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gl_rlight.pas
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gl_rlight.pas
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// ------------------------------------------------------------------------------
// DelphiQuake, Copyright (C) 2005-2011 by Jim Valavanis
// E-Mail: [email protected]
//
// 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.
//
// ------------------------------------------------------------------------------
{$I dquake.inc}
{$Z4}
unit gl_rlight;
// r_light.c
interface
uses
q_vector,
quakedef,
client,
gl_planes;
procedure R_AnimateLight;
procedure AddLightBlend(r: single; g: single; b: single; a2: single);
procedure R_RenderDlight(light: Pdlight_t);
procedure R_RenderDlights;
procedure R_MarkLights(light: Pdlight_t; bit: integer; node: Pmnode_t);
procedure R_PushDlights;
function RecursiveLightPoint(node: Pmnode_t; start, _end: PVector3f): integer;
function R_LightPoint(p: PVector3f): integer;
var
lightspot: TVector3f;
implementation
uses
q_delphi,
OpenGL12,
cl_main_h,
gl_rmain_h,
view,
mathlib,
gl_rmain,
gl_model_h,
bspconst;
var
r_dlightframecount: integer;
(*
==================
R_AnimateLight
==================
*)
procedure R_AnimateLight;
var
i, j, k: integer;
begin
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i := intval(cl.time * 10);
for j := 0 to MAX_LIGHTSTYLES - 1 do
begin
if cl_lightstyle[j].length = 0 then
begin
d_lightstylevalue[j] := 256;
continue;
end;
k := i mod cl_lightstyle[j].length;
k := Ord(cl_lightstyle[j].map[k]) - Ord('a');
k := k * 22;
d_lightstylevalue[j] := k;
end;
end;
(*
=============================================================================
DYNAMIC LIGHTS BLEND RENDERING
=============================================================================
*)
procedure AddLightBlend(r: single; g: single; b: single; a2: single);
var
a: single;
begin
a := v_blend[3] + a2 * (1 - v_blend[3]);
v_blend[3] := a;
a2 := a2 / a;
v_blend[0] := v_blend[1] * (1 - a2) + r * a2;
v_blend[1] := v_blend[1] * (1 - a2) + g * a2;
v_blend[2] := v_blend[2] * (1 - a2) + b * a2;
end;
procedure R_RenderDlight(light: Pdlight_t);
var
i, j: integer;
a: single;
_sin, _cos: Single;
v: TVector3f;
rad: single;
const
ml = 1 / 16.0 * M_PI * 2;
begin
rad := light.radius * 0.35;
VectorSubtract(@light.origin, @r_origin, @v);
{ // SV :)
if VectorLength(@v) < rad then
begin // view is inside the dlight
AddLightBlend(1, 0.5, 0, light.radius * 0.0003);
exit;
end;
}
glBegin(GL_TRIANGLE_FAN);
//!! qglColor3f (light->color[0]*0.2, light->color[1]*0.2, light->color[2]*0.2);
glColor3f(0.2, 0.1, 0.0);
for i := 0 to 2 do
v[i] := light.origin[i] - vpn[i] * rad;
glVertex3fv(@v[0]);
glColor3f(0, 0, 0);
for i := 16 downto 0 do
begin
a := i * ml;
sincos(a, _sin, _cos);
_sin := _sin * rad;
_cos := _cos * rad;
for j := 0 to 2 do
v[j] := light.origin[j] + vright[j] * _cos + vup[j] * _sin;
glVertex3fv(@v[0]);
end;
glEnd;
end;
(*
=============
R_RenderDlights
=============
*)
procedure R_RenderDlights;
var
i: integer;
l: Pdlight_t;
begin
if gl_flashblend.value = 0 then
exit;
r_dlightframecount := r_framecount + 1; // because the count hasn't
// advanced yet for this frame
glDepthMask(false);
glDisable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
l := @cl_dlights[0];
for i := 0 to MAX_DLIGHTS - 1 do
begin
if (l.die >= cl.time) and (l.radius <> 0) then
R_RenderDlight(l);
inc(l);
end;
glColor3f(1, 1, 1);
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(true);
end;
(*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*)
(*
=============
R_MarkLights
=============
*)
procedure R_MarkLights(light: Pdlight_t; bit: integer; node: Pmnode_t);
var
splitplane: Pmplane_t;
dist: single;
surf: Pmsurface_t;
i: integer;
begin
if node.contents < 0 then
exit;
splitplane := node.plane;
dist := VectorDotProduct(@light.origin, @splitplane.normal) - splitplane.dist;
if dist > light.radius then
begin
R_MarkLights(light, bit, node.children[0]);
exit;
end;
if dist < -light.radius then
begin
R_MarkLights(light, bit, node.children[1]);
exit;
end;
// mark the polygons
surf := Pmsurface_t(integer(cl.worldmodel.surfaces) + node.firstsurface * SizeOf(surf^)); // JVAL check this
for i := 0 to node.numsurfaces - 1 do
begin
if surf.dlightframe <> r_dlightframecount then
begin
surf.dlightbits := 0;
surf.dlightframe := r_dlightframecount;
end;
surf.dlightbits := surf.dlightbits or bit;
inc(surf);
end;
R_MarkLights(light, bit, node.children[0]);
R_MarkLights(light, bit, node.children[1]);
end;
(*
=============
R_PushDlights
=============
*)
procedure R_PushDlights;
var
i: integer;
l: Pdlight_t;
begin
if gl_flashblend.value <> 0 then
exit;
r_dlightframecount := r_framecount + 1; // because the count hasn't
// advanced yet for this frame
l := @cl_dlights[0];
for i := 0 to MAX_DLIGHTS - 1 do
begin
if (l.die >= cl.time) and (l.radius <> 0) then
R_MarkLights(l, (1 shl i), cl.worldmodel.nodes);
inc(l);
end;
end;
(*
=============================================================================
LIGHT SAMPLING
=============================================================================
*)
var
lightplane: Pmplane_t;
function RecursiveLightPoint(node: Pmnode_t; start, _end: PVector3f): integer;
label
continue1;
var
r: integer;
front, back, frac: single;
side: qboolean;
plane: Pmplane_t;
mid: TVector3f;
surf: Pmsurface_t;
s, t, ds, dt: integer;
i: integer;
tex: Pmtexinfo_t;
lightmap: PByte;
scale: integer; // unsigned;
maps: integer;
begin
if node.contents < 0 then
begin
result := -1; // didn't hit anything
exit;
end;
// calculate mid point
// FIXME: optimize for axial
plane := node.plane;
front := VectorDotProduct(start, @plane.normal) - plane.dist;
back := VectorDotProduct(_end, @plane.normal) - plane.dist;
side := front < 0;
if (back < 0) = side then
begin
result := RecursiveLightPoint(node.children[intval(side)], start, _end);
exit;
end;
frac := front / (front - back);
mid[0] := start[0] + (_end[0] - start[0]) * frac; // JVAL maybe change to loop
mid[1] := start[1] + (_end[1] - start[1]) * frac;
mid[2] := start[2] + (_end[2] - start[2]) * frac;
// go down front side
r := RecursiveLightPoint(node.children[intval(side)], start, @mid);
if r >= 0 then
begin
result := r; // hit something
exit;
end;
if (back < 0) = side then
begin
result := -1; // didn't hit anuthing
exit;
end;
// check for impact on this node
VectorCopy(@mid, @lightspot);
lightplane := plane;
surf := Pmsurface_t(integer(cl.worldmodel.surfaces) + node.firstsurface * SizeOf(surf^)); // JVAL check this!!
for i := 0 to node.numsurfaces - 1 do
begin
if surf.flags and SURF_DRAWTILED <> 0 then
goto continue1; // no lightmaps
tex := surf.texinfo;
s := intval(VectorDotProduct(@mid, @tex.vecs[0]) + tex.vecs[0][3]);
t := intval(VectorDotProduct(@mid, @tex.vecs[1]) + tex.vecs[1][3]);
if (s < surf.texturemins[0]) or (t < surf.texturemins[1]) then
goto continue1;
ds := s - surf.texturemins[0];
dt := t - surf.texturemins[1];
if (ds > surf.extents[0]) or (dt > surf.extents[1]) then
goto continue1;
if surf.samples = nil then
begin
result := 0;
exit;
end;
ds := (ds shr 4);
dt := (dt shr 4);
lightmap := @surf.samples[0];
r := 0;
if lightmap <> nil then
begin
// lightmap += dt * ((surf->extents[0]>>4)+1) + ds; // JVAL SOS
lightmap := @PByteArray(lightmap)[dt * (surf.extents[0] div 16 + 1) + ds]; // JVAL SOS
maps := 0;
while (maps < MAXLIGHTMAPS) and (surf.styles[maps] <> 255) do
begin
scale := d_lightstylevalue[surf.styles[maps]];
r := r + lightmap^ * scale;
lightmap := @PByteArray(lightmap)[((surf.extents[0] div 16) + 1) *
((surf.extents[1] div 16) + 1)];
inc(maps);
end;
r := r div 256
end;
result := r;
exit;
continue1:
inc(surf);
end;
// go down back side
result := RecursiveLightPoint(node.children[intval(not side)], @mid, _end);
end;
function R_LightPoint(p: PVector3f): integer;
var
_end: TVector3f;
begin
if cl.worldmodel.lightdata = nil then
begin
result := 255;
exit;
end;
_end[0] := p[0];
_end[1] := p[1];
_end[2] := p[2] - 2048;
result := RecursiveLightPoint(cl.worldmodel.nodes, p, @_end);
if result = -1 then
result := 0;
end;
end.