mirror of
https://github.com/libretro/libretro-tyrquake.git
synced 2024-11-23 08:00:17 +00:00
render: prepare r_light.c and gl_rlight.c for merging
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
This commit is contained in:
parent
df46c0c55f
commit
31c5b7197c
@ -21,17 +21,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#include <math.h>
|
||||
|
||||
#include "glquake.h"
|
||||
#include "view.h"
|
||||
|
||||
#ifdef NQ_HACK
|
||||
#include "quakedef.h"
|
||||
#endif
|
||||
|
||||
#ifdef QW_HACK
|
||||
#include "bothdefs.h"
|
||||
#include "bspfile.h"
|
||||
#include "client.h"
|
||||
#include "quakedef.h"
|
||||
|
||||
#ifdef GLQUAKE
|
||||
#include "glquake.h"
|
||||
#include "view.h"
|
||||
#else
|
||||
#include "r_local.h"
|
||||
#endif
|
||||
|
||||
int r_dlightframecount;
|
||||
@ -62,11 +60,226 @@ R_AnimateLight(void)
|
||||
}
|
||||
}
|
||||
|
||||
/* --------------------------------------------------------------------------*/
|
||||
/* 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;
|
||||
|
||||
#ifdef GLQUAKE
|
||||
if (gl_flashblend.value)
|
||||
return;
|
||||
#endif
|
||||
|
||||
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 */
|
||||
/* --------------------------------------------------------------------------*/
|
||||
|
||||
#ifdef GLQUAKE
|
||||
vec3_t lightspot;
|
||||
#endif
|
||||
|
||||
static int
|
||||
RecursiveLightPoint(const mnode_t *node, const vec3_t start, const 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 */
|
||||
plane = node->plane;
|
||||
switch (plane->type) {
|
||||
case PLANE_X:
|
||||
case PLANE_Y:
|
||||
case PLANE_Z:
|
||||
front = start[plane->type - PLANE_X] - plane->dist;
|
||||
back = end[plane->type - PLANE_X] - plane->dist;
|
||||
break;
|
||||
default:
|
||||
front = DotProduct(start, plane->normal) - plane->dist;
|
||||
back = DotProduct(end, plane->normal) - plane->dist;
|
||||
break;
|
||||
}
|
||||
side = front < 0;
|
||||
|
||||
/* FIXME - tail recursion => optimize */
|
||||
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 anything */
|
||||
|
||||
#ifdef GLQUAKE
|
||||
VectorCopy(mid, lightspot);
|
||||
#endif
|
||||
|
||||
/* check for impact on this node */
|
||||
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 = DotProduct(mid, tex->vecs[0]) + tex->vecs[0][3];
|
||||
t = 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;
|
||||
|
||||
/* FIXME: does this account properly for dynamic lights? e.g. rocket */
|
||||
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;
|
||||
}
|
||||
|
||||
/* FIXME - tail recursion => optimize */
|
||||
/* go down back side */
|
||||
return RecursiveLightPoint(node->children[!side], mid, end);
|
||||
}
|
||||
|
||||
/*
|
||||
* FIXME - check what the callers do, but I don't think this will check the
|
||||
* light value of a bmodel below the point. Models could easily be standing on
|
||||
* a func_plat or similar...
|
||||
*/
|
||||
int
|
||||
R_LightPoint(const vec3_t point)
|
||||
{
|
||||
vec3_t end;
|
||||
int r;
|
||||
|
||||
if (!cl.worldmodel->lightdata)
|
||||
return 255;
|
||||
|
||||
end[0] = point[0];
|
||||
end[1] = point[1];
|
||||
end[2] = point[2] - (8192 + 2); /* Max distance + error margin */
|
||||
|
||||
r = RecursiveLightPoint(cl.worldmodel->nodes, point, end);
|
||||
|
||||
if (r == -1)
|
||||
r = 0;
|
||||
|
||||
#ifndef GLQUAKE
|
||||
if (r < r_refdef.ambientlight)
|
||||
r = r_refdef.ambientlight;
|
||||
#endif
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
#ifdef GLQUAKE
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
DYNAMIC LIGHTS BLEND RENDERING
|
||||
|
||||
GLQUAKE - DYNAMIC LIGHTS BLEND RENDERING
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
@ -176,210 +389,4 @@ R_RenderDlights(void)
|
||||
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
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
vec3_t lightspot;
|
||||
|
||||
static int
|
||||
RecursiveLightPoint(const mnode_t *node, const vec3_t start, const 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
|
||||
plane = node->plane;
|
||||
switch (plane->type) {
|
||||
case PLANE_X:
|
||||
case PLANE_Y:
|
||||
case PLANE_Z:
|
||||
front = start[plane->type - PLANE_X] - plane->dist;
|
||||
back = end[plane->type - PLANE_X] - plane->dist;
|
||||
break;
|
||||
default:
|
||||
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);
|
||||
|
||||
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 = DotProduct(mid, tex->vecs[0]) + tex->vecs[0][3];
|
||||
t = 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(const vec3_t point)
|
||||
{
|
||||
vec3_t end;
|
||||
int r;
|
||||
|
||||
if (!cl.worldmodel->lightdata)
|
||||
return 255;
|
||||
|
||||
end[0] = point[0];
|
||||
end[1] = point[1];
|
||||
end[2] = point[2] - (8192 + 2); /* Max distance + error margin */
|
||||
|
||||
r = RecursiveLightPoint(cl.worldmodel->nodes, point, end);
|
||||
|
||||
if (r == -1)
|
||||
r = 0;
|
||||
|
||||
return r;
|
||||
}
|
||||
#endif /* GLQUAKE */
|
||||
|
178
common/r_light.c
178
common/r_light.c
@ -19,12 +19,21 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*/
|
||||
// r_light.c
|
||||
|
||||
#include <math.h>
|
||||
|
||||
#include "bspfile.h"
|
||||
#include "client.h"
|
||||
#include "quakedef.h"
|
||||
|
||||
#ifdef GLQUAKE
|
||||
#include "glquake.h"
|
||||
#include "view.h"
|
||||
#else
|
||||
#include "r_local.h"
|
||||
#endif
|
||||
|
||||
int r_dlightframecount;
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
R_AnimateLight
|
||||
@ -51,14 +60,9 @@ R_AnimateLight(void)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
DYNAMIC LIGHTS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
/* --------------------------------------------------------------------------*/
|
||||
/* Dynamic Lights */
|
||||
/* --------------------------------------------------------------------------*/
|
||||
|
||||
/*
|
||||
=============
|
||||
@ -113,6 +117,11 @@ R_PushDlights(void)
|
||||
int i;
|
||||
dlight_t *l;
|
||||
|
||||
#ifdef GLQUAKE
|
||||
if (gl_flashblend.value)
|
||||
return;
|
||||
#endif
|
||||
|
||||
r_dlightframecount = r_framecount + 1; // because the count hasn't
|
||||
// advanced yet for this frame
|
||||
l = cl_dlights;
|
||||
@ -124,16 +133,15 @@ R_PushDlights(void)
|
||||
}
|
||||
}
|
||||
|
||||
/* --------------------------------------------------------------------------*/
|
||||
/* Light Sampling */
|
||||
/* --------------------------------------------------------------------------*/
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
#ifdef GLQUAKE
|
||||
vec3_t lightspot;
|
||||
#endif
|
||||
|
||||
LIGHT SAMPLING
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
int
|
||||
static int
|
||||
RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
|
||||
{
|
||||
int r;
|
||||
@ -150,10 +158,9 @@ RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
|
||||
int maps;
|
||||
|
||||
if (node->contents < 0)
|
||||
return -1; // didn't hit anything
|
||||
|
||||
// calculate mid point
|
||||
return -1; /* didn't hit anything */
|
||||
|
||||
/* calculate mid point */
|
||||
plane = node->plane;
|
||||
switch (plane->type) {
|
||||
case PLANE_X:
|
||||
@ -178,16 +185,19 @@ RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
|
||||
mid[1] = start[1] + (end[1] - start[1]) * frac;
|
||||
mid[2] = start[2] + (end[2] - start[2]) * frac;
|
||||
|
||||
// go down front side
|
||||
/* go down front side */
|
||||
r = RecursiveLightPoint(node->children[side], start, mid);
|
||||
if (r >= 0)
|
||||
return r; // hit something
|
||||
return r; /* hit something */
|
||||
|
||||
if ((back < 0) == side)
|
||||
return -1; // didn't hit anuthing
|
||||
return -1; /* didn't hit anything */
|
||||
|
||||
// check for impact on this node
|
||||
#ifdef GLQUAKE
|
||||
VectorCopy(mid, lightspot);
|
||||
#endif
|
||||
|
||||
/* check for impact on this node */
|
||||
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||||
for (i = 0; i < node->numsurfaces; i++, surf++) {
|
||||
if (surf->flags & SURF_DRAWTILED)
|
||||
@ -196,7 +206,7 @@ RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
|
||||
tex = surf->texinfo;
|
||||
|
||||
s = DotProduct(mid, tex->vecs[0]) + tex->vecs[0][3];
|
||||
t = DotProduct(mid, tex->vecs[1]) + tex->vecs[1][3];;
|
||||
t = DotProduct(mid, tex->vecs[1]) + tex->vecs[1][3];
|
||||
|
||||
if (s < surf->texturemins[0] || t < surf->texturemins[1])
|
||||
continue;
|
||||
@ -227,7 +237,6 @@ RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
|
||||
}
|
||||
r >>= 8;
|
||||
}
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
@ -259,8 +268,125 @@ R_LightPoint(const vec3_t point)
|
||||
if (r == -1)
|
||||
r = 0;
|
||||
|
||||
#ifndef GLQUAKE
|
||||
if (r < r_refdef.ambientlight)
|
||||
r = r_refdef.ambientlight;
|
||||
#endif
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
#ifdef GLQUAKE
|
||||
/*
|
||||
=============================================================================
|
||||
GLQUAKE - DYNAMIC LIGHTS BLEND RENDERING
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
static 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;
|
||||
}
|
||||
|
||||
#define DLIGHT_BUBBLE_WEDGES 16
|
||||
static float bubble_sintable[DLIGHT_BUBBLE_WEDGES + 1];
|
||||
static float bubble_costable[DLIGHT_BUBBLE_WEDGES + 1];
|
||||
|
||||
void
|
||||
R_InitBubble()
|
||||
{
|
||||
float a;
|
||||
int i;
|
||||
float *bub_sin, *bub_cos;
|
||||
|
||||
bub_sin = bubble_sintable;
|
||||
bub_cos = bubble_costable;
|
||||
|
||||
for (i = DLIGHT_BUBBLE_WEDGES; i >= 0; i--) {
|
||||
a = i / ((float)DLIGHT_BUBBLE_WEDGES) * M_PI * 2;
|
||||
*bub_sin++ = sin(a);
|
||||
*bub_cos++ = cos(a);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
R_RenderDlight(dlight_t *light)
|
||||
{
|
||||
int i, j;
|
||||
vec3_t v;
|
||||
float rad;
|
||||
float *bub_sin, *bub_cos;
|
||||
|
||||
bub_sin = bubble_sintable;
|
||||
bub_cos = bubble_costable;
|
||||
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;
|
||||
}
|
||||
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glColor4fv(light->color);
|
||||
|
||||
for (i = 0; i < 3; i++)
|
||||
v[i] = light->origin[i] - vpn[i] * rad;
|
||||
glVertex3fv(v);
|
||||
glColor3f(0, 0, 0);
|
||||
for (i = DLIGHT_BUBBLE_WEDGES; i >= 0; i--) {
|
||||
for (j = 0; j < 3; j++)
|
||||
v[j] = light->origin[j] + (vright[j] * (*bub_cos)
|
||||
+ vup[j] * (*bub_sin)) * rad;
|
||||
bub_sin++;
|
||||
bub_cos++;
|
||||
glVertex3fv(v);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
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);
|
||||
}
|
||||
#endif /* GLQUAKE */
|
||||
|
Loading…
Reference in New Issue
Block a user