mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-10 04:31:34 -10:00
Whitespace/tab mostly. aicode does have a change of an Int3 to an Assertion. bmpman has an update to bm_next_handle.
576 lines
15 KiB
C++
576 lines
15 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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#include "globalincs/pstypes.h"
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#include "graphics/gropengl.h"
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#include "graphics/gropenglextension.h"
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#include "graphics/gropengllight.h"
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#include "graphics/gropenglstate.h"
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#include "graphics/2d.h"
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#include "render/3d.h"
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#include "cmdline/cmdline.h"
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#include "lighting/lighting.h"
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// Variables
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opengl_light *opengl_lights = NULL;
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bool lighting_is_enabled = true;
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int Num_active_gl_lights = 0;
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int GL_center_alpha = 0;
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extern float static_point_factor;
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extern float static_light_factor;
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extern float static_tube_factor;
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extern double specular_exponent_value;
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extern float Cmdline_ogl_spec;
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GLint GL_max_lights = 0;
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// OGL defaults
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static const float GL_light_color[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
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static const float GL_light_spec[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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static const float GL_light_zero[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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static const float GL_light_emission[4] = { 0.09f, 0.09f, 0.09f, 1.0f };
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static const float GL_light_true_zero[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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static float GL_light_ambient[4] = { 0.47f, 0.47f, 0.47f, 1.0f };
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void FSLight2GLLight(light *FSLight, opengl_light *GLLight)
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{
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GLLight->Ambient[0] = 0.0f;
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GLLight->Ambient[1] = 0.0f;
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GLLight->Ambient[2] = 0.0f;
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GLLight->Ambient[3] = 1.0f;
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GLLight->Diffuse[0] = FSLight->r * FSLight->intensity;
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GLLight->Diffuse[1] = FSLight->g * FSLight->intensity;
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GLLight->Diffuse[2] = FSLight->b * FSLight->intensity;
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GLLight->Diffuse[3] = 1.0f;
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GLLight->Specular[0] = FSLight->spec_r * FSLight->intensity;
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GLLight->Specular[1] = FSLight->spec_g * FSLight->intensity;
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GLLight->Specular[2] = FSLight->spec_b * FSLight->intensity;
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GLLight->Specular[3] = 1.0f;
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GLLight->type = FSLight->type;
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// GL default values...
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// spot direction
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GLLight->SpotDir[0] = 0.0f;
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GLLight->SpotDir[1] = 0.0f;
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GLLight->SpotDir[2] = -1.0f;
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// spot exponent
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GLLight->SpotExp = Cmdline_ogl_spec * 0.5f;
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// spot cutoff
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GLLight->SpotCutOff = 180.0f; // special value, light in all directions
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// defaults to disable attenuation
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GLLight->ConstantAtten = 1.0f;
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GLLight->LinearAtten = 0.0f;
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GLLight->QuadraticAtten = 0.0f;
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// position
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GLLight->Position[0] = FSLight->vec.xyz.x;
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GLLight->Position[1] = FSLight->vec.xyz.y;
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GLLight->Position[2] = FSLight->vec.xyz.z; // flipped axis for FS2
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GLLight->Position[3] = 1.0f;
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switch (FSLight->type) {
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case LT_POINT: {
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// this crap still needs work...
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GLLight->ConstantAtten = 1.0f;
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GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f;
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GLLight->Specular[0] *= static_point_factor;
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GLLight->Specular[1] *= static_point_factor;
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GLLight->Specular[2] *= static_point_factor;
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break;
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}
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case LT_TUBE: {
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GLLight->ConstantAtten = 1.0f;
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GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f;
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GLLight->QuadraticAtten = (1.0f / MAX(FSLight->rada_squared, FSLight->radb_squared)) * 1.25f;
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GLLight->Specular[0] *= static_tube_factor;
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GLLight->Specular[1] *= static_tube_factor;
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GLLight->Specular[2] *= static_tube_factor;
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GLLight->Position[0] = FSLight->vec2.xyz.x; // Valathil: Use endpoint of tube as light position
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GLLight->Position[1] = FSLight->vec2.xyz.y;
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GLLight->Position[2] = FSLight->vec2.xyz.z;
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GLLight->Position[3] = 1.0f;
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if ( Use_GLSL > 1 ) {
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// Valathil: When using shaders pass the beam direction (not normalized IMPORTANT for calculation of tube)
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vec3d a;
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vm_vec_sub(&a, &FSLight->vec2, &FSLight->vec);
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GLLight->SpotDir[0] = a.xyz.x;
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GLLight->SpotDir[1] = a.xyz.y;
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GLLight->SpotDir[2] = a.xyz.z;
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GLLight->SpotCutOff = 90.0f; // Valathil: So shader dectects tube light
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} else {
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GLLight->SpotDir[0] = 1.0f; // Valathil: When not using shaders pass a fake spotdir
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GLLight->SpotDir[1] = 0.0f;
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GLLight->SpotDir[2] = 0.0f;
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GLLight->SpotCutOff = 180.0f; // Valathil: Should be a point light not a spot; using tube only for the light sorting
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}
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break;
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}
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case LT_DIRECTIONAL: {
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GLLight->Position[0] = -FSLight->vec.xyz.x;
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GLLight->Position[1] = -FSLight->vec.xyz.y;
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GLLight->Position[2] = -FSLight->vec.xyz.z;
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GLLight->Position[3] = 0.0f; // Directional lights in OpenGL have w set to 0
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GLLight->Specular[0] *= static_light_factor;
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GLLight->Specular[1] *= static_light_factor;
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GLLight->Specular[2] *= static_light_factor;
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break;
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}
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default:
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Int3();
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break;
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}
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}
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extern float Interp_light;
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void opengl_set_light(int light_num, opengl_light *ltp)
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{
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Assert(light_num < GL_max_lights);
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GLfloat diffuse[4];
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memcpy(diffuse, ltp->Diffuse, sizeof(GLfloat) * 4);
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if ( (ltp->type == LT_DIRECTIONAL) && (Interp_light < 1.0f) ) {
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diffuse[0] *= Interp_light;
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diffuse[1] *= Interp_light;
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diffuse[2] *= Interp_light;
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}
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glLightfv(GL_LIGHT0+light_num, GL_POSITION, ltp->Position);
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glLightfv(GL_LIGHT0+light_num, GL_AMBIENT, ltp->Ambient);
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glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, ltp->Specular);
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glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, ltp->SpotDir);
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glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, ltp->ConstantAtten);
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glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, ltp->LinearAtten);
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glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, ltp->QuadraticAtten);
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glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, ltp->SpotExp);
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glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, ltp->SpotCutOff);
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}
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#include <globalincs/systemvars.h>
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int opengl_sort_active_lights(const void *a, const void *b)
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{
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opengl_light *la, *lb;
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la = (opengl_light *) a;
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lb = (opengl_light *) b;
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// directional lights always go first
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if ( (la->type != LT_DIRECTIONAL) && (lb->type == LT_DIRECTIONAL) )
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return 1;
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else if ( (la->type == LT_DIRECTIONAL) && (lb->type != LT_DIRECTIONAL) )
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return -1;
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// tube lights go next, they are generally large and intense
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if ( (la->type != LT_TUBE) && (lb->type == LT_TUBE) )
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return 1;
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else if ( (la->type == LT_TUBE) && (lb->type != LT_TUBE) )
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return -1;
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// everything else is sorted by linear atten (light size)
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// NOTE: smaller atten is larger light radius!
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if ( la->LinearAtten > lb->LinearAtten )
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return 1;
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else if ( la->LinearAtten < lb->LinearAtten )
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return -1;
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// as one extra check, if we're still here, go with overall brightness of light
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float la_value = la->Diffuse[0] + la->Diffuse[1] + la->Diffuse[2];
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float lb_value = lb->Diffuse[0] + lb->Diffuse[1] + lb->Diffuse[2];
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if ( la_value < lb_value )
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return 1;
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else if ( la_value > lb_value )
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return -1;
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// the two are equal
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return 0;
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}
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void opengl_pre_render_init_lights()
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{
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// sort the lights to try and get the most visible lights on the first pass
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qsort(opengl_lights, Num_active_gl_lights, sizeof(opengl_light), opengl_sort_active_lights);
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}
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static GLdouble eyex, eyey, eyez;
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static GLdouble vmatrix[16];
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static vec3d last_view_pos;
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static matrix last_view_orient;
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static bool use_last_view = false;
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void opengl_change_active_lights(int pos, int d_offset)
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{
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int i, offset;
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if ( !lighting_is_enabled ) {
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return;
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}
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Assert( d_offset < GL_max_lights );
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offset = (pos * GL_max_lights) + d_offset;
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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if ( !memcmp(&Eye_position, &last_view_pos, sizeof(vec3d)) && !memcmp(&Eye_matrix, &last_view_orient, sizeof(matrix)) ) {
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use_last_view = true;
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} else {
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memcpy(&last_view_pos, &Eye_position, sizeof(vec3d));
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memcpy(&last_view_orient, &Eye_matrix, sizeof(matrix));
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use_last_view = false;
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}
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if ( !use_last_view ) {
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// should already be normalized
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eyex = (GLdouble)Eye_position.xyz.x;
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eyey = (GLdouble)Eye_position.xyz.y;
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eyez = -(GLdouble)Eye_position.xyz.z;
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// should already be normalized
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GLdouble fwdx = (GLdouble)Eye_matrix.vec.fvec.xyz.x;
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GLdouble fwdy = (GLdouble)Eye_matrix.vec.fvec.xyz.y;
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GLdouble fwdz = -(GLdouble)Eye_matrix.vec.fvec.xyz.z;
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// should already be normalized
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GLdouble upx = (GLdouble)Eye_matrix.vec.uvec.xyz.x;
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GLdouble upy = (GLdouble)Eye_matrix.vec.uvec.xyz.y;
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GLdouble upz = -(GLdouble)Eye_matrix.vec.uvec.xyz.z;
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GLdouble mag;
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// setup Side vector (crossprod of forward and up vectors)
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GLdouble Sx = (fwdy * upz) - (fwdz * upy);
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GLdouble Sy = (fwdz * upx) - (fwdx * upz);
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GLdouble Sz = (fwdx * upy) - (fwdy * upx);
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// normalize Side
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mag = 1.0 / sqrt( (Sx*Sx) + (Sy*Sy) + (Sz*Sz) );
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Sx *= mag;
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Sy *= mag;
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Sz *= mag;
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// setup Up vector (crossprod of s and forward vectors)
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GLdouble Ux = (Sy * fwdz) - (Sz * fwdy);
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GLdouble Uy = (Sz * fwdx) - (Sx * fwdz);
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GLdouble Uz = (Sx * fwdy) - (Sy * fwdx);
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// normalize Up
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mag = 1.0 / sqrt( (Ux*Ux) + (Uy*Uy) + (Uz*Uz) );
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Ux *= mag;
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Uy *= mag;
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Uz *= mag;
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// store the result in our matrix
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memset( vmatrix, 0, sizeof(GLdouble) * 16 );
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vmatrix[0] = Sx; vmatrix[1] = Ux; vmatrix[2] = -fwdx;
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vmatrix[4] = Sy; vmatrix[5] = Uy; vmatrix[6] = -fwdy;
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vmatrix[8] = Sz; vmatrix[9] = Uz; vmatrix[10] = -fwdz;
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vmatrix[15] = 1.0;
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}
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glLoadMatrixd(vmatrix);
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glTranslated(-eyex, -eyey, -eyez);
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glScalef(1.0f, 1.0f, -1.0f);
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//Valathil: Sort lights by priority
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opengl_pre_render_init_lights();
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for (i = 0; i < GL_max_lights; i++) {
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if ( (offset + i) >= Num_active_gl_lights ) {
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break;
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}
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if (opengl_lights[offset+i].occupied) {
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opengl_set_light(i, &opengl_lights[offset+i]);
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GL_state.Light(i, GL_TRUE);
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}
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}
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// make sure that we turn off any lights that we aren't using right now
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for ( ; i < GL_max_lights; i++) {
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GL_state.Light(i, GL_FALSE);
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}
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glPopMatrix();
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}
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int gr_opengl_make_light(light *fs_light, int idx, int priority)
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{
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return idx;
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}
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void gr_opengl_modify_light(light *fs_light, int idx, int priority)
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{
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}
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void gr_opengl_destroy_light(int idx)
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{
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}
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void gr_opengl_set_light(light *fs_light)
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{
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if (Cmdline_nohtl)
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return;
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if (Num_active_gl_lights >= MAX_LIGHTS)
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return;
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//if (fs_light->type == LT_POINT)
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// return;
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// init the light
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FSLight2GLLight(fs_light, &opengl_lights[Num_active_gl_lights]);
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opengl_lights[Num_active_gl_lights++].occupied = true;
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}
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// this sets up a light to be pointinf from the eye to the object,
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// the point being to make the object ether center or edge alphaed with THL
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// this effect is used mostly on shockwave models
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// -1 == edge
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// 1 == center
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// 0 == none
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// should be called after lighting has been set up,
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// currently not designed for use with lit models
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void gr_opengl_center_alpha(int type)
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{
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GL_center_alpha = type;
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}
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void gr_opengl_set_center_alpha(int type)
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{
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if (!type || Cmdline_nohtl)
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return;
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opengl_light glight;
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vec3d dir;
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vm_vec_sub(&dir, &Eye_position, &Object_position);
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vm_vec_normalize(&dir);
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if (type == 1) {
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glight.Diffuse[0] = 0.0f;
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glight.Diffuse[1] = 0.0f;
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glight.Diffuse[2] = 0.0f;
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glight.Ambient[0] = gr_screen.current_alpha;
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glight.Ambient[1] = gr_screen.current_alpha;
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glight.Ambient[2] = gr_screen.current_alpha;
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} else {
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glight.Diffuse[0] = gr_screen.current_alpha;
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glight.Diffuse[1] = gr_screen.current_alpha;
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glight.Diffuse[2] = gr_screen.current_alpha;
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glight.Ambient[0] = 0.0f;
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glight.Ambient[1] = 0.0f;
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glight.Ambient[2] = 0.0f;
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}
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glight.Specular[0] = 0.0f;
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glight.Specular[1] = 0.0f;
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glight.Specular[2] = 0.0f;
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glight.Specular[3] = 0.0f;
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glight.Ambient[3] = 1.0f;
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glight.Diffuse[3] = 1.0f;
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glight.Position[0] = -dir.xyz.x;
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glight.Position[1] = -dir.xyz.y;
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glight.Position[2] = -dir.xyz.z;
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glight.Position[3] = 0.0f;
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// defaults
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glight.ConstantAtten = 1.0f;
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glight.LinearAtten = 0.0f;
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glight.QuadraticAtten = 0.0f;
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// first light
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memcpy( &opengl_lights[Num_active_gl_lights], &glight, sizeof(opengl_light) );
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opengl_lights[Num_active_gl_lights++].occupied = true;
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// second light
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glight.Position[0] = dir.xyz.x;
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glight.Position[1] = dir.xyz.y;
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glight.Position[2] = dir.xyz.z;
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memcpy( &opengl_lights[Num_active_gl_lights], &glight, sizeof(opengl_light) );
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opengl_lights[Num_active_gl_lights++].occupied = true;
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// reset center alpha
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GL_center_alpha = 0;
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}
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void gr_opengl_reset_lighting()
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{
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int i;
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if (Cmdline_nohtl)
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return;
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// memset( opengl_lights, 0, sizeof(opengl_light) * MAX_LIGHTS );
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for (i = 0; i < GL_max_lights; i++) {
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GL_state.Light(i, GL_FALSE);
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}
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Num_active_gl_lights = 0;
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GL_center_alpha = 0;
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}
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void opengl_calculate_ambient_factor()
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{
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float amb_user = 0.0f;
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|
|
|
// 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;
|
|
void opengl_default_light_settings(int ambient, int emission, int specular)
|
|
{
|
|
if (!lighting_is_enabled)
|
|
return;
|
|
|
|
if (ambient) {
|
|
glMaterialfv( GL_FRONT, GL_DIFFUSE, GL_light_color );
|
|
glMaterialfv( GL_FRONT, GL_AMBIENT, GL_light_ambient );
|
|
} else {
|
|
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 );
|
|
}
|
|
}
|
|
|
|
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
|
|
glMaterialfv( GL_FRONT, GL_EMISSION, GL_light_emission );
|
|
} else {
|
|
glMaterialfv( GL_FRONT, GL_EMISSION, GL_light_zero );
|
|
}
|
|
|
|
if (specular) {
|
|
glMaterialfv( GL_FRONT, GL_SPECULAR, GL_light_spec );
|
|
} else {
|
|
glMaterialfv( GL_FRONT, GL_SPECULAR, GL_light_zero );
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|