2009-05-03 12:05:03 +01:00
|
|
|
/*-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
Light.cpp
|
|
|
|
|
|
|
|
2006 Shamus Young
|
|
|
|
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
This tracks and renders the light sources. (Note that they do not really
|
|
|
|
CAST light in the OpenGL sense of the world, these are just simple panels.)
|
|
|
|
These are NOT subclassed to entities because these are dynamic. Some lights
|
|
|
|
blink, and thus they can't go into the fixed render lists managed by
|
|
|
|
Entity.cpp.
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
|
|
|
|
#define MAX_SIZE 5
|
|
|
|
|
|
|
|
#include <windows.h>
|
|
|
|
#include <math.h>
|
|
|
|
#include <gl\gl.h>
|
|
|
|
#include <gl\glu.h>
|
|
|
|
#include <gl\glaux.h>
|
|
|
|
#include "glTypes.h"
|
|
|
|
|
|
|
|
#include "camera.h"
|
|
|
|
#include "light.h"
|
|
|
|
#include "macro.h"
|
|
|
|
#include "math.h"
|
|
|
|
#include "random.h"
|
|
|
|
#include "render.h"
|
|
|
|
#include "texture.h"
|
|
|
|
#include "visible.h"
|
|
|
|
|
|
|
|
static GLvector2 angles[5][360];
|
|
|
|
static CLight* head;
|
|
|
|
static bool angles_done;
|
|
|
|
static int count;
|
|
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
|
|
|
|
void LightClear ()
|
|
|
|
{
|
|
|
|
|
|
|
|
CLight* l;
|
|
|
|
|
|
|
|
while (head) {
|
|
|
|
l = head;
|
|
|
|
head = l->_next;
|
|
|
|
delete l;
|
|
|
|
}
|
|
|
|
count = 0;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
|
|
|
|
int LightCount ()
|
|
|
|
{
|
|
|
|
|
|
|
|
return count;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
|
|
|
|
void LightRender ()
|
|
|
|
{
|
|
|
|
|
|
|
|
CLight* l;
|
|
|
|
|
|
|
|
if (!angles_done) {
|
|
|
|
for (int size = 0; size < MAX_SIZE; size++) {
|
|
|
|
for (int i = 0 ;i < 360; i++) {
|
|
|
|
angles[size][i].x = cosf ((float)i * DEGREES_TO_RADIANS) * ((float)size + 0.5f);
|
|
|
|
angles[size][i].y = sinf ((float)i * DEGREES_TO_RADIANS) * ((float)size + 0.5f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
glDepthMask (false);
|
|
|
|
glEnable (GL_BLEND);
|
|
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
glBlendFunc (GL_ONE, GL_ONE);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_LIGHT));
|
|
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
for (l = head; l; l = l->_next)
|
|
|
|
l->Render ();
|
|
|
|
glEnd ();
|
|
|
|
glDepthMask (true);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
|
|
|
|
CLight::CLight (GLvector pos, GLrgba color, int size)
|
|
|
|
{
|
|
|
|
|
|
|
|
_position = pos;
|
2009-05-05 08:41:05 +01:00
|
|
|
_color = color;
|
2009-05-03 12:05:03 +01:00
|
|
|
_size = CLAMP (size, 0, (MAX_SIZE - 1));
|
|
|
|
_vert_size = (float)_size + 0.5f;
|
|
|
|
_flat_size = _vert_size + 0.5f;
|
|
|
|
_blink = false;
|
|
|
|
_cell_x = WORLD_TO_GRID(pos.x);
|
|
|
|
_cell_z = WORLD_TO_GRID(pos.z);
|
|
|
|
_next = head;
|
|
|
|
head = this;
|
|
|
|
count++;
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
|
|
|
|
void CLight::Blink ()
|
|
|
|
{
|
|
|
|
|
|
|
|
_blink = true;
|
|
|
|
//we don't want blinkers to be in sync, so have them blink at
|
|
|
|
//slightly different rates. (Milliseconds)
|
|
|
|
_blink_interval = 1500 + RandomVal (500);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
|
|
|
|
void CLight::Render ()
|
|
|
|
{
|
|
|
|
|
|
|
|
int angle;
|
|
|
|
GLvector pos;
|
|
|
|
GLvector camera;
|
|
|
|
GLvector camera_position;
|
|
|
|
GLvector2 offset;
|
|
|
|
|
|
|
|
if (!Visible (_cell_x, _cell_z))
|
|
|
|
return;
|
|
|
|
camera = CameraAngle ();
|
|
|
|
camera_position = CameraPosition ();
|
|
|
|
if (fabs (camera_position.x - _position.x) > RenderFogDistance ())
|
|
|
|
return;
|
|
|
|
if (fabs (camera_position.z - _position.z) > RenderFogDistance ())
|
|
|
|
return;
|
|
|
|
if (_blink && (GetTickCount () % _blink_interval) > 200)
|
|
|
|
return;
|
|
|
|
angle = (int)MathAngle (camera.y);
|
|
|
|
offset = angles[_size][angle];
|
|
|
|
pos = _position;
|
|
|
|
glColor4fv (&_color.red);
|
|
|
|
glTexCoord2f (0, 0);
|
|
|
|
glVertex3f (pos.x + offset.x, pos.y - _vert_size, pos.z + offset.y);
|
|
|
|
glTexCoord2f (0, 1);
|
|
|
|
glVertex3f (pos.x - offset.x, pos.y - _vert_size, pos.z - offset.y);
|
|
|
|
glTexCoord2f (1, 1);
|
|
|
|
glVertex3f (pos.x - offset.x, pos.y + _vert_size, pos.z - offset.y);
|
|
|
|
glTexCoord2f (1, 0);
|
|
|
|
glVertex3f (pos.x + offset.x, pos.y + _vert_size, pos.z + offset.y);
|
|
|
|
|
|
|
|
}
|