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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 }
74 
R_RenderDlight(dlight_t * light)75 void R_RenderDlight (dlight_t *light)
76 {
77 	int		i, j;
78 	float	a;
79 	vec3_t	v;
80 	float	rad;
81 
82 	rad = light->radius * 0.35;
83 
84 	VectorSubtract (light->origin, r_origin, v);
85 	if (Length (v) < rad)
86 	{	// view is inside the dlight
87 		AddLightBlend (1, 0.5, 0, light->radius * 0.0003);
88 		return;
89 	}
90 
91 #ifdef USE_OPENGLES
92     glEnableClientState(GL_COLOR_ARRAY);
93 	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
94 	glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer);
95 	glColorPointer(4, GL_FLOAT, 0, gColorBuffer);
96 
97 	{
98 	    float* pPos = gVertexBuffer;
99 		float* pColor = gColorBuffer;
100 		*pColor++ = 0.2f;
101 		*pColor++ = 0.1f;
102 		*pColor++ = 0.0f;
103 		*pColor++ = 1.0f;
104 		for (i=0 ; i<3 ; i++)
105 			*pPos++ = light->origin[i] - vpn[i]*rad;
106 		for (i=16 ; i>=0 ; i--)
107 		{
108 			*pColor++ = 0.0f;
109 			*pColor++ = 0.0f;
110 			*pColor++ = 0.0f;
111 			*pColor++ = 0.0f;
112 			a = i/16.0 * M_PI*2;
113 			for (j=0 ; j<3 ; j++)
114 				*pPos++ = light->origin[j] + vright[j]*cos(a)*rad
115 					+ vup[j]*sin(a)*rad;
116 		}
117 	}
118 	glDrawArrays(GL_TRIANGLE_FAN, 0, 18);
119     glDisableClientState(GL_COLOR_ARRAY);
120 	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
121 	glColor3f(0,0,0); // Ensure the color ends up being zero just like the non-OpenGLES code
122 
123 #else
124 	glBegin (GL_TRIANGLE_FAN);
125 	glColor3f (0.2,0.1,0.0);
126 	for (i=0 ; i<3 ; i++)
127 		v[i] = light->origin[i] - vpn[i]*rad;
128 	glVertex3fv (v);
129 	glColor3f (0,0,0);
130 	for (i=16 ; i>=0 ; i--)
131 	{
132 		a = i/16.0 * M_PI*2;
133 		for (j=0 ; j<3 ; j++)
134 			v[j] = light->origin[j] + vright[j]*cos(a)*rad
135 				+ vup[j]*sin(a)*rad;
136 		glVertex3fv (v);
137 	}
138 	glEnd ();
139 #endif
140 }
141 
142 /*
143 =============
144 R_RenderDlights
145 =============
146 */
R_RenderDlights(void)147 void R_RenderDlights (void)
148 {
149 	int		i;
150 	dlight_t	*l;
151 
152 	if (!gl_flashblend.value)
153 		return;
154 
155 	r_dlightframecount = r_framecount + 1;	// because the count hasn't
156 											//  advanced yet for this frame
157 	glDepthMask (0);
158 	glDisable (GL_TEXTURE_2D);
159 	glShadeModel (GL_SMOOTH);
160 	glEnable (GL_BLEND);
161 	glBlendFunc (GL_ONE, GL_ONE);
162 
163 	l = cl_dlights;
164 	for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
165 	{
166 		if (l->die < cl.time || !l->radius)
167 			continue;
168 		R_RenderDlight (l);
169 	}
170 
171 	glColor3f (1,1,1);
172 	glDisable (GL_BLEND);
173 	glEnable (GL_TEXTURE_2D);
174 	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
175 	glDepthMask (1);
176 }
177 
178 
179 /*
180 =============================================================================
181 
182 DYNAMIC LIGHTS
183 
184 =============================================================================
185 */
186 
187 /*
188 =============
189 R_MarkLights
190 =============
191 */
R_MarkLights(dlight_t * light,int bit,mnode_t * node)192 void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
193 {
194 	mplane_t	*splitplane;
195 	float		dist;
196 	msurface_t	*surf;
197 	int			i;
198 
199 	if (node->contents < 0)
200 		return;
201 
202 	splitplane = node->plane;
203 	dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
204 
205 	if (dist > light->radius)
206 	{
207 		R_MarkLights (light, bit, node->children[0]);
208 		return;
209 	}
210 	if (dist < -light->radius)
211 	{
212 		R_MarkLights (light, bit, node->children[1]);
213 		return;
214 	}
215 
216 // mark the polygons
217 	surf = cl.worldmodel->surfaces + node->firstsurface;
218 	for (i=0 ; i<node->numsurfaces ; i++, surf++)
219 	{
220 		if (surf->dlightframe != r_dlightframecount)
221 		{
222 			surf->dlightbits = 0;
223 			surf->dlightframe = r_dlightframecount;
224 		}
225 		surf->dlightbits |= bit;
226 	}
227 
228 	R_MarkLights (light, bit, node->children[0]);
229 	R_MarkLights (light, bit, node->children[1]);
230 }
231 
232 
233 /*
234 =============
235 R_PushDlights
236 =============
237 */
R_PushDlights(void)238 void R_PushDlights (void)
239 {
240 	int		i;
241 	dlight_t	*l;
242 
243 	if (gl_flashblend.value)
244 		return;
245 
246 	r_dlightframecount = r_framecount + 1;	// because the count hasn't
247 											//  advanced yet for this frame
248 	l = cl_dlights;
249 
250 	for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
251 	{
252 		if (l->die < cl.time || !l->radius)
253 			continue;
254 		R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
255 	}
256 }
257 
258 
259 /*
260 =============================================================================
261 
262 LIGHT SAMPLING
263 
264 =============================================================================
265 */
266 
267 mplane_t		*lightplane;
268 vec3_t			lightspot;
269 
RecursiveLightPoint(mnode_t * node,vec3_t start,vec3_t end)270 int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
271 {
272 	int			r;
273 	float		front, back, frac;
274 	int			side;
275 	mplane_t	*plane;
276 	vec3_t		mid;
277 	msurface_t	*surf;
278 	int			s, t, ds, dt;
279 	int			i;
280 	mtexinfo_t	*tex;
281 	byte		*lightmap;
282 	unsigned	scale;
283 	int			maps;
284 
285 	if (node->contents < 0)
286 		return -1;		// didn't hit anything
287 
288 // calculate mid point
289 
290 // FIXME: optimize for axial
291 	plane = node->plane;
292 	front = DotProduct (start, plane->normal) - plane->dist;
293 	back = DotProduct (end, plane->normal) - plane->dist;
294 	side = front < 0;
295 
296 	if ( (back < 0) == side)
297 		return RecursiveLightPoint (node->children[side], start, end);
298 
299 	frac = front / (front-back);
300 	mid[0] = start[0] + (end[0] - start[0])*frac;
301 	mid[1] = start[1] + (end[1] - start[1])*frac;
302 	mid[2] = start[2] + (end[2] - start[2])*frac;
303 
304 // go down front side
305 	r = RecursiveLightPoint (node->children[side], start, mid);
306 	if (r >= 0)
307 		return r;		// hit something
308 
309 	if ( (back < 0) == side )
310 		return -1;		// didn't hit anuthing
311 
312 // check for impact on this node
313 	VectorCopy (mid, lightspot);
314 	lightplane = plane;
315 
316 	surf = cl.worldmodel->surfaces + node->firstsurface;
317 	for (i=0 ; i<node->numsurfaces ; i++, surf++)
318 	{
319 		if (surf->flags & SURF_DRAWTILED)
320 			continue;	// no lightmaps
321 
322 		tex = surf->texinfo;
323 
324 		s = (int) (DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3]);
325 		t = (int) (DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3]);
326 
327 		if (s < surf->texturemins[0] ||
328 		t < surf->texturemins[1])
329 			continue;
330 
331 		ds = s - surf->texturemins[0];
332 		dt = t - surf->texturemins[1];
333 
334 		if ( ds > surf->extents[0] || dt > surf->extents[1] )
335 			continue;
336 
337 		if (!surf->samples)
338 			return 0;
339 
340 		ds >>= 4;
341 		dt >>= 4;
342 
343 		lightmap = surf->samples;
344 		r = 0;
345 		if (lightmap)
346 		{
347 
348 			lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
349 
350 			for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
351 					maps++)
352 			{
353 				scale = d_lightstylevalue[surf->styles[maps]];
354 				r += *lightmap * scale;
355 				lightmap += ((surf->extents[0]>>4)+1) *
356 						((surf->extents[1]>>4)+1);
357 			}
358 
359 			r >>= 8;
360 		}
361 
362 		return r;
363 	}
364 
365 // go down back side
366 	return RecursiveLightPoint (node->children[!side], mid, end);
367 }
368 
R_LightPoint(vec3_t p)369 int R_LightPoint (vec3_t p)
370 {
371 	vec3_t		end;
372 	int			r;
373 
374 	if (!cl.worldmodel->lightdata)
375 		return 255;
376 
377 	end[0] = p[0];
378 	end[1] = p[1];
379 	end[2] = p[2] - 2048;
380 
381 	r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
382 
383 	if (r == -1)
384 		r = 0;
385 
386 	return r;
387 }
388