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fs2open.github.com/code/graphics/gropengllight.cpp
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/*
* 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 <windows.h>
#endif
#include "cmdline/cmdline.h"
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropengllight.h"
#include "graphics/gropenglstate.h"
#include "lighting/lighting.h"
#include "render/3d.h"
// Variables
opengl_light *opengl_lights = NULL;
bool lighting_is_enabled = true;
int Num_active_gl_lights = 0;
int GL_center_alpha = 0;
float GL_light_factor = 1.0f;
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;
}
case LT_CONE:
break;
default:
Int3();
break;
}
}
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 ( !Use_GLSL && (ltp->type == LT_DIRECTIONAL) && (GL_light_factor < 1.0f) ) {
// if we're not using shaders, manually adjust the diffuse light factor.
diffuse[0] *= GL_light_factor;
diffuse[1] *= GL_light_factor;
diffuse[2] *= GL_light_factor;
}
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 <globalincs/systemvars.h>
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
extern bool Deferred_lighting;
if(!Deferred_lighting)
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.type = type;
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.SpotDir[0] = 0.0f;
glight.SpotDir[1] = 0.0f;
glight.SpotDir[2] = -1.0f;
glight.SpotExp = Cmdline_ogl_spec * 0.5f;
glight.SpotCutOff = 180.0f;
glight.ConstantAtten = 1.0f;
glight.LinearAtten = 0.0f;
glight.QuadraticAtten = 0.0f;
glight.occupied = false;
// 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_set_light_factor(float factor)
{
GL_light_factor = factor;
}
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);
opengl_lights[i].occupied = 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();
}