/* 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. */ #include "quakedef.h" #include "gl_local.h" int r_dlightframecount; 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; } } float bubble_sintable[17], bubble_costable[17]; void R_InitBubble(void) { float a, *bub_sin, *bub_cos; int i; bub_sin = bubble_sintable; bub_cos = bubble_costable; for (i = 16; i >= 0; i--) { a = i/16.0 * M_PI*2; *bub_sin++ = sin(a); *bub_cos++ = cos(a); } } float bubblecolor[NUM_DLIGHTTYPES][4] = { { 0.2, 0.1, 0.05 }, // dimlight or brightlight (lt_default) { 0.2, 0.1, 0.05 }, // muzzleflash { 0.2, 0.1, 0.05 }, // explosion { 0.2, 0.1, 0.05 }, // rocket { 0.5, 0.05, 0.05 }, // red { 0.05, 0.05, 0.3 }, // blue { 0.5, 0.05, 0.4 }, // red + blue { 0.05, 0.45, 0.05 }, // green { 0.5, 0.5, 0.5}, // white }; void R_RenderDlight (dlight_t *light) { int i, j; vec3_t v, v_right, v_up; float length, rad, *bub_sin, *bub_cos; // don't draw our own powerup glow and muzzleflashes if (light->key == (cl.viewplayernum + 1) || light->key == -(cl.viewplayernum + 1)) // muzzleflash keys are negative return; rad = light->radius * 0.35; VectorSubtract (light->origin, r_origin, v); length = VectorNormalize (v); if (length < rad) { // view is inside the dlight V_AddLightBlend (1, 0.5, 0, light->radius * 0.0003); return; } glBegin (GL_TRIANGLE_FAN); glColor3fv (bubblecolor[light->type]); VectorVectors(v, v_right, v_up); if (length - rad > 8) { VectorScale (v, rad, v); } else { // make sure the light bubble will not be clipped by near z clip plane VectorScale (v, length - 8, v); } VectorSubtract (light->origin, v, v); glVertex3fv (v); glColor3ubv (color_black); bub_sin = bubble_sintable; bub_cos = bubble_costable; for (i = 16; i >= 0; i--) { for (j = 0; j < 3; j++) v[j] = light->origin[j] + (v_right[j]*(*bub_cos) + + v_up[j]*(*bub_sin)) * rad; bub_sin++; bub_cos++; glVertex3fv (v); } glEnd (); } 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 (GL_FALSE); 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; if (l->bubble && ((int) gl_flashblend.value != 2)) R_MarkLights ( l, 1 << i, cl.worldmodel->nodes); else R_RenderDlight (l); } glColor3ubv (color_white); glDisable (GL_BLEND); glEnable (GL_TEXTURE_2D); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask (GL_TRUE); } 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 = PlaneDiff(light->origin, splitplane); 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]); } 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<nodes ); } } mplane_t *lightplane; vec3_t lightspot; vec3_t lightcolor; int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end) { float front, back, frac; vec3_t mid; loc0: if (node->contents < 0) return false; // didn't hit anything // calculate mid point if (node->plane->type < 3) { front = start[node->plane->type] - node->plane->dist; back = end[node->plane->type] - node->plane->dist; } else { front = DotProduct(start, node->plane->normal) - node->plane->dist; back = DotProduct(end, node->plane->normal) - node->plane->dist; } // optimized recursion if ((back < 0) == (front < 0)) { node = node->children[front < 0]; goto loc0; } 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 if (RecursiveLightPoint (color, node->children[front < 0], start, mid)) { return true; // hit something } else { int i, ds, dt; msurface_t *surf; // check for impact on this node VectorCopy (mid, lightspot); lightplane = node->plane; surf = cl.worldmodel->surfaces + node->firstsurface; for (i = 0; i < node->numsurfaces; i++, surf++) { if (surf->flags & SURF_DRAWTILED) continue; // no lightmaps ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]); dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]); if (ds < surf->texturemins[0] || dt < surf->texturemins[1]) continue; ds -= surf->texturemins[0]; dt -= surf->texturemins[1]; if (ds > surf->extents[0] || dt > surf->extents[1]) continue; if (surf->samples) { //enhanced to interpolate lighting byte *lightmap; int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0; float scale; line3 = ((surf->extents[0] >> 4) + 1) * 3; lightmap = surf->samples + ((dt >> 4) * ((surf->extents[0] >> 4) + 1) + (ds >> 4)) * 3; // LordHavoc: *3 for color for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) { scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0; r00 += (float) lightmap[0] * scale; g00 += (float) lightmap[1] * scale; b00 += (float) lightmap[2] * scale; r01 += (float) lightmap[3] * scale; g01 += (float) lightmap[4] * scale; b01 += (float) lightmap[5] * scale; r10 += (float) lightmap[line3 + 0] * scale; g10 += (float) lightmap[line3 + 1] * scale; b10 += (float) lightmap[line3 + 2] * scale; r11 += (float) lightmap[line3 + 3] * scale; g11 += (float) lightmap[line3 + 4] * scale; b11 += (float) lightmap[line3 + 5] * scale; lightmap += ((surf->extents[0] >> 4) + 1) * ((surf->extents[1] >> 4) + 1) * 3; // LordHavoc: *3 for colored lighting } color[0] += (float) ((int) ((((((((r11 - r10) * dsfrac) >> 4) + r10) - ((((r01 - r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01 - r00) * dsfrac) >> 4) + r00))); color[1] += (float) ((int) ((((((((g11 - g10) * dsfrac) >> 4) + g10) - ((((g01 - g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01 - g00) * dsfrac) >> 4) + g00))); color[2] += (float) ((int) ((((((((b11 - b10) * dsfrac) >> 4) + b10) - ((((b01 - b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01 - b00) * dsfrac) >> 4) + b00))); } return true; // success } // go down back side return RecursiveLightPoint (color, node->children[front >= 0], mid, end); } } int R_LightPoint (vec3_t p) { vec3_t end; if (!cl.worldmodel->lightdata) return 255; end[0] = p[0]; end[1] = p[1]; end[2] = p[2] - 2048; lightcolor[0] = lightcolor[1] = lightcolor[2] = 0; RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end); return (lightcolor[0] + lightcolor[1] + lightcolor[2]) / 3.0; }