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