libretro-tyrquake/common/gl_warp.c
Kevin Shanahan 79b4a158cd gl: make some local variables/functions static in gl_warp.c
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
2012-10-28 16:56:29 +10:30

451 lines
9.7 KiB
C

/*
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.
*/
// gl_warp.c -- sky and water polygons
#include <float.h>
#include "console.h"
#include "gl_model.h"
#include "glquake.h"
#include "quakedef.h"
#include "sys.h"
#ifdef NQ_HACK
#include "host.h"
#endif
static float speedscale; // for top sky and bottom sky
static float speedscale2; // for sky alpha layer using multitexture
static msurface_t *warpface;
static void
BoundPoly(int numverts, float *verts, vec3_t mins, vec3_t maxs)
{
int i, j;
float *v;
mins[0] = mins[1] = mins[2] = FLT_MAX;
maxs[0] = maxs[1] = maxs[2] = -FLT_MAX;
v = verts;
for (i = 0; i < numverts; i++)
for (j = 0; j < 3; j++, v++) {
if (*v < mins[j])
mins[j] = *v;
if (*v > maxs[j])
maxs[j] = *v;
}
}
static void
SubdividePolygon(int numverts, float *verts)
{
int i, j, k;
vec3_t mins, maxs;
float m;
float *v;
vec3_t front[64], back[64];
int f, b;
float dist[64];
float frac;
glpoly_t *poly;
float s, t;
if (numverts > 60)
Sys_Error("numverts = %i", numverts);
BoundPoly(numverts, verts, mins, maxs);
for (i = 0; i < 3; i++) {
m = (mins[i] + maxs[i]) * 0.5;
m = gl_subdivide_size.value * floor(m / gl_subdivide_size.value +
0.5);
if (maxs[i] - m < 8)
continue;
if (m - mins[i] < 8)
continue;
// cut it
v = verts + i;
for (j = 0; j < numverts; j++, v += 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v -= i;
VectorCopy(verts, v);
f = b = 0;
v = verts;
for (j = 0; j < numverts; j++, v += 3) {
if (dist[j] >= 0) {
VectorCopy(v, front[f]);
f++;
}
if (dist[j] <= 0) {
VectorCopy(v, back[b]);
b++;
}
if (dist[j] == 0 || dist[j + 1] == 0)
continue;
if ((dist[j] > 0) != (dist[j + 1] > 0)) {
// clip point
frac = dist[j] / (dist[j] - dist[j + 1]);
for (k = 0; k < 3; k++)
front[f][k] = back[b][k] =
v[k] + frac * (v[3 + k] - v[k]);
f++;
b++;
}
}
SubdividePolygon(f, front[0]);
SubdividePolygon(b, back[0]);
return;
}
poly =
Hunk_Alloc(sizeof(glpoly_t) + numverts * VERTEXSIZE * sizeof(float));
poly->next = warpface->polys;
warpface->polys = poly;
poly->numverts = numverts;
for (i = 0; i < numverts; i++, verts += 3) {
VectorCopy(verts, poly->verts[i]);
s = DotProduct(verts, warpface->texinfo->vecs[0]);
t = DotProduct(verts, warpface->texinfo->vecs[1]);
poly->verts[i][3] = s;
poly->verts[i][4] = t;
}
}
/*
================
GL_SubdivideSurface
Breaks a polygon up along axial 64 unit
boundaries so that turbulent and sky warps
can be done reasonably.
================
*/
void
GL_SubdivideSurface(model_t *m, msurface_t *fa)
{
vec3_t verts[64];
int numverts;
int i;
int lindex;
float *vec;
warpface = fa;
//
// convert edges back to a normal polygon
//
numverts = 0;
for (i = 0; i < fa->numedges; i++) {
lindex = m->surfedges[fa->firstedge + i];
if (lindex > 0)
vec = m->vertexes[m->edges[lindex].v[0]].position;
else
vec = m->vertexes[m->edges[-lindex].v[1]].position;
VectorCopy(vec, verts[numverts]);
numverts++;
}
SubdividePolygon(numverts, verts[0]);
}
//=========================================================
// speed up sin calculations - Ed
// FIXME - calculate this at (GL) starup
float turbsin[256] = {
#include "gl_warp_sin.h"
};
#define TURBSCALE (256.0 / (2 * M_PI))
/*
=============
EmitWaterPolys
Does a water warp on the pre-fragmented glpoly_t chain
=============
*/
void
EmitWaterPolys(msurface_t *fa)
{
glpoly_t *p;
float *v;
int i;
float s, t, os, ot;
for (p = fa->polys; p; p = p->next) {
glBegin(GL_POLYGON);
for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
os = v[3];
ot = v[4];
s = os + turbsin[(int)((ot * 0.125 + realtime) * TURBSCALE) & 255];
s *= (1.0 / 64);
t = ot + turbsin[(int)((os * 0.125 + realtime) * TURBSCALE) & 255];
t *= (1.0 / 64);
glTexCoord2f(s, t);
glVertex3fv(v);
}
glEnd();
}
}
/*
=============
EmitSkyPolys
=============
*/
void
EmitSkyPolys(msurface_t *fa)
{
glpoly_t *p;
float *v;
int i;
float s, t;
vec3_t dir;
float length;
for (p = fa->polys; p; p = p->next) {
glBegin(GL_POLYGON);
for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
VectorSubtract(v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2];
length = sqrt(length);
length = 6 * 63 / length;
dir[0] *= length;
dir[1] *= length;
s = (speedscale + dir[0]) * (1.0 / 128);
t = (speedscale + dir[1]) * (1.0 / 128);
glTexCoord2f(s, t);
glVertex3fv(v);
}
glEnd();
}
}
/*
=================
EmitSkyPolysMtex
EXPERIMENTAL: use multitexture on sky...
=================
*/
void
EmitSkyPolysMtex(msurface_t *fa)
{
glpoly_t *p;
float *v;
int i;
float s, t;
vec3_t dir;
float length;
for (p = fa->polys; p; p = p->next) {
glBegin(GL_POLYGON);
for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
VectorSubtract(v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = DotProduct(dir, dir);
length = sqrt(length);
length = 6 * 63 / length;
dir[0] *= length;
dir[1] *= length;
s = (speedscale + dir[0]) * (1.0 / 128);
t = (speedscale + dir[1]) * (1.0 / 128);
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s, t);
s = (speedscale2 + dir[0]) * (1.0 / 128);
t = (speedscale2 + dir[1]) * (1.0 / 128);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s, t);
glVertex3fv(v);
}
glEnd();
}
}
/*
===============
EmitBothSkyLayers
Does a sky warp on the pre-fragmented glpoly_t chain
This will be called for brushmodels, the world
will have them chained together.
===============
*/
void
EmitBothSkyLayers(msurface_t *fa)
{
texture_t *t = fa->texinfo->texture;
GL_DisableMultitexture();
GL_Bind(t->gl_texturenum);
speedscale = realtime * 8;
speedscale -= (int)speedscale & ~127;
EmitSkyPolys(fa);
glEnable(GL_BLEND);
GL_Bind(t->gl_texturenum_alpha);
speedscale = realtime * 16;
speedscale -= (int)speedscale & ~127;
EmitSkyPolys(fa);
glDisable(GL_BLEND);
}
/*
=================
R_DrawSkyChain
=================
*/
void
R_DrawSkyChain(msurface_t *s)
{
msurface_t *fa;
texture_t *t = s->texinfo->texture;
if (gl_mtexable) {
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_EnableMultitexture();
GL_Bind(t->gl_texturenum_alpha);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
speedscale = realtime * 8;
speedscale -= (int)speedscale & ~127;
speedscale2 = realtime * 16;
speedscale2 -= (int)speedscale2 & ~127;
for (fa = s; fa; fa = fa->texturechain)
EmitSkyPolysMtex(fa);
GL_DisableMultitexture();
} else {
GL_DisableMultitexture();
GL_Bind(t->gl_texturenum);
speedscale = realtime * 8;
speedscale -= (int)speedscale & ~127;
for (fa = s; fa; fa = fa->texturechain)
EmitSkyPolys(fa);
glEnable(GL_BLEND);
GL_Bind(t->gl_texturenum_alpha);
speedscale = realtime * 16;
speedscale -= (int)speedscale & ~127;
for (fa = s; fa; fa = fa->texturechain)
EmitSkyPolys(fa);
glDisable(GL_BLEND);
}
}
//===============================================================
/*
=============
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
void
R_InitSky(texture_t *mt)
{
int i, j, p;
byte *src;
unsigned trans[128 * 128];
unsigned transpix;
int r, g, b;
unsigned *rgba;
src = (byte *)mt + mt->offsets[0];
// make an average value for the back to avoid
// a fringe on the top level
r = g = b = 0;
for (i = 0; i < 128; i++)
for (j = 0; j < 128; j++) {
p = src[i * 256 + j + 128];
rgba = &d_8to24table[p];
trans[(i * 128) + j] = *rgba;
r += ((byte *)rgba)[0];
g += ((byte *)rgba)[1];
b += ((byte *)rgba)[2];
}
((byte *)&transpix)[0] = r / (128 * 128);
((byte *)&transpix)[1] = g / (128 * 128);
((byte *)&transpix)[2] = b / (128 * 128);
((byte *)&transpix)[3] = 0;
// FIXME - move this to some init function
glGenTextures(1, &mt->gl_texturenum);
GL_Bind(mt->gl_texturenum);
glTexImage2D(GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA,
GL_UNSIGNED_BYTE, trans);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
for (i = 0; i < 128; i++)
for (j = 0; j < 128; j++) {
p = src[i * 256 + j];
if (p == 0)
trans[(i * 128) + j] = transpix;
else
trans[(i * 128) + j] = d_8to24table[p];
}
// FIXME - move this to an init function...
glGenTextures(1, &mt->gl_texturenum_alpha);
GL_Bind(mt->gl_texturenum_alpha);
glTexImage2D(GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA,
GL_UNSIGNED_BYTE, trans);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}