Files
fs2open.github.com/code/graphics/gropengllight.cpp
T
taylor 9231692e48 basic commit of a few Xt tree changes
- updated OpenGL code (basic shader support, etc.)
 - new ships lab code
 - scripting RTT fixes
 - don't let FRED hog CPU time
2008-07-16 02:49:19 +00:00

736 lines
22 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: 1.29.2.6 $
* $Date: 2007-04-13 00:33:18 $
* $Author: taylor $
*
* code to implement lighting in HT&L opengl
*
* $Log: not supported by cvs2svn $
* Revision 1.29.2.5 2007/03/22 20:50:27 taylor
* some generic code cleanup
*
* Revision 1.29.2.4 2007/02/10 00:05:25 taylor
* obsolete gluLookAt() in favor of doing it manually, should be slight faster and more precise
*
* Revision 1.29.2.3 2006/12/26 05:17:28 taylor
* tweak emission light a little bit
* various bits of cleanup that I've been meaning to do
*
* Revision 1.29.2.2 2006/12/07 18:10:16 taylor
* restore default ambient light values to retail-like settings (I based the previous values on default D3D, which was rather dumb of me)
* restore lighting falloff capability from retail and non-HTL modes (only used for asteroids as far as I know)
* various cleanups and speedups for dealing with lights
*
* Revision 1.29.2.1 2006/07/24 07:38:00 taylor
* minor cleanup/optimization to beam warmup glow rendering function
* various lighting code cleanups
* - try to always make sure beam origin lights occur outside of model
* - make Static_lights[] dynamic
* - be sure to reset to first 8 lights when moving on to render spec related texture passes
* - add ambient color to point lights (helps warp effects)
* - sort lights to try and get more important and/or visible lights to always happen in initial render pass
*
* Revision 1.29 2006/04/12 01:10:35 taylor
* some cleanup and slight reorg
* - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now)
* - avoid some costly math where possible in the drawing functions
* - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now
* - minor cleanup to Win32 extension defines
* - make opengl_lights[] allocate only when using OGL
* - cleanup some costly per-frame lighting stuff
* - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default)
* (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL)
*
* Revision 1.28 2006/04/05 13:47:01 taylor
* remove -tga16, it's obsolete now
* add a temporary -no_emissive_light option to not use emission type light in OGL
*
* Revision 1.27 2006/03/15 17:33:05 taylor
* couple of nitpicks
*
* Revision 1.26 2006/02/16 04:55:53 taylor
* couple more lighting value tweaks
*
* Revision 1.25 2006/01/30 06:40:49 taylor
* better lighting for OpenGL
* remove some extra stuff that was from sectional bitmaps since we don't need it anymore
* some basic lighting code cleanup
*
* Revision 1.24 2006/01/20 17:15:16 taylor
* gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile
* several other very minor changes as well
*
* Revision 1.23 2006/01/19 05:40:19 wmcoolmon
* Possible overflow check
*
* Revision 1.22 2006/01/14 19:25:55 taylor
* minor OGL lighting fix
*
* Revision 1.21 2005/12/06 02:50:41 taylor
* clean up some init stuff and fix a minor SDL annoyance
* make debug messages a bit more readable
* clean up the debug console commands for minimize and anisotropic filter setting
* make anisotropic filter actually work correctly and have it settable with a reg option
* give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere
*
* Revision 1.20 2005/10/23 11:45:06 taylor
* add -ogl_shine to adjust the OGL shininess value so that people can play around and find the best value to use
*
* Revision 1.19 2005/09/30 09:47:06 taylor
* remove -rlm, it's always on now since there was never a complaint and pretty much everyone uses it
* add -cache_bitmaps and have bitmap caching between levels off by default
* when -cache_bitmaps is used then use C-BMP for top-right memory listing, and just BMP otherwise
*
* Revision 1.18 2005/09/05 09:36:41 taylor
* merge of OSX tree
* fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows
* fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current
*
* Revision 1.17 2005/05/23 05:56:26 taylor
* Jens, again:
* - compiler warning fixes
* - sanity and readability fixes for bmpman
*
* 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
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#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.r = 0.0f;
GLLight->Ambient.g = 0.0f;
GLLight->Ambient.b = 0.0f;
GLLight->Ambient.a = 1.0f;
GLLight->Diffuse.r = FSLight->r * FSLight->intensity;
GLLight->Diffuse.g = FSLight->g * FSLight->intensity;
GLLight->Diffuse.b = FSLight->b * FSLight->intensity;
GLLight->Diffuse.a = 1.0f;
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->Specular.a = 1.0f;
GLLight->type = FSLight->type;
// GL default values...
// spot direction
GLLight->SpotDir.x = 0.0f;
GLLight->SpotDir.y = 0.0f;
GLLight->SpotDir.z = -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.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;
switch (FSLight->type) {
case LT_POINT: {
// this crap still needs work...
GLLight->ConstantAtten = 0.0f;
GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f;
GLLight->Specular.r *= static_point_factor;
GLLight->Specular.g *= static_point_factor;
GLLight->Specular.b *= static_point_factor;
break;
}
case LT_TUBE: {
GLLight->Specular.r *= static_tube_factor;
GLLight->Specular.g *= static_tube_factor;
GLLight->Specular.b *= static_tube_factor;
GLLight->SpotDir.x = FSLight->vec2.xyz.x * 1.5f;
GLLight->SpotDir.y = FSLight->vec2.xyz.y * 1.5f;
GLLight->SpotDir.z = FSLight->vec2.xyz.z * 1.5f;
GLLight->SpotCutOff = 90.0f;
break;
}
case 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
GLLight->Specular.r *= static_light_factor;
GLLight->Specular.g *= static_light_factor;
GLLight->Specular.b *= 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);
ogl_light_color diffuse = ltp->Diffuse;
if ( (ltp->type == LT_DIRECTIONAL) && (Interp_light < 1.0f) ) {
diffuse.r *= Interp_light;
diffuse.g *= Interp_light;
diffuse.b *= Interp_light;
}
glLightfv(GL_LIGHT0+light_num, GL_POSITION, &ltp->Position.x);
glLightfv(GL_LIGHT0+light_num, GL_AMBIENT, &ltp->Ambient.r);
glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, &diffuse.r);
glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, &ltp->Specular.r);
glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, &ltp->SpotDir.x);
glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, ltp->ConstantAtten);
glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, ltp->LinearAtten);
glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, ltp->QuadraticAtten);
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.r + la->Diffuse.g + la->Diffuse.b;
float lb_value = lb->Diffuse.r + lb->Diffuse.g + lb->Diffuse.b;
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;
glMatrixMode(GL_MODELVIEW);
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);
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);
}
}
// 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);
}
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;
opengl_light glight;
vec3d dir;
vm_vec_sub(&dir, &Eye_position, &Object_position);
vm_vec_normalize(&dir);
if (type == 1) {
glight.Diffuse.r = 0.0f;
glight.Diffuse.g = 0.0f;
glight.Diffuse.b = 0.0f;
glight.Ambient.r = gr_screen.current_alpha;
glight.Ambient.g = gr_screen.current_alpha;
glight.Ambient.b = gr_screen.current_alpha;
} else {
glight.Diffuse.r = gr_screen.current_alpha;
glight.Diffuse.g = gr_screen.current_alpha;
glight.Diffuse.b = gr_screen.current_alpha;
glight.Ambient.r = 0.0f;
glight.Ambient.g = 0.0f;
glight.Ambient.b = 0.0f;
}
glight.Specular.r = 0.0f;
glight.Specular.g = 0.0f;
glight.Specular.b = 0.0f;
glight.Specular.a = 0.0f;
glight.Ambient.a = 1.0f;
glight.Diffuse.a = 1.0f;
glight.Position.x = -dir.xyz.x;
glight.Position.y = -dir.xyz.y;
glight.Position.z = -dir.xyz.z;
glight.Position.w = 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.x = dir.xyz.x;
glight.Position.y = dir.xyz.y;
glight.Position.z = 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++) {
glDisable(GL_LIGHT0+i);
}
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, 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);
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();
}