/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_light.c #include "quakedef.h" #include "cl_collision.h" #include "r_shadow.h" cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; static rtexture_t *lightcorona; static rtexturepool_t *lighttexturepool; void r_light_start(void) { float dx, dy; int x, y, a; unsigned char pixels[32][32][4]; lighttexturepool = R_AllocTexturePool(); for (y = 0;y < 32;y++) { dy = (y - 15.5f) * (1.0f / 16.0f); for (x = 0;x < 32;x++) { dx = (x - 15.5f) * (1.0f / 16.0f); a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2))); a = bound(0, a, 255); pixels[y][x][0] = a; pixels[y][x][1] = a; pixels[y][x][2] = a; pixels[y][x][3] = 255; } } lightcorona = R_LoadTexture2D(lighttexturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL); } void r_light_shutdown(void) { lighttexturepool = NULL; lightcorona = NULL; } void r_light_newmap(void) { int i; for (i = 0;i < MAX_LIGHTSTYLES;i++) r_refdef.lightstylevalue[i] = 264; // normal light value } void R_Light_Init(void) { Cvar_RegisterVariable(&r_coronas); Cvar_RegisterVariable(&gl_flashblend); R_RegisterModule("R_Light", r_light_start, r_light_shutdown, r_light_newmap); } void R_DrawCoronas(void) { int i, lnum, flag; float cscale, scale; dlight_t *light; rtlight_t *rtlight; if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer) return; R_Mesh_Matrix(&identitymatrix); flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; // FIXME: these traces should scan all render entities instead of cl.world for (lnum = 0, light = r_shadow_worldlightchain;light;light = light->next, lnum++) { rtlight = &light->rtlight; if (!(rtlight->flags & flag)) continue; if (rtlight->corona * r_coronas.value <= 0) continue; if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != lnum) continue; cscale = rtlight->corona * r_coronas.value* 0.25f; scale = rtlight->radius * rtlight->coronasizescale; if (VectorDistance2(rtlight->shadoworigin, r_view.origin) < 16.0f * 16.0f) continue; if (CL_Move(rtlight->shadoworigin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) continue; R_DrawSprite(GL_ONE, GL_ONE, lightcorona, NULL, true, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); } for (i = 0;i < r_refdef.numlights;i++) { rtlight = &r_refdef.lights[i]; if (!(rtlight->flags & flag)) continue; if (rtlight->corona <= 0) continue; if (VectorDistance2(rtlight->shadoworigin, r_view.origin) < 32.0f * 32.0f) continue; if (gl_flashblend.integer) { cscale = rtlight->corona * 1.0f; scale = rtlight->radius * rtlight->coronasizescale * 2.0f; } else { cscale = rtlight->corona * r_coronas.value* 0.25f; scale = rtlight->radius * rtlight->coronasizescale; } if (VectorLength(rtlight->color) * cscale < (1.0f / 256.0f)) continue; if (CL_Move(rtlight->shadoworigin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) continue; R_DrawSprite(GL_ONE, GL_ONE, lightcorona, NULL, true, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); } } /* ============================================================================= LIGHT SAMPLING ============================================================================= */ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic) { VectorClear(diffusecolor); VectorClear(diffusenormal); if (!r_fullbright.integer && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) { ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f); r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, p, ambientcolor, diffusecolor, diffusenormal); } else VectorSet(ambientcolor, 1, 1, 1); if (dynamic) { int i; float f, v[3]; rtlight_t *light; for (i = 0;i < r_refdef.numlights;i++) { light = &r_refdef.lights[i]; Matrix4x4_Transform(&light->matrix_worldtolight, p, v); f = 1 - VectorLength2(v); if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1) VectorMA(ambientcolor, f, light->currentcolor, ambientcolor); } } }