursiveLightPoint (node->children[!side], mid, end);
364 }
365 
R_LightPoint(vec3_t p)366 int R_LightPoint (vec3_t p)
367 {
368 	vec3_t		end;
369 	int			r;
370 
371 	if (!cl.worldmodel->lightdata)
372 		return 255;
373 
374 	end[0] = p[0];
375 	end[1] = p[1];
376 	end[2] = p[2] - 2048;
377 
378 	r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
379 
380 	if (r == -1)
381 		r = 0;
382 
383 	return r;
384 }
385 
386