/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include #endif #include "globalincs/pstypes.h" #include "graphics/gropengl.h" #include "graphics/gropenglextension.h" #include "graphics/gropengllight.h" #include "graphics/gropenglstate.h" #include "graphics/2d.h" #include "render/3d.h" #include "cmdline/cmdline.h" #include "lighting/lighting.h" // Variables opengl_light *opengl_lights = NULL; bool lighting_is_enabled = true; int Num_active_gl_lights = 0; int GL_center_alpha = 0; extern float static_point_factor; extern float static_light_factor; extern float static_tube_factor; extern double specular_exponent_value; extern float Cmdline_ogl_spec; GLint GL_max_lights = 0; // OGL defaults static const float GL_light_color[4] = { 0.8f, 0.8f, 0.8f, 1.0f }; static const float GL_light_spec[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; static const float GL_light_zero[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; static const float GL_light_emission[4] = { 0.09f, 0.09f, 0.09f, 1.0f }; static const float GL_light_true_zero[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; static float GL_light_ambient[4] = { 0.47f, 0.47f, 0.47f, 1.0f }; void FSLight2GLLight(light *FSLight, opengl_light *GLLight) { GLLight->Ambient[0] = 0.0f; GLLight->Ambient[1] = 0.0f; GLLight->Ambient[2] = 0.0f; GLLight->Ambient[3] = 1.0f; GLLight->Diffuse[0] = FSLight->r * FSLight->intensity; GLLight->Diffuse[1] = FSLight->g * FSLight->intensity; GLLight->Diffuse[2] = FSLight->b * FSLight->intensity; GLLight->Diffuse[3] = 1.0f; GLLight->Specular[0] = FSLight->spec_r * FSLight->intensity; GLLight->Specular[1] = FSLight->spec_g * FSLight->intensity; GLLight->Specular[2] = FSLight->spec_b * FSLight->intensity; GLLight->Specular[3] = 1.0f; GLLight->type = FSLight->type; // GL default values... // spot direction GLLight->SpotDir[0] = 0.0f; GLLight->SpotDir[1] = 0.0f; GLLight->SpotDir[2] = -1.0f; // spot exponent GLLight->SpotExp = Cmdline_ogl_spec * 0.5f; // spot cutoff GLLight->SpotCutOff = 180.0f; // special value, light in all directions // defaults to disable attenuation GLLight->ConstantAtten = 1.0f; GLLight->LinearAtten = 0.0f; GLLight->QuadraticAtten = 0.0f; // position GLLight->Position[0] = FSLight->vec.xyz.x; GLLight->Position[1] = FSLight->vec.xyz.y; GLLight->Position[2] = FSLight->vec.xyz.z; // flipped axis for FS2 GLLight->Position[3] = 1.0f; switch (FSLight->type) { case LT_POINT: { // this crap still needs work... GLLight->ConstantAtten = 1.0f; GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f; GLLight->Specular[0] *= static_point_factor; GLLight->Specular[1] *= static_point_factor; GLLight->Specular[2] *= static_point_factor; break; } case LT_TUBE: { GLLight->ConstantAtten = 1.0f; GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f; GLLight->QuadraticAtten = (1.0f / MAX(FSLight->rada_squared, FSLight->radb_squared)) * 1.25f; GLLight->Specular[0] *= static_tube_factor; GLLight->Specular[1] *= static_tube_factor; GLLight->Specular[2] *= static_tube_factor; GLLight->Position[0] = FSLight->vec2.xyz.x; // Valathil: Use endpoint of tube as light position GLLight->Position[1] = FSLight->vec2.xyz.y; GLLight->Position[2] = FSLight->vec2.xyz.z; GLLight->Position[3] = 1.0f; if ( Use_GLSL > 1 ) { // Valathil: When using shaders pass the beam direction (not normalized IMPORTANT for calculation of tube) vec3d a; vm_vec_sub(&a, &FSLight->vec2, &FSLight->vec); GLLight->SpotDir[0] = a.xyz.x; GLLight->SpotDir[1] = a.xyz.y; GLLight->SpotDir[2] = a.xyz.z; GLLight->SpotCutOff = 90.0f; // Valathil: So shader dectects tube light } else { GLLight->SpotDir[0] = 1.0f; // Valathil: When not using shaders pass a fake spotdir GLLight->SpotDir[1] = 0.0f; GLLight->SpotDir[2] = 0.0f; GLLight->SpotCutOff = 180.0f; // Valathil: Should be a point light not a spot; using tube only for the light sorting } break; } case LT_DIRECTIONAL: { GLLight->Position[0] = -FSLight->vec.xyz.x; GLLight->Position[1] = -FSLight->vec.xyz.y; GLLight->Position[2] = -FSLight->vec.xyz.z; GLLight->Position[3] = 0.0f; // Directional lights in OpenGL have w set to 0 GLLight->Specular[0] *= static_light_factor; GLLight->Specular[1] *= static_light_factor; GLLight->Specular[2] *= static_light_factor; break; } default: Int3(); break; } } extern float Interp_light; void opengl_set_light(int light_num, opengl_light *ltp) { Assert(light_num < GL_max_lights); GLfloat diffuse[4]; memcpy(diffuse, ltp->Diffuse, sizeof(GLfloat) * 4); if ( (ltp->type == LT_DIRECTIONAL) && (Interp_light < 1.0f) ) { diffuse[0] *= Interp_light; diffuse[1] *= Interp_light; diffuse[2] *= Interp_light; } glLightfv(GL_LIGHT0+light_num, GL_POSITION, ltp->Position); glLightfv(GL_LIGHT0+light_num, GL_AMBIENT, ltp->Ambient); glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, ltp->Specular); glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, ltp->SpotDir); //glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, ltp->ConstantAtten); Default is 1.0 and we only use 1.0 - Valathil glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, ltp->LinearAtten); //glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, ltp->QuadraticAtten); Default is 0.0 and we only use 0.0 - Valathil glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, ltp->SpotExp); glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, ltp->SpotCutOff); } #include int opengl_sort_active_lights(const void *a, const void *b) { opengl_light *la, *lb; la = (opengl_light *) a; lb = (opengl_light *) b; // directional lights always go first if ( (la->type != LT_DIRECTIONAL) && (lb->type == LT_DIRECTIONAL) ) return 1; else if ( (la->type == LT_DIRECTIONAL) && (lb->type != LT_DIRECTIONAL) ) return -1; // tube lights go next, they are generally large and intense if ( (la->type != LT_TUBE) && (lb->type == LT_TUBE) ) return 1; else if ( (la->type == LT_TUBE) && (lb->type != LT_TUBE) ) return -1; // everything else is sorted by linear atten (light size) // NOTE: smaller atten is larger light radius! if ( la->LinearAtten > lb->LinearAtten ) return 1; else if ( la->LinearAtten < lb->LinearAtten ) return -1; // as one extra check, if we're still here, go with overall brightness of light float la_value = la->Diffuse[0] + la->Diffuse[1] + la->Diffuse[2]; float lb_value = lb->Diffuse[0] + lb->Diffuse[1] + lb->Diffuse[2]; if ( la_value < lb_value ) return 1; else if ( la_value > lb_value ) return -1; // the two are equal return 0; } void opengl_pre_render_init_lights() { // sort the lights to try and get the most visible lights on the first pass qsort(opengl_lights, Num_active_gl_lights, sizeof(opengl_light), opengl_sort_active_lights); } static GLdouble eyex, eyey, eyez; static GLdouble vmatrix[16]; static vec3d last_view_pos; static matrix last_view_orient; static bool use_last_view = false; void opengl_change_active_lights(int pos, int d_offset) { int i, offset; if ( !lighting_is_enabled ) { return; } Assert( d_offset < GL_max_lights ); offset = (pos * GL_max_lights) + d_offset; glPushMatrix(); if ( !memcmp(&Eye_position, &last_view_pos, sizeof(vec3d)) && !memcmp(&Eye_matrix, &last_view_orient, sizeof(matrix)) ) { use_last_view = true; } else { memcpy(&last_view_pos, &Eye_position, sizeof(vec3d)); memcpy(&last_view_orient, &Eye_matrix, sizeof(matrix)); use_last_view = false; } if ( !use_last_view ) { // should already be normalized eyex = (GLdouble)Eye_position.xyz.x; eyey = (GLdouble)Eye_position.xyz.y; eyez = -(GLdouble)Eye_position.xyz.z; // should already be normalized GLdouble fwdx = (GLdouble)Eye_matrix.vec.fvec.xyz.x; GLdouble fwdy = (GLdouble)Eye_matrix.vec.fvec.xyz.y; GLdouble fwdz = -(GLdouble)Eye_matrix.vec.fvec.xyz.z; // should already be normalized GLdouble upx = (GLdouble)Eye_matrix.vec.uvec.xyz.x; GLdouble upy = (GLdouble)Eye_matrix.vec.uvec.xyz.y; GLdouble upz = -(GLdouble)Eye_matrix.vec.uvec.xyz.z; GLdouble mag; // setup Side vector (crossprod of forward and up vectors) GLdouble Sx = (fwdy * upz) - (fwdz * upy); GLdouble Sy = (fwdz * upx) - (fwdx * upz); GLdouble Sz = (fwdx * upy) - (fwdy * upx); // normalize Side mag = 1.0 / sqrt( (Sx*Sx) + (Sy*Sy) + (Sz*Sz) ); Sx *= mag; Sy *= mag; Sz *= mag; // setup Up vector (crossprod of s and forward vectors) GLdouble Ux = (Sy * fwdz) - (Sz * fwdy); GLdouble Uy = (Sz * fwdx) - (Sx * fwdz); GLdouble Uz = (Sx * fwdy) - (Sy * fwdx); // normalize Up mag = 1.0 / sqrt( (Ux*Ux) + (Uy*Uy) + (Uz*Uz) ); Ux *= mag; Uy *= mag; Uz *= mag; // store the result in our matrix memset( vmatrix, 0, sizeof(GLdouble) * 16 ); vmatrix[0] = Sx; vmatrix[1] = Ux; vmatrix[2] = -fwdx; vmatrix[4] = Sy; vmatrix[5] = Uy; vmatrix[6] = -fwdy; vmatrix[8] = Sz; vmatrix[9] = Uz; vmatrix[10] = -fwdz; vmatrix[15] = 1.0; } glLoadMatrixd(vmatrix); glTranslated(-eyex, -eyey, -eyez); glScalef(1.0f, 1.0f, -1.0f); //Valathil: Sort lights by priority opengl_pre_render_init_lights(); for (i = 0; i < GL_max_lights; i++) { if ( (offset + i) >= Num_active_gl_lights ) { break; } if (opengl_lights[offset+i].occupied) { opengl_set_light(i, &opengl_lights[offset+i]); GL_state.Light(i, GL_TRUE); } } opengl_light zero; memset(&zero,0,sizeof(opengl_light)); zero.Position[0] = 1.0f; // make sure that we turn off any lights that we aren't using right now for ( ; i < GL_max_lights; i++) { GL_state.Light(i, GL_FALSE); opengl_set_light(i, &zero); } glPopMatrix(); } int gr_opengl_make_light(light *fs_light, int idx, int priority) { return idx; } void gr_opengl_modify_light(light *fs_light, int idx, int priority) { } void gr_opengl_destroy_light(int idx) { } void gr_opengl_set_light(light *fs_light) { if (Cmdline_nohtl) return; if (Num_active_gl_lights >= MAX_LIGHTS) return; //if (fs_light->type == LT_POINT) // return; // init the light FSLight2GLLight(fs_light, &opengl_lights[Num_active_gl_lights]); opengl_lights[Num_active_gl_lights++].occupied = true; } // this sets up a light to be pointinf from the eye to the object, // the point being to make the object ether center or edge alphaed with THL // this effect is used mostly on shockwave models // -1 == edge // 1 == center // 0 == none // should be called after lighting has been set up, // currently not designed for use with lit models void gr_opengl_center_alpha(int type) { GL_center_alpha = type; } void gr_opengl_set_center_alpha(int type) { if (!type || Cmdline_nohtl) return; if(Num_active_gl_lights == MAX_LIGHTS) return; opengl_light glight; vec3d dir; vm_vec_sub(&dir, &Eye_position, &Object_position); vm_vec_normalize(&dir); if (type == 1) { glight.Diffuse[0] = 0.0f; glight.Diffuse[1] = 0.0f; glight.Diffuse[2] = 0.0f; glight.Ambient[0] = gr_screen.current_alpha; glight.Ambient[1] = gr_screen.current_alpha; glight.Ambient[2] = gr_screen.current_alpha; } else { glight.Diffuse[0] = gr_screen.current_alpha; glight.Diffuse[1] = gr_screen.current_alpha; glight.Diffuse[2] = gr_screen.current_alpha; glight.Ambient[0] = 0.0f; glight.Ambient[1] = 0.0f; glight.Ambient[2] = 0.0f; } glight.Specular[0] = 0.0f; glight.Specular[1] = 0.0f; glight.Specular[2] = 0.0f; glight.Specular[3] = 0.0f; glight.Ambient[3] = 1.0f; glight.Diffuse[3] = 1.0f; glight.Position[0] = -dir.xyz.x; glight.Position[1] = -dir.xyz.y; glight.Position[2] = -dir.xyz.z; glight.Position[3] = 0.0f; // defaults glight.ConstantAtten = 1.0f; glight.LinearAtten = 0.0f; glight.QuadraticAtten = 0.0f; // first light memcpy( &opengl_lights[Num_active_gl_lights], &glight, sizeof(opengl_light) ); opengl_lights[Num_active_gl_lights++].occupied = true; // second light glight.Position[0] = dir.xyz.x; glight.Position[1] = dir.xyz.y; glight.Position[2] = dir.xyz.z; memcpy( &opengl_lights[Num_active_gl_lights], &glight, sizeof(opengl_light) ); opengl_lights[Num_active_gl_lights++].occupied = true; // reset center alpha GL_center_alpha = 0; } void gr_opengl_reset_lighting() { int i; if (Cmdline_nohtl) return; // memset( opengl_lights, 0, sizeof(opengl_light) * MAX_LIGHTS ); for (i = 0; i < GL_max_lights; i++) { GL_state.Light(i, GL_FALSE); } Num_active_gl_lights = 0; GL_center_alpha = 0; } void opengl_calculate_ambient_factor() { float amb_user = 0.0f; // assuming that the default is "128", just skip this if not a user setting if (Cmdline_ambient_factor == 128) return; amb_user = (float)((Cmdline_ambient_factor * 2) - 255) / 255.0f; // set the ambient light GL_light_ambient[0] += amb_user; GL_light_ambient[1] += amb_user; GL_light_ambient[2] += amb_user; CLAMP( GL_light_ambient[0], 0.02f, 1.0f ); CLAMP( GL_light_ambient[1], 0.02f, 1.0f ); CLAMP( GL_light_ambient[2], 0.02f, 1.0f ); GL_light_ambient[3] = 1.0f; } void opengl_light_shutdown() { if (opengl_lights != NULL) { vm_free(opengl_lights); opengl_lights = NULL; } } void opengl_light_init() { opengl_calculate_ambient_factor(); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); glMaterialf(GL_FRONT, GL_SHININESS, Cmdline_ogl_spec /*80.0f*/ ); // more realistic lighting model glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); glGetIntegerv(GL_MAX_LIGHTS, &GL_max_lights); // Get the max number of lights supported // allocate memory for enabled lights Verify(GL_max_lights > 0); if ( opengl_lights == NULL ) opengl_lights = (opengl_light *) vm_malloc_q(MAX_LIGHTS * sizeof(opengl_light)); if (opengl_lights == NULL) Error( LOCATION, "Unable to allocate memory for lights!\n"); memset( opengl_lights, 0, MAX_LIGHTS * sizeof(opengl_light) ); } extern int Cmdline_no_emissive; bool ambient_state = false; bool emission_state = false; bool specular_state = false; void opengl_default_light_settings(int ambient, int emission, int specular) { if (!lighting_is_enabled) return; if (ambient) { if (!ambient_state) { glMaterialfv( GL_FRONT, GL_DIFFUSE, GL_light_color ); glMaterialfv( GL_FRONT, GL_AMBIENT, GL_light_ambient ); ambient_state = true; } } else { if (ambient_state) { if (GL_center_alpha) { glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, GL_light_true_zero ); } else { glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, GL_light_zero ); } ambient_state = false; } } if (emission && !Cmdline_no_emissive) { // emissive light is just a general glow but without it things are *terribly* dark if there is no light on them if (!emission_state) { glMaterialfv( GL_FRONT, GL_EMISSION, GL_light_emission ); emission_state = true; } } else { if (emission_state) { glMaterialfv( GL_FRONT, GL_EMISSION, GL_light_zero ); emission_state = false; } } if (specular) { if (!specular_state) { glMaterialfv( GL_FRONT, GL_SPECULAR, GL_light_spec ); specular_state = true; } } else { if (specular_state) { glMaterialfv( GL_FRONT, GL_SPECULAR, GL_light_zero ); specular_state = false; } } } void gr_opengl_set_lighting(bool set, bool state) { if (Cmdline_nohtl) { return; } lighting_is_enabled = set; opengl_default_light_settings(); if ( (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) && !set ) { float amb[4] = { gr_screen.current_alpha, gr_screen.current_alpha, gr_screen.current_alpha, gr_screen.current_alpha }; glLightModelfv( GL_LIGHT_MODEL_AMBIENT, amb ); } else { glLightModelfv( GL_LIGHT_MODEL_AMBIENT, GL_light_ambient ); } for (int i = 0; i < GL_max_lights; i++) { GL_state.Light(i, GL_FALSE); } GL_state.Lighting( (state) ? GL_TRUE : GL_FALSE ); } void gr_opengl_set_ambient_light(int red, int green, int blue) { GL_light_ambient[0] = i2fl(red)/255.0f; GL_light_ambient[1] = i2fl(green)/255.0f; GL_light_ambient[2] = i2fl(blue)/255.0f; GL_light_ambient[3] = 1.0f; opengl_calculate_ambient_factor(); }