Files
Jedi-Academy/code/renderer/tr_lightmanager.cpp
2013-04-04 14:32:05 -07:00

944 lines
21 KiB
C++

/*
** tr_lightmanager.cpp
*/
#ifdef VV_LIGHTING
#include "../server/exe_headers.h"
#include "tr_local.h"
#include "tr_lightmanager.h"
#include "../win32/glw_win_dx8.h"
#include "../win32/win_lighteffects.h"
VVLightManager VVLightMan;
VVLightManager::VVLightManager()
{
}
void VVLightManager::RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
VVdlight_t *dl;
if ( !tr.registered ) {
return;
}
if ( num_dlights >= MAX_DLIGHTS ) {
return;
}
if ( intensity <= 0 ) {
return;
}
dl = &dlights[num_dlights++];
VectorCopy (org, dl->origin);
dl->type = LT_POINT;
dl->radius = intensity;// * 5.0f;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
void VVLightManager::RE_AddLightToScene( VVdlight_t *light )
{
VVdlight_t *dl;
if ( !tr.registered ) {
return;
}
if( num_dlights >= MAX_DLIGHTS ) {
return;
}
dl = &dlights[num_dlights++];
VectorCopy(light->origin, dl->origin);
VectorCopy(light->direction, dl->direction);
VectorCopy(light->color, dl->color);
dl->attenuation = light->attenuation;
dl->type = light->type;
dl->radius = light->radius;
}
//void VVLightManager::RE_AddStaticLightToScene( VVslight_t *light )
//{
// VVslight_t *sl;
//
// if( !tr.registered ) {
// return;
// }
//
// if( num_slights >= MAX_NUM_STATIC_LIGHTS ) {
// return;
// }
//
// sl = &slights[num_slights++];
//
// VectorCopy(light->origin, sl->origin);
// VectorCopy(light->color, sl->color);
// sl->radius = light->radius;// * 2.0f;
//}
void VVLightManager::R_TransformDlights( orientationr_t *orient) {
int i;
vec3_t temp;
VVdlight_t *dl;
for ( i = 0 ; i < num_dlights ; i++ ) {
dl = &dlights[i];
VectorSubtract( dl->origin, orient->origin, temp );
dl->transformed[0] = DotProduct( temp, orient->axis[0] );
dl->transformed[1] = DotProduct( temp, orient->axis[1] );
dl->transformed[2] = DotProduct( temp, orient->axis[2] );
}
}
/*
=============
R_DlightBmodel
Determine which dynamic lights may effect this bmodel
=============
*/
void VVLightManager::R_DlightBmodel( bmodel_t *bmodel, qboolean NoLight ) {
int i, j;
VVdlight_t *dl;
int mask;
msurface_t *surf;
mask = 0;
// transform all the lights
R_TransformDlights( &tr.or );
if (!NoLight)
{
for ( i=0 ; i<num_dlights ; i++ ) {
dl = &dlights[i];
// see if the point is close enough to the bounds to matter
for ( j = 0 ; j < 3 ; j++ ) {
if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
break;
}
if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
break;
}
}
// Directional lights are always considered (MATT - change that?)
if ( j < 3 && dl->type != LT_DIRECTIONAL ) {
continue;
}
// we need to check this light
mask |= 1 << i;
}
}
tr.currentEntity->needDlights = (mask != 0);
// set the dlight bits in all the surfaces
for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
surf = bmodel->firstSurface + i;
if ( *surf->data == SF_FACE ) {
((srfSurfaceFace_t *)surf->data)->dlightBits = mask;
} else if ( *surf->data == SF_GRID ) {
((srfGridMesh_t *)surf->data)->dlightBits = mask;
} else if ( *surf->data == SF_TRIANGLES ) {
((srfTriangles_t *)surf->data)->dlightBits = mask;
}
}
}
int VVLightManager::R_DlightFace( srfSurfaceFace_t *face, int dlightBits ) {
float d;
int i;
VVdlight_t *dl;
for ( i = 0 ; i < num_dlights ; i++ ) {
/*if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
}*/
dlightBits |= (1 << i);
dl = &dlights[i];
d = DotProduct( dl->origin, face->plane.normal ) - face->plane.dist;
// Directional lights are always considered (MATT - change that?)
if ( d < -dl->radius || d > dl->radius ) {
// dlight doesn't reach the plane
dlightBits &= ~( 1 << i );
}
}
if ( !dlightBits ) {
tr.pc.c_dlightSurfacesCulled++;
}
face->dlightBits = dlightBits;
return dlightBits;
}
//void VVLightManager::R_SlightFace( srfSurfaceFace_t *face ) {
// float d;
// int i, count = 0;
// VVslight_t *sl;
//
// for ( i = 0; i < num_slights; i++ ) {
//
// if(count > MAX_STATIC_LIGHTS_SURFACE - 1)
// break;
//
// sl = &slights[i];
// d = DotProduct( sl->origin, face->plane.normal ) - face->plane.dist;
//
// if ( d > -sl->radius && d < sl->radius ) {
// face->slightBits[count++] = i;
// }
// }
//}
int VVLightManager::R_DlightGrid( srfGridMesh_t *grid, int dlightBits ) {
int i;
VVdlight_t *dl;
for ( i = 0 ; i < num_dlights ; i++ ) {
if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
}
dl = &dlights[i];
// Directional lights are always considered (MATT - change that?)
if (( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
|| dl->origin[0] + dl->radius < grid->meshBounds[0][0]
|| dl->origin[1] - dl->radius > grid->meshBounds[1][1]
|| dl->origin[1] + dl->radius < grid->meshBounds[0][1]
|| dl->origin[2] - dl->radius > grid->meshBounds[1][2]
|| dl->origin[2] + dl->radius < grid->meshBounds[0][2] )
&& dl->type != LT_DIRECTIONAL ) {
// dlight doesn't reach the bounds
dlightBits &= ~( 1 << i );
}
dlightBits |= (1 << i );
}
if ( !dlightBits ) {
tr.pc.c_dlightSurfacesCulled++;
}
grid->dlightBits = dlightBits;
return dlightBits;
}
//void VVLightManager::R_SlightGrid( srfGridMesh_t *grid ) {
// int i, count = 0;
// VVslight_t *sl;
//
// for ( i = 0 ; i < num_slights ; i++ ) {
//
// if(count > MAX_STATIC_LIGHTS_SURFACE - 1)
// break;
//
// sl = &slights[i];
//
// if ( sl->origin[0] - sl->radius > grid->meshBounds[1][0]
// || sl->origin[0] + sl->radius < grid->meshBounds[0][0]
// || sl->origin[1] - sl->radius > grid->meshBounds[1][1]
// || sl->origin[1] + sl->radius < grid->meshBounds[0][1]
// || sl->origin[2] - sl->radius > grid->meshBounds[1][2]
// || sl->origin[2] + sl->radius < grid->meshBounds[0][2] ) {
// // slight doesn't reach the bounds
// }
// else
// {
// grid->slightBits[count++]= i;
// }
// }
//}
int VVLightManager::R_DlightTrisurf( srfTriangles_t *surf, int dlightBits ) {
// FIXME: more dlight culling to trisurfs...
surf->dlightBits = dlightBits;
return dlightBits;
}
//void VVLightManager::R_SlightTrisurf( srfTriangles_t *surf ) {
// /*int i;
//
// for( i = 0; i < num_slights; i++ )
// {
// slightBits[i] = 1;
// }*/
//}
/*
====================
R_DlightSurface
The given surface is going to be drawn, and it touches a leaf
that is touched by one or more dlights, so try to throw out
more dlights if possible.
====================
*/
int VVLightManager::R_DlightSurface( msurface_t *surf, int dlightBits ) {
if ( *surf->data == SF_FACE ) {
dlightBits = VVLightManager::R_DlightFace( (srfSurfaceFace_t *)surf->data, dlightBits );
} else if ( *surf->data == SF_GRID ) {
dlightBits = VVLightManager::R_DlightGrid( (srfGridMesh_t *)surf->data, dlightBits );
} else if ( *surf->data == SF_TRIANGLES ) {
dlightBits = VVLightManager::R_DlightTrisurf( (srfTriangles_t *)surf->data, dlightBits );
} else {
dlightBits = 0;
}
if ( dlightBits ) {
tr.pc.c_dlightSurfaces++;
}
return dlightBits;
}
/*
=================
R_SetupEntityLighting
Calculates all the lighting values that will be used
by the Calc_* functions
=================
*/
#define DLIGHT_AT_RADIUS 16
#define DLIGHT_MINIMUM_RADIUS 16
void VVLightManager::R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
int i;
VVdlight_t *dl;
vec3_t dir;
float d;
vec3_t lightDir;
vec3_t shadowLightDir;
vec3_t lightOrigin;
float power;
// lighting calculations
if ( ent->lightingCalculated ) {
return;
}
ent->lightingCalculated = qtrue;
ent->dlightBits = 0;
//
// trace a sample point down to find ambient light
//
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// seperate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );
} else {
VectorCopy( ent->e.origin, lightOrigin );
}
// if NOWORLDMODEL, only use dynamic lights (menu system, etc)
if ( !(refdef->rdflags & RDF_NOWORLDMODEL )
&& tr.world->lightGridData ) {
R_SetupEntityLightingGrid( ent );
} else {
ent->ambientLight[0] = ent->ambientLight[1] =
ent->ambientLight[2] = tr.identityLight * 150;
ent->directedLight[0] = ent->directedLight[1] =
ent->directedLight[2] = tr.identityLight * 150;
// BTO - Fix for UI model rendering. tr.sunDirection is invalid
// pick an arbitrary light direction
// VectorCopy( tr.sunDirection, ent->lightDir );
ent->lightDir[0] = ent->lightDir[1] = 0.0f;
ent->lightDir[2] = 1.0f;
}
// bonus items and view weapons have a fixed minimum add
if ( ent->e.renderfx & RF_MORELIGHT ) {
ent->ambientLight[0] += tr.identityLight * 96;
ent->ambientLight[1] += tr.identityLight * 96;
ent->ambientLight[2] += tr.identityLight * 96;
}
else {
// give everything a minimum light add
ent->ambientLight[0] += tr.identityLight * 32;
ent->ambientLight[1] += tr.identityLight * 32;
ent->ambientLight[2] += tr.identityLight * 32;
}
//
// modify the light by dynamic lights
//
d = VectorLength( ent->directedLight );
VectorScale( ent->lightDir, d, lightDir );
VectorScale( ent->lightDir, d, shadowLightDir );
for ( i = 0 ; i < num_dlights ; i++ ) {
dl = &dlights[i];
VectorSubtract( dl->origin, lightOrigin, dir );
d = VectorNormalize( dir );
if( d <= dl->radius )
{
ent->dlightBits |= (1 << i);
ent->needDlights = qtrue;
}
power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
if ( d < DLIGHT_MINIMUM_RADIUS ) {
d = DLIGHT_MINIMUM_RADIUS;
}
d = power / ( d * d );
VectorMA( shadowLightDir, d, dir, shadowLightDir );
}
// clamp
for ( i = 0 ; i < 3 ; i++ ) {
if ( ent->ambientLight[i] > tr.identityLightByte ) {
ent->ambientLight[i] = tr.identityLightByte;
}
if ( ent->directedLight[i] > tr.identityLightByte ) {
ent->directedLight[i] = tr.identityLightByte;
}
}
// save out the byte packet version
((byte *)&ent->ambientLightInt)[0] = myftol( ent->ambientLight[0] );
((byte *)&ent->ambientLightInt)[1] = myftol( ent->ambientLight[1] );
((byte *)&ent->ambientLightInt)[2] = myftol( ent->ambientLight[2] );
((byte *)&ent->ambientLightInt)[3] = 0xff;
// transform the direction to local space
VectorNormalize( lightDir );
VectorNormalize( shadowLightDir );
ent->shadowDir[0] = DotProduct( shadowLightDir, ent->e.axis[0] );
ent->shadowDir[1] = DotProduct( shadowLightDir, ent->e.axis[1] );
ent->shadowDir[2] = DotProduct( shadowLightDir, ent->e.axis[2] );
ent->lightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
ent->lightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
ent->lightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
}
inline void Short2Float(float *f, const short *s)
{
*f = ((float)*s);
}
void VVLightManager::ShortToVec3(const short in[3], vec3_t &out)
{
Short2Float(&out[0], &in[0]);
Short2Float(&out[1], &in[1]);
Short2Float(&out[2], &in[2]);
}
int VVLightManager::BoxOnPlaneSide (const short emins[3], const short emaxs[3], struct cplane_s *p)
{
vec3_t mins;
vec3_t maxs;
ShortToVec3(emins, mins);
ShortToVec3(emaxs, maxs);
return ::BoxOnPlaneSide(mins, maxs, &tr.viewParms.frustum[0]);
}
void VVLightManager::R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits ) {
do {
int newDlights[2];
// if the node wasn't marked as potentially visible, exit
if (node->visframe != tr.visCount) {
return;
}
// if the bounding volume is outside the frustum, nothing
// inside can be visible OPTIMIZE: don't do this all the way to leafs?
if ( !r_nocull->integer ) {
int r;
if ( planeBits & 1 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~1; // all descendants will also be in front
}
}
if ( planeBits & 2 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~2; // all descendants will also be in front
}
}
if ( planeBits & 4 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~4; // all descendants will also be in front
}
}
if ( planeBits & 8 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~8; // all descendants will also be in front
}
}
}
if ( node->contents != -1 ) {
break;
}
// node is just a decision point, so go down both sides
// since we don't care about sort orders, just go positive to negative
// determine which dlights are needed
newDlights[0] = 0;
newDlights[1] = 0;
if ( dlightBits ) {
int i;
for ( i = 0 ; i < num_dlights ; i++ ) {
VVdlight_t *dl;
float dist;
if ( dlightBits & ( 1 << i ) ) {
dl = &dlights[i];
dist = DotProduct( dl->origin,
tr.world->planes[node->planeNum].normal ) -
tr.world->planes[node->planeNum].dist;
if ( dist > -dl->radius ) {
newDlights[0] |= ( 1 << i );
}
if ( dist < dl->radius ) {
newDlights[1] |= ( 1 << i );
}
}
}
}
// recurse down the children, front side first
R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0] );
// tail recurse
node = node->children[1];
dlightBits = newDlights[1];
} while ( 1 );
{
// leaf node, so add mark surfaces
int c;
msurface_t *surf, **mark;
mleaf_s *leaf;
tr.pc.c_leafs++;
// add to z buffer bounds
if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
tr.viewParms.visBounds[0][0] = node->mins[0];
}
if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) {
tr.viewParms.visBounds[0][1] = node->mins[1];
}
if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) {
tr.viewParms.visBounds[0][2] = node->mins[2];
}
if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) {
tr.viewParms.visBounds[1][0] = node->maxs[0];
}
if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) {
tr.viewParms.visBounds[1][1] = node->maxs[1];
}
if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) {
tr.viewParms.visBounds[1][2] = node->maxs[2];
}
// add the individual surfaces
leaf = (mleaf_s*)node;
mark = tr.world->marksurfaces + leaf->firstMarkSurfNum;
c = leaf->nummarksurfaces;
while (c--) {
// the surface may have already been added if it
// spans multiple leafs
surf = *mark;
#ifdef _XBOX
// MATT! - this is a temp hack until bspthing starts parsing flares
if(surf->data)
#endif
R_AddWorldSurface( surf, dlightBits );
mark++;
}
}
}
void VVLightManager::RB_CalcDiffuseColorWorld()
{
trRefEntity_t *ent;
VVdlight_t *dl;
if(!num_dlights)
return;
ent = backEnd.currentEntity;
for(int i = 0, l = 0; i < num_dlights; i++)
{
if ( ( tess.dlightBits & ( 1 << i ) ) )
{
qglEnable(GL_LIGHTING);
dl = &dlights[i];
vec3_t newColor;
newColor[0] = dl->color[0] * 255.0f;
newColor[1] = dl->color[1] * 255.0f;
newColor[2] = dl->color[2] * 255.0f;
qglLightfv(l, GL_DIFFUSE, newColor);
/* vec3_t ambient;
ambient[0] = ambient[1] = ambient[2] = 128;
qglLightfv(l, GL_AMBIENT, ambient);//ent->ambientLight);*/
if(dl->type == LT_POINT) {
qglLightfv(l, GL_SPOT_CUTOFF, &dl->radius);
qglLightfv(l, GL_POSITION, dl->origin);
} else if(dl->type == LT_DIRECTIONAL) {
qglLightfv(l, GL_SPOT_DIRECTION, dl->direction);
}
l++;
}
}
float color[4];
color[0] = 255;
color[1] = 255;
color[2] = 255;
color[3] = 255;
qglMaterialfv( GL_FRONT, GL_AMBIENT, color );
}
void VVLightManager::RB_CalcDiffuseColor( DWORD *colors )
{
trRefEntity_t *ent;
ent = backEnd.currentEntity;
// Make sure to turn lighting on....
qglEnable(GL_LIGHTING);
qglLightfv(0, GL_AMBIENT, ent->ambientLight);
qglLightfv(0, GL_DIFFUSE, ent->directedLight);
VectorNormalize(ent->lightDir);
vec3_t vLight;
vLight[0] = DotProduct( ent->lightDir, ent->e.axis[0] );
vLight[1] = DotProduct( ent->lightDir, ent->e.axis[1] );
vLight[2] = DotProduct( ent->lightDir, ent->e.axis[2] );
if(VectorLengthSquared(vLight) <= 0.0001f)
{
vLight[0] = 0.0f;
vLight[1] = 1.0f;
vLight[2] = 0.0f;
}
qglLightfv(0, GL_SPOT_DIRECTION, vLight);
memset(colors, 0xffffffff, sizeof(DWORD) * tess.numVertexes);
}
void VVLightManager::RB_CalcDiffuseEntityColor( DWORD *colors )
{
if ( !backEnd.currentEntity )
{//error, use the normal lighting
RB_CalcDiffuseColor(colors);
}
trRefEntity_t *ent;
ent = backEnd.currentEntity;
// Make sure to turn lighting on....
qglEnable(GL_LIGHTING);
// Modulate ambient by entity color:
vec3_t ambient;
ambient[0] = ent->ambientLight[0] * (ent->e.shaderRGBA[0]/255.0);
ambient[1] = ent->ambientLight[1] * (ent->e.shaderRGBA[1]/255.0);
ambient[2] = ent->ambientLight[2] * (ent->e.shaderRGBA[2]/255.0);
qglLightfv(0, GL_AMBIENT, ambient);
qglLightfv(0, GL_DIFFUSE, ent->directedLight);
VectorNormalize(ent->lightDir);
vec3_t vLight;
vLight[0] = DotProduct( ent->lightDir, ent->e.axis[0] );
vLight[1] = DotProduct( ent->lightDir, ent->e.axis[1] );
vLight[2] = DotProduct( ent->lightDir, ent->e.axis[2] );
if(VectorLengthSquared(vLight) <= 0.0001f)
{
vLight[0] = 0.0f;
vLight[1] = 1.0f;
vLight[2] = 0.0f;
}
qglLightfv(0, GL_SPOT_DIRECTION, vLight);
DWORD color = D3DCOLOR_RGBA(backEnd.currentEntity->e.shaderRGBA[0],
backEnd.currentEntity->e.shaderRGBA[1],
backEnd.currentEntity->e.shaderRGBA[2],
backEnd.currentEntity->e.shaderRGBA[3]);
for(int i = 0; i < tess.numVertexes; i++)
{
colors[i] = color;
}
}
//void R_LoadLevelLightdef(const char *filename)
//{
// const char *text;
// const char *curText;
// char *token;
// VVslight_t light;
//
// VVLightMan.num_slights = 0;
//
// if ( ri.FS_ReadFile( filename, (void**)&curText ) <= 0 )
// {
// ri.Printf( PRINT_WARNING, "WARNING: no lightdef file found\n" );
// return;
// }
//
// text = curText;
//
// while(1)
// {
// token = COM_ParseExt( &text, qtrue );
// if(!token[0])
// break;
//
// // Skip to the light's origin
// while(strcmp(token, "origin"))
// {
// token = COM_ParseExt( &text, qtrue );
// if(!token[0])
// break;
// }
//
// // Write the origin
// // X
// token = COM_ParseExt( &text, qtrue );
// if(!token[0])
// break;
// light.origin[0] = atof(token);
//
// // Y
// token = COM_ParseExt( &text, qtrue );
// if(!token[0])
// break;
// light.origin[1] = atof(token);
//
// // Z
// token = COM_ParseExt( &text, qtrue );
// if(!token[0])
// break;
// light.origin[2] = atof(token);
//
// // Skip to the light's range
// while(strcmp(token, "light"))
// {
// token = COM_ParseExt( &text, qtrue );
// if(!token[0])
// break;
// }
//
// // Write the light range
// token = COM_ParseExt( &text, qtrue );
// if(!token[0])
// break;
// light.radius = atof(token);
//
// // Default color for now
// light.color[0] = 1.0f;
// light.color[1] = 1.0f;
// light.color[2] = 1.0f;
//
// VVLightMan.RE_AddStaticLightToScene(&light);
// }
//
// ri.FS_FreeFile( (void*)curText );
//}
#define MAX_LIGHT_TABLE 55
static levelLightParm_t _levelLightParms[MAX_LIGHT_TABLE];
static bool isLightInit = false;
static void ClearLightParmTable(void)
{
memset(_levelLightParms, 0, sizeof(levelLightParm_t) * MAX_LIGHT_TABLE);
isLightInit = false;
}
/*
**
** R_GetLightParmsForLevel
**
*/
void R_GetLightParmsForLevel()
{
if(!isLightInit)
return;
char levelname[64];
COM_StripExtension(tr.world->baseName, levelname);
for(int i = 0; i < MAX_LIGHT_TABLE; i++)
{
if(Q_stricmp(COM_SkipPath(levelname), _levelLightParms[i].levelName) == 0)
{
if(VectorLength(_levelLightParms[i].sundir))
{
Cvar_SetValue("r_sundir_x", _levelLightParms[i].sundir[0]);
Cvar_SetValue("r_sundir_y", _levelLightParms[i].sundir[1]);
Cvar_SetValue("r_sundir_z", _levelLightParms[i].sundir[2]);
}
if(_levelLightParms[i].hdrEnable)
Cvar_Set("r_hdreffect", "1");
else
Cvar_Set("r_hdreffect", "0");
Cvar_SetValue("r_hdrbloom", _levelLightParms[i].hdrBloom);
Cvar_SetValue("r_hdrcutoff", _levelLightParms[i].hdrCutoff);
}
}
}
/*
**
** R_LoadLevelFogTable
**
*/
void R_LoadLevelLightParms()
{
const char *lightText;
const char *curText;
char *token;
int level = 0;
if ( FS_ReadFile( "shaders/lightparms.txt", (void**)&curText ) <= 0 )
{
Com_Printf( "WARNING: no light parms file found\n" );
return;
}
ClearLightParmTable();
lightText = curText;
while(1)
{
// Level name
token = COM_ParseExt( &lightText, qtrue );
if(!token[0])
break;
strcpy( _levelLightParms[level].levelName, token );
// Sun dir X
token = COM_ParseExt( &lightText, qtrue );
if(!token[0])
break;
_levelLightParms[level].sundir[0] = atof(token);
// Sun dir Y
token = COM_ParseExt( &lightText, qtrue );
if(!token[0])
break;
_levelLightParms[level].sundir[1] = atof(token);
// Sun dir Z
token = COM_ParseExt( &lightText, qtrue );
if(!token[0])
break;
_levelLightParms[level].sundir[2] = atof(token);
// HDR enable
token = COM_ParseExt( &lightText, qtrue );
if(!token[0])
break;
_levelLightParms[level].hdrEnable = atof(token);
// HDR bloom
token = COM_ParseExt( &lightText, qtrue );
if(!token[0])
break;
_levelLightParms[level].hdrBloom = atof(token);
// HDR cutoff
token = COM_ParseExt( &lightText, qtrue );
if(!token[0])
break;
_levelLightParms[level].hdrCutoff = atof(token);
level++;
if(level >= MAX_LIGHT_TABLE)
break;
}
isLightInit = true;
FS_FreeFile( (void*)curText );
}
#endif //VV_LIGHTING