/* * 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. * */ /* * $Logfile: /Freespace2/code/Graphics/GrOpenGLLight.cpp $ * $Revision: 1.4 $ * $Date: 2004-10-31 21:45:13 $ * $Author: taylor $ * * code to implement lighting in HT&L opengl * * $Log: not supported by cvs2svn $ * Revision 1.3 2004/07/26 20:47:32 Kazan * remove MCD complete * * Revision 1.2 2004/07/12 16:32:48 Kazan * MCD - define _MCD_CHECK to use memory tracking * * Revision 1.1 2004/05/24 07:25:32 taylor * filename case change * * Revision 2.7 2004/05/13 00:17:20 taylor * disable COLOR_MATERIAL, for nvidia drivers * * Revision 2.6 2004/05/12 23:24:35 phreak * got rid of the color material call, nebulas should blind the player * * Revision 2.5 2004/05/11 19:39:29 phreak * fixed an array bounds error that was causing debug builds to crash when * rendering a ship * * Revision 2.4 2004/04/26 13:02:27 taylor * light setup changes, support cmdline ambient value * * Revision 2.3 2004/04/13 01:55:41 phreak * put in the correct fields for the CVS comments to register * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships * * * $NoKeywords: $ */ #ifdef _WIN32 #include #endif #include "globalincs/pstypes.h" #include "graphics/gropengl.h" #include "graphics/gropenglextension.h" #include "graphics/gropengllight.h" #include "graphics/2d.h" #include "render/3d.h" #include "cmdline/cmdline.h" // Variables opengl_light opengl_lights[MAX_LIGHTS]; bool active_light_list[MAX_LIGHTS]; int currently_enabled_lights[MAX_OPENGL_LIGHTS] = {-1}; bool lighting_is_enabled = true; int active_gl_lights = 0; int n_active_gl_lights = 0; extern float static_point_factor; extern float static_light_factor; extern float static_tube_factor; extern double specular_exponent_value; int max_gl_lights; // OGL defaults static const float GL_light_ambient[4] = { 0.47f, 0.47f, 0.47f, 1.0f }; static const float GL_light_color[4] = { 0.8f, 0.8f, 0.8f, 1.0f }; static float GL_light_ambient_value = 0.47f; void FSLight2GLLight(opengl_light *GLLight,light_data *FSLight) { GLLight->Diffuse.r = FSLight->r;// * FSLight->intensity; GLLight->Diffuse.g = FSLight->g;// * FSLight->intensity; GLLight->Diffuse.b = FSLight->b;// * FSLight->intensity; GLLight->Specular.r = FSLight->spec_r;// * FSLight->intensity; GLLight->Specular.g = FSLight->spec_g;// * FSLight->intensity; GLLight->Specular.b = FSLight->spec_b;// * FSLight->intensity; GLLight->Ambient.r = 0.0f; GLLight->Ambient.g = 0.0f; GLLight->Ambient.b = 0.0f; GLLight->Ambient.a = 1.0f; GLLight->Specular.a = 1.0f; GLLight->Diffuse.a = 1.0f; //If the light is a directional light if(FSLight->type == LT_DIRECTIONAL) { GLLight->Position.x = -FSLight->vec.xyz.x; GLLight->Position.y = -FSLight->vec.xyz.y; GLLight->Position.z = -FSLight->vec.xyz.z; GLLight->Position.w = 0.0f; //Directional lights in OpenGL have w set to 0 and the direction vector in the position field GLLight->Specular.r *= static_light_factor; GLLight->Specular.g *= static_light_factor; GLLight->Specular.b *= static_light_factor; } //If the light is a point or tube type if((FSLight->type == LT_POINT) || (FSLight->type == LT_TUBE)) { if(FSLight->type == LT_POINT){ GLLight->Specular.r *= static_point_factor; GLLight->Specular.g *= static_point_factor; GLLight->Specular.b *= static_point_factor; }else{ GLLight->Specular.r *= static_tube_factor; GLLight->Specular.g *= static_tube_factor; GLLight->Specular.b *= static_tube_factor; } GLLight->Position.x = FSLight->vec.xyz.x; GLLight->Position.y = FSLight->vec.xyz.y; GLLight->Position.z = FSLight->vec.xyz.z; //flipped axis for FS2 GLLight->Position.w = 1.0f; //They also have almost no radius... // GLLight->Range = FSLight->radb +FSLight->rada; //No range function in OpenGL that I'm aware of GLLight->ConstantAtten = 0.0f; GLLight->LinearAtten = 0.1f; GLLight->QuadraticAtten = 0.0f; } } void set_opengl_light(int light_num, opengl_light *light) { Assert(light_num < max_gl_lights); glLightfv(GL_LIGHT0+light_num, GL_POSITION, &light->Position.x); glLightfv(GL_LIGHT0+light_num, GL_AMBIENT, &light->Ambient.r); glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, &light->Diffuse.r); glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, &light->Specular.r); glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, light->ConstantAtten); glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, light->LinearAtten); glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, light->QuadraticAtten); } //finds the first unocupyed light void opengl_pre_render_init_lights(){ for(int i = 0; i -1) glDisable(GL_LIGHT0+i); currently_enabled_lights[i] = -1; } } void opengl_change_active_lights(int pos){ int k = 0; int l = 0; if(!lighting_is_enabled)return; bool move = false; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); //straight cut'n'paste out of gr_opengl_set_view_matrix, but I couldn't use that, since it messes up with the stack depth var vector fwd; vector *uvec=&Eye_matrix.vec.uvec; vm_vec_add(&fwd, &Eye_position, &Eye_matrix.vec.fvec); gluLookAt(Eye_position.xyz.x,Eye_position.xyz.y,-Eye_position.xyz.z, fwd.xyz.x,fwd.xyz.y,-fwd.xyz.z, uvec->xyz.x, uvec->xyz.y,-uvec->xyz.z); glScalef(1,1,-1); for(int i = 0; (i < max_gl_lights) && ((pos * max_gl_lights)+i < active_gl_lights); i++){ glDisable(GL_LIGHT0+i); move = false; for(k; k 1.0f) { GL_light_ambient_value = 1.0f; } else if (GL_light_ambient_value < 0.02f) { GL_light_ambient_value = 0.02f; } } void gr_opengl_set_lighting(bool set, bool state) { lighting_is_enabled = set; float amb[4] = { GL_light_ambient[0], GL_light_ambient[1], GL_light_ambient[2], GL_light_ambient[3] }; float col[4] = { GL_light_color[0], GL_light_color[1], GL_light_color[2], GL_light_color[3] }; glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, col); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 100.0f); if ( (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) && !set ) { amb[0] = amb[1] = amb[2] = amb[3] = gr_screen.current_alpha; glLightModelfv( GL_LIGHT_MODEL_AMBIENT, amb ); } else { amb[0] = amb[1] = amb[2] = GL_light_ambient_value; amb[3] = 1.0; glLightModelfv( GL_LIGHT_MODEL_AMBIENT, amb ); } for(int i = 0; i -1)glDisable(GL_LIGHT0+i); currently_enabled_lights[i] = -1; } if(state) { glEnable(GL_LIGHTING); } else { glDisable(GL_LIGHTING); } }