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diff --git a/src/jake2/render/fastjogl/Light.java b/src/jake2/render/fastjogl/Light.java
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-/*
- * Light.java
- * Copyright (C) 2003
- *
- * $Id: Light.java,v 1.1 2004-07-09 06:50:49 hzi Exp $
- */
-/*
-Copyright (C) 1997-2001 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.
-
-*/
-package jake2.render.fastjogl;
-
-import jake2.Defines;
-import jake2.Globals;
-import jake2.client.dlight_t;
-import jake2.client.lightstyle_t;
-import jake2.game.GameBase;
-import jake2.game.cplane_t;
-import jake2.qcommon.longjmpException;
-import jake2.render.*;
-import jake2.util.Math3D;
-
-import java.nio.ByteBuffer;
-import java.nio.IntBuffer;
-import java.util.Arrays;
-
-import net.java.games.jogl.GL;
-
-/**
- * Light
- *
- * @author cwei
- */
-public abstract class Light extends Warp {
- // r_light.c
-
- int r_dlightframecount;
-
- static final int DLIGHT_CUTOFF = 64;
-
- /*
- =============================================================================
-
- DYNAMIC LIGHTS BLEND RENDERING
-
- =============================================================================
- */
-
- void R_RenderDlight (dlight_t light)
- {
- int i, j;
- float a;
- float[] v = {0, 0, 0};
- float rad;
-
- rad = light.intensity * 0.35f;
-
- Math3D.VectorSubtract (light.origin, r_origin, v);
-
- gl.glBegin (GL.GL_TRIANGLE_FAN);
- gl.glColor3f (light.color[0]*0.2f, light.color[1]*0.2f, light.color[2]*0.2f);
- for (i=0 ; i<3 ; i++)
- v[i] = light.origin[i] - vpn[i]*rad;
- gl.glVertex3f(v[0], v[1], v[2]);
- gl.glColor3f (0,0,0);
- for (i=16 ; i>=0 ; i--)
- {
- a = (float)(i/16.0f * Math.PI*2);
- for (j=0 ; j<3 ; j++)
- v[j] = (float)(light.origin[j] + vright[j]*Math.cos(a)*rad
- + vup[j]*Math.sin(a)*rad);
- gl.glVertex3f(v[0], v[1], v[2]);
- }
- gl.glEnd ();
- }
-
- /*
- =============
- R_RenderDlights
- =============
- */
- void R_RenderDlights()
- {
- if (gl_flashblend.value == 0)
- return;
-
- r_dlightframecount = r_framecount + 1; // because the count hasn't
- // advanced yet for this frame
- gl.glDepthMask(false);
- gl.glDisable(GL.GL_TEXTURE_2D);
- gl.glShadeModel (GL.GL_SMOOTH);
- gl.glEnable (GL.GL_BLEND);
- gl.glBlendFunc (GL.GL_ONE, GL.GL_ONE);
-
- for (int i=0 ; i<r_newrefdef.num_dlights ; i++)
- {
- R_RenderDlight(r_newrefdef.dlights[i]);
- }
-
- gl.glColor3f (1,1,1);
- gl.glDisable(GL.GL_BLEND);
- gl.glEnable(GL.GL_TEXTURE_2D);
- gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
- gl.glDepthMask(true);
- }
-
-
- /*
- =============================================================================
-
- DYNAMIC LIGHTS
-
- =============================================================================
- */
-
- /*
- =============
- R_MarkLights
- =============
- */
- void R_MarkLights (dlight_t light, int bit, mnode_t node)
- {
- cplane_t splitplane;
- float dist;
- msurface_t surf;
- int i;
- int sidebit;
-
- if (node.contents != -1)
- return;
-
- splitplane = node.plane;
- dist = Math3D.DotProduct (light.origin, splitplane.normal) - splitplane.dist;
-
- if (dist > light.intensity - DLIGHT_CUTOFF)
- {
- R_MarkLights (light, bit, node.children[0]);
- return;
- }
- if (dist < -light.intensity + DLIGHT_CUTOFF)
- {
- R_MarkLights (light, bit, node.children[1]);
- return;
- }
-
- // mark the polygons
- for (i=0 ; i<node.numsurfaces ; i++)
- {
-
- surf = r_worldmodel.surfaces[node.firstsurface + i];
-
- /*
- * cwei
- * bugfix for dlight behind the walls
- */
- dist = Math3D.DotProduct (light.origin, surf.plane.normal) - surf.plane.dist;
- sidebit = (dist >= 0) ? 0 : Defines.SURF_PLANEBACK;
- if ( (surf.flags & Defines.SURF_PLANEBACK) != sidebit )
- continue;
- /*
- * cwei
- * bugfix end
- */
-
- if (surf.dlightframe != r_dlightframecount)
- {
- surf.dlightbits = 0;
- surf.dlightframe = r_dlightframecount;
- }
- surf.dlightbits |= bit;
- }
-
- R_MarkLights (light, bit, node.children[0]);
- R_MarkLights (light, bit, node.children[1]);
- }
-
-
- /*
- =============
- R_PushDlights
- =============
- */
- void R_PushDlights()
- {
- int i;
- dlight_t l;
-
- if (gl_flashblend.value != 0)
- return;
-
- r_dlightframecount = r_framecount + 1; // because the count hasn't
- // advanced yet for this frame
- for (i=0 ; i<r_newrefdef.num_dlights ; i++) {
- l = r_newrefdef.dlights[i];
- R_MarkLights( l, 1<<i, r_worldmodel.nodes[0] );
- }
- }
-
-
- /*
- =============================================================================
-
- LIGHT SAMPLING
-
- =============================================================================
- */
-
- float[] pointcolor = {0, 0, 0}; // vec3_t
- cplane_t lightplane; // used as shadow plane
- float[] lightspot = {0, 0, 0}; // vec3_t
-
- int RecursiveLightPoint (mnode_t node, float[] start, float[] end)
- {
- float front, back, frac;
- boolean side;
- int sideIndex;
- cplane_t plane;
- float[] mid = {0, 0, 0};
- msurface_t surf;
- int s, t, ds, dt;
- int i;
- mtexinfo_t tex;
- ByteBuffer lightmap;
- int maps;
- int r;
-
- if (node.contents != -1)
- return -1; // didn't hit anything
-
- // calculate mid point
-
- // FIXME: optimize for axial
- plane = node.plane;
- front = Math3D.DotProduct (start, plane.normal) - plane.dist;
- back = Math3D.DotProduct (end, plane.normal) - plane.dist;
- side = (front < 0);
- sideIndex = (side) ? 1 : 0;
-
- if ( (back < 0) == side)
- return RecursiveLightPoint (node.children[sideIndex], start, end);
-
- frac = front / (front-back);
- mid[0] = start[0] + (end[0] - start[0])*frac;
- 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[sideIndex], start, mid);
- if (r >= 0)
- return r; // hit something
-
- if ( (back < 0) == side )
- return -1; // didn't hit anuthing
-
- // check for impact on this node
- Math3D.VectorCopy (mid, lightspot);
- lightplane = plane;
-
- int surfIndex = node.firstsurface;
- for (i=0 ; i<node.numsurfaces ; i++, surfIndex++)
- {
- surf = r_worldmodel.surfaces[surfIndex];
-
- if ((surf.flags & (Defines.SURF_DRAWTURB | Defines.SURF_DRAWSKY)) != 0)
- continue; // no lightmaps
-
- tex = surf.texinfo;
-
- s = (int)(Math3D.DotProduct (mid, tex.vecs[0]) + tex.vecs[0][3]);
- t = (int)(Math3D.DotProduct (mid, tex.vecs[1]) + tex.vecs[1][3]);
-
- if (s < surf.texturemins[0] || t < surf.texturemins[1])
- continue;
-
- ds = s - surf.texturemins[0];
- dt = t - surf.texturemins[1];
-
- if ( ds > surf.extents[0] || dt > surf.extents[1] )
- continue;
-
- if (surf.samples == null)
- return 0;
-
- ds >>= 4;
- dt >>= 4;
-
- lightmap = surf.samples;
- int lightmapIndex = 0;
-
- Math3D.VectorCopy (Globals.vec3_origin, pointcolor);
- if (lightmap != null)
- {
- float[] scale = {0, 0, 0};
- float[] rgb;
- lightmapIndex += 3 * (dt * ((surf.extents[0] >> 4) + 1) + ds);
-
- for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255; maps++)
- {
- rgb = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb;
- scale[0] = gl_modulate.value * rgb[0];
- scale[1] = gl_modulate.value * rgb[1];
- scale[2] = gl_modulate.value * rgb[2];
-
- pointcolor[0] += (lightmap.get(lightmapIndex + 0) & 0xFF) * scale[0] * (1.0f/255);
- pointcolor[1] += (lightmap.get(lightmapIndex + 1) & 0xFF) * scale[1] * (1.0f/255);
- pointcolor[2] += (lightmap.get(lightmapIndex + 2) & 0xFF) * scale[2] * (1.0f/255);
- lightmapIndex += 3 * ((surf.extents[0] >> 4) + 1) * ((surf.extents[1] >> 4) + 1);
- }
- }
- return 1;
- }
-
- // go down back side
- return RecursiveLightPoint (node.children[1 - sideIndex], mid, end);
- }
-
- /*
- ===============
- R_LightPoint
- ===============
- */
- void R_LightPoint (float[] p, float[] color)
- {
- assert (p.length == 3) : "vec3_t bug";
- assert (color.length == 3) : "rgb bug";
-
- float[] end = {0, 0, 0};
- float r;
- int lnum;
- dlight_t dl;
- float light;
- float[] dist = {0, 0, 0};
- float add;
-
- if (r_worldmodel.lightdata == null)
- {
- color[0] = color[1] = color[2] = 1.0f;
- return;
- }
-
- end[0] = p[0];
- end[1] = p[1];
- end[2] = p[2] - 2048;
-
- r = RecursiveLightPoint(r_worldmodel.nodes[0], p, end);
-
- if (r == -1)
- {
- Math3D.VectorCopy (GameBase.vec3_origin, color);
- }
- else
- {
- Math3D.VectorCopy (pointcolor, color);
- }
-
- //
- // add dynamic lights
- //
- light = 0;
- for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
- {
- dl = r_newrefdef.dlights[lnum];
-
- Math3D.VectorSubtract (currententity.origin, dl.origin, dist);
- add = dl.intensity - Math3D.VectorLength(dist);
- add *= (1.0f/256);
- if (add > 0)
- {
- Math3D.VectorMA (color, add, dl.color, color);
- }
- }
-
- Math3D.VectorScale (color, gl_modulate.value, color);
- }
-
-
-// ===================================================================
-
- float[] s_blocklights = new float[34 * 34 * 3];
-
- /*
- ===============
- R_AddDynamicLights
- ===============
- */
- void R_AddDynamicLights(msurface_t surf)
- {
- int lnum;
- int sd, td;
- float fdist, frad, fminlight;
- float[] impact = {0, 0, 0};
- float[] local = {0, 0, 0};
- int s, t;
- int i;
- int smax, tmax;
- mtexinfo_t tex;
- dlight_t dl;
- float[] pfBL;
- float fsacc, ftacc;
-
- smax = (surf.extents[0]>>4)+1;
- tmax = (surf.extents[1]>>4)+1;
- tex = surf.texinfo;
-
- for (lnum=0 ; lnum<r_newrefdef.num_dlights ; lnum++)
- {
- if ( (surf.dlightbits & (1<<lnum)) == 0 )
- continue; // not lit by this light
-
- dl = r_newrefdef.dlights[lnum];
- frad = dl.intensity;
- fdist = Math3D.DotProduct (dl.origin, surf.plane.normal) -
- surf.plane.dist;
- frad -= Math.abs(fdist);
- // rad is now the highest intensity on the plane
-
- fminlight = DLIGHT_CUTOFF; // FIXME: make configurable?
- if (frad < fminlight)
- continue;
- fminlight = frad - fminlight;
-
- for (i=0 ; i<3 ; i++)
- {
- impact[i] = dl.origin[i] -
- surf.plane.normal[i]*fdist;
- }
-
- local[0] = Math3D.DotProduct (impact, tex.vecs[0]) + tex.vecs[0][3] - surf.texturemins[0];
- local[1] = Math3D.DotProduct (impact, tex.vecs[1]) + tex.vecs[1][3] - surf.texturemins[1];
-
- pfBL = s_blocklights;
- int pfBLindex = 0;
- for (t = 0, ftacc = 0 ; t<tmax ; t++, ftacc += 16)
- {
- td = (int)(local[1] - ftacc);
- if ( td < 0 )
- td = -td;
-
- for ( s=0, fsacc = 0 ; s<smax ; s++, fsacc += 16, pfBLindex += 3)
- {
- sd = (int)( local[0] - fsacc );
-
- if ( sd < 0 )
- sd = -sd;
-
- if (sd > td)
- fdist = sd + (td>>1);
- else
- fdist = td + (sd>>1);
-
- if ( fdist < fminlight )
- {
- pfBL[pfBLindex + 0] += ( frad - fdist ) * dl.color[0];
- pfBL[pfBLindex + 1] += ( frad - fdist ) * dl.color[1];
- pfBL[pfBLindex + 2] += ( frad - fdist ) * dl.color[2];
- }
- }
- }
- }
- }
-
-
- /*
- ** R_SetCacheState
- */
- void R_SetCacheState( msurface_t surf )
- {
- int maps;
-
- for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ;
- maps++)
- {
- surf.cached_light[maps] = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].white;
- }
- }
-
- /*
- ===============
- R_BuildLightMap
-
- Combine and scale multiple lightmaps into the floating format in blocklights
- ===============
- */
- void R_BuildLightMap(msurface_t surf, IntBuffer dest, int stride)
- {
- int smax, tmax;
- int r, g, b, a, max;
- int i, j, size;
- ByteBuffer lightmap;
- float[] scale = {0, 0, 0, 0};
- int nummaps;
- float[] bl;
- lightstyle_t style;
- int monolightmap;
-
- if ( (surf.texinfo.flags & (Defines.SURF_SKY | Defines.SURF_TRANS33 | Defines.SURF_TRANS66 | Defines.SURF_WARP)) != 0 )
- ri.Sys_Error(Defines.ERR_DROP, "R_BuildLightMap called for non-lit surface");
-
- smax = (surf.extents[0] >> 4) + 1;
- tmax = (surf.extents[1] >> 4) + 1;
- size = smax * tmax;
- if (size > ((s_blocklights.length * Defines.SIZE_OF_FLOAT) >> 4) )
- ri.Sys_Error(Defines.ERR_DROP, "Bad s_blocklights size");
-
- try {
- // set to full bright if no light data
- if (surf.samples == null)
- {
- int maps;
-
- for (i=0 ; i<size*3 ; i++)
- s_blocklights[i] = 255;
-
- for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255; maps++)
- {
- style = r_newrefdef.lightstyles[surf.styles[maps] & 0xFF];
- }
- // goto store;
- throw new longjmpException();
- }
-
- // count the # of maps
- for ( nummaps = 0 ; nummaps < Defines.MAXLIGHTMAPS && surf.styles[nummaps] != (byte)255 ;
- nummaps++)
- ;
-
- lightmap = surf.samples;
- int lightmapIndex = 0;
-
- // add all the lightmaps
- if ( nummaps == 1 )
- {
- int maps;
-
- for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ;
- maps++)
- {
- bl = s_blocklights;
- int blp = 0;
-
- for (i=0 ; i<3 ; i++)
- scale[i] = gl_modulate.value * r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i];
-
- if ( scale[0] == 1.0F &&
- scale[1] == 1.0F &&
- scale[2] == 1.0F )
- {
- for (i=0 ; i<size ; i++)
- {
- bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF;
- bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF;
- bl[blp++] = lightmap.get(lightmapIndex++) & 0xFF;
- }
- }
- else
- {
- for (i=0 ; i<size ; i++)
- {
- bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[0];
- bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[1];
- bl[blp++] = (lightmap.get(lightmapIndex++) & 0xFF) * scale[2];
- }
- }
- //lightmap += size*3; // skip to next lightmap
- }
- }
- else
- {
- int maps;
-
- // memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 );
-
- Arrays.fill(s_blocklights, 0, size * 3, 0.0f);
-
- for (maps = 0 ; maps < Defines.MAXLIGHTMAPS && surf.styles[maps] != (byte)255 ;
- maps++)
- {
- bl = s_blocklights;
- int blp = 0;
-
- for (i=0 ; i<3 ; i++)
- scale[i] = gl_modulate.value*r_newrefdef.lightstyles[surf.styles[maps] & 0xFF].rgb[i];
-
- if ( scale[0] == 1.0F &&
- scale[1] == 1.0F &&
- scale[2] == 1.0F )
- {
- for (i=0 ; i<size ; i++)
- {
- bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF;
- bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF;
- bl[blp++] += lightmap.get(lightmapIndex++) & 0xFF;
- }
- }
- else
- {
- for (i=0 ; i<size ; i++)
- {
- bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[0];
- bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[1];
- bl[blp++] += (lightmap.get(lightmapIndex++) & 0xFF) * scale[2];
- }
- }
- //lightmap += size*3; // skip to next lightmap
- }
- }
-
- // add all the dynamic lights
- if (surf.dlightframe == r_framecount)
- R_AddDynamicLights(surf);
-
- // label store:
- } catch (longjmpException store) {}
-
- // put into texture format
- stride -= smax;
- bl = s_blocklights;
- int blp = 0;
-
- monolightmap = gl_monolightmap.string.charAt(0);
-
- int destp = 0;
-
- if ( monolightmap == '0' )
- {
- for (i=0 ; i<tmax ; i++, destp += stride)
- {
- //dest.position(destp);
-
- for (j=0 ; j<smax ; j++)
- {
-
- r = (int)bl[blp++];
- g = (int)bl[blp++];
- b = (int)bl[blp++];
-
- // catch negative lights
- if (r < 0)
- r = 0;
- if (g < 0)
- g = 0;
- if (b < 0)
- b = 0;
-
- /*
- ** determine the brightest of the three color components
- */
- if (r > g)
- max = r;
- else
- max = g;
- if (b > max)
- max = b;
-
- /*
- ** alpha is ONLY used for the mono lightmap case. For this reason
- ** we set it to the brightest of the color components so that
- ** things don't get too dim.
- */
- a = max;
-
- /*
- ** rescale all the color components if the intensity of the greatest
- ** channel exceeds 1.0
- */
- if (max > 255)
- {
- float t = 255.0F / max;
-
- r = (int)(r*t);
- g = (int)(g*t);
- b = (int)(b*t);
- a = (int)(a*t);
- }
- r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF;
- dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | (r << 0));
- }
- }
- }
- else
- {
- for (i=0 ; i<tmax ; i++, destp += stride)
- {
- //dest.position(destp);
-
- for (j=0 ; j<smax ; j++)
- {
-
- r = (int) bl[blp++];
- g = (int) bl[blp++];
- b = (int) bl[blp++];
-
- // catch negative lights
- if (r < 0)
- r = 0;
- if (g < 0)
- g = 0;
- if (b < 0)
- b = 0;
-
- /*
- ** determine the brightest of the three color components
- */
- if (r > g)
- max = r;
- else
- max = g;
- if (b > max)
- max = b;
-
- /*
- ** alpha is ONLY used for the mono lightmap case. For this reason
- ** we set it to the brightest of the color components so that
- ** things don't get too dim.
- */
- a = max;
-
- /*
- ** rescale all the color components if the intensity of the greatest
- ** channel exceeds 1.0
- */
- if (max > 255)
- {
- float t = 255.0F / max;
-
- r = (int)(r*t);
- g = (int)(g*t);
- b = (int)(b*t);
- a = (int)(a*t);
- }
-
- /*
- ** So if we are doing alpha lightmaps we need to set the R, G, and B
- ** components to 0 and we need to set alpha to 1-alpha.
- */
- switch ( monolightmap )
- {
- case 'L':
- case 'I':
- r = a;
- g = b = 0;
- break;
- case 'C':
- // try faking colored lighting
- a = 255 - ((r+g+b)/3);
- r *= a/255.0f;
- g *= a/255.0f;
- b *= a/255.0f;
- break;
- case 'A':
- default:
- r = g = b = 0;
- a = 255 - a;
- break;
- }
- r &= 0xFF; g &= 0xFF; b &= 0xFF; a &= 0xFF;
- dest.put(destp++, (a << 24) | (b << 16) | (g << 8) | (r << 0));
- }
- }
- }
- }
-
-}