Files
fs2open.github.com/code/graphics/gropengllight.cpp
T
taylor 4ca07aa1b3 Jens, again:
- compiler warning fixes
 - sanity and readability fixes for bmpman
2005-05-23 05:56:26 +00:00

422 lines
12 KiB
C++

/*
* 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: 1.17 $
* $Date: 2005-05-23 05:56:26 $
* $Author: taylor $
*
* code to implement lighting in HT&L opengl
*
* $Log: not supported by cvs2svn $
* Revision 1.16 2005/05/12 17:49:12 taylor
* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
* fixes various problems and is past time to make the switch
*
* Revision 1.15 2005/04/24 12:56:42 taylor
* really are too many changes here:
* - remove all bitmap section support and fix problems with previous attempt
* ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h,
* code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp,
* code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp,
* code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h,
* code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h,
* code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp
* code/render/3ddraw.cpp )
* - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function
* - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp
*
* Revision 1.14 2005/04/15 11:42:27 taylor
* fix ambient light
*
* Revision 1.13 2005/04/12 02:04:56 phreak
* gr_set_ambient_light() function for the ambient light sliders in FRED
*
* Revision 1.12 2005/04/05 05:53:17 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 1.11 2005/02/05 00:30:49 taylor
* fix a few things post merge
*
* Revision 1.10 2005/02/04 23:29:31 taylor
* merge with Linux/OSX tree - p0204-3
*
* Revision 1.9 2005/01/21 21:12:52 taylor
* crap
*
* Revision 1.8 2005/01/21 08:29:04 taylor
* add -rlm cmdline option to switch to local viewpoint lighting calculations (OGL only for now)
*
* Revision 1.7 2005/01/07 14:00:04 argv
* Added missing #include.
*
* -- _argv[-1]
*
* Revision 1.6 2005/01/03 18:45:22 taylor
* dynamic allocation of num supported OpenGL lights
* add config option for more realistic light settings
* don't render spec maps in nebula to address lighting issue
*
* Revision 1.5 2005/01/01 11:24:23 taylor
* good OpenGL spec mapping
* fix VBO crash with multitexture using same uv coord data
* little speedup of opengl_tcache_frame()
* error message to make sure hardware supports the minimum texture size
* move OpenGL version check out of the extention printout code
* disable 2d_poof with OpenGL
*
* Revision 1.4 2004/10/31 21:45:13 taylor
* Linux tree merge, single array for VBOs/HTL
*
* 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 <windows.h>
#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 = NULL;
bool lighting_is_enabled = true;
int active_gl_lights = 0;
int n_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 int Cmdline_rlm;
int 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 float GL_light_ambient[4] = { 0.47f, 0.47f, 0.47f, 1.0f };
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 < GL_max_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<GL_max_lights; i++){
if(currently_enabled_lights[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
vec3d fwd;
vec3d *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 < GL_max_lights) && ((pos * GL_max_lights)+i < active_gl_lights); i++){
glDisable(GL_LIGHT0+i);
move = false;
for(k=0; k<MAX_LIGHTS && !move; k++){
int slot = (pos * GL_max_lights)+l;
if(active_light_list[slot]){
if(opengl_lights[slot].occupied){
set_opengl_light(i,&opengl_lights[slot]);
glEnable(GL_LIGHT0+i);
currently_enabled_lights[i] = slot;
move = true;
l++;
}
}
}
}
glPopMatrix();
}
int gr_opengl_make_light(light_data* light, int idx, int priority)
{
//Stub
return idx;
}
void gr_opengl_modify_light(light_data* light, int idx, int priority)
{
//Stub
}
void gr_opengl_destroy_light(int idx)
{
//Stub
}
void gr_opengl_set_light(light_data *light)
{
//Init the light
FSLight2GLLight(&opengl_lights[active_gl_lights],light);
opengl_lights[active_gl_lights].occupied = true;
active_light_list[active_gl_lights++] = 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)
{
}
void gr_opengl_reset_lighting()
{
int i;
for(i = 0; i<MAX_LIGHTS; i++){
opengl_lights[i].occupied = false;
}
for(i=0; i<GL_max_lights; i++){
glDisable(GL_LIGHT0+i);
active_light_list[i] = false;
}
active_gl_lights =0;
GL_center_alpha = 0;
}
void opengl_calculate_ambient_factor()
{
float amb_user = 0.0f;
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_init_light()
{
opengl_calculate_ambient_factor();
// only on front, tends to be more believable
glMaterialf(GL_FRONT, GL_SHININESS, 80.0f );
// more realistic lighting model
if (Cmdline_rlm)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glGetIntegerv(GL_MAX_LIGHTS, &GL_max_lights); // Get the max number of lights supported
// allocate memory for enabled lights
Verify(GL_max_lights > 0);
currently_enabled_lights = (int*)vm_malloc(GL_max_lights * sizeof(int));
if (currently_enabled_lights == NULL)
Error( LOCATION, "Unable to allocate memory for lights!\n");
memset( currently_enabled_lights, -1, GL_max_lights * sizeof(int) );
}
void opengl_default_light_settings(int ambient = 1, int emission = 1, int specular = 1)
{
if (!lighting_is_enabled)
return;
if (ambient) {
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, GL_light_color );
} else {
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, GL_light_zero );
}
if (emission) {
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, GL_light_ambient );
} else {
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, GL_light_zero );
}
if (specular) {
// only on front, tends to be more believable
glMaterialfv( GL_FRONT, GL_SPECULAR, GL_light_spec );
} else {
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, GL_light_zero );
}
}
void gr_opengl_set_lighting(bool set, bool state)
{
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++){
if(currently_enabled_lights[i] > -1)glDisable(GL_LIGHT0+i);
currently_enabled_lights[i] = -1;
}
if(state) {
glEnable(GL_LIGHTING);
} else {
glDisable(GL_LIGHTING);
}
}
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();
}