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![Kevin Shanahan](/assets/img/avatar_default.png)
Create a new structure "brushmodel_t" which contains all the brush model specific parts of model_t and shrink model_t down to size. This makes the alias cache nice and small, so we can afford to have lots of slots by default. I expect I'll do something similar for separating alias and sprite model data too, but (hopefully!) the changes will be far less wide ranging. Lightly tested on a few maps, but there could still be bugs lurking... Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
450 lines
10 KiB
C
450 lines
10 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// gl_warp.c -- sky and water polygons
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#include <float.h>
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#include "console.h"
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#include "glquake.h"
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#include "model.h"
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#include "quakedef.h"
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#include "sys.h"
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#ifdef NQ_HACK
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#include "host.h"
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#endif
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static float speedscale; // for top sky and bottom sky
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static float speedscale2; // for sky alpha layer using multitexture
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static void
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BoundPoly(int numverts, float *verts, vec3_t mins, vec3_t maxs)
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{
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int i, j;
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float *v;
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mins[0] = mins[1] = mins[2] = FLT_MAX;
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maxs[0] = maxs[1] = maxs[2] = -FLT_MAX;
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v = verts;
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for (i = 0; i < numverts; i++)
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for (j = 0; j < 3; j++, v++) {
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if (*v < mins[j])
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mins[j] = *v;
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if (*v > maxs[j])
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maxs[j] = *v;
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}
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}
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static void
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SubdividePolygon(msurface_t *surf, int numverts, vec_t *verts,
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const char *hunkname)
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{
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int i, j, k, memsize;
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vec3_t mins, maxs;
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float m;
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float *v;
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vec3_t front[64], back[64];
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int front_count, back_count;
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float dist[64];
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float frac;
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glpoly_t *poly;
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float s, t;
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if (numverts > 60)
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Sys_Error("numverts = %i", numverts);
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BoundPoly(numverts, verts, mins, maxs);
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for (i = 0; i < 3; i++) {
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m = (mins[i] + maxs[i]) * 0.5;
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m = floor(m / gl_subdivide_size.value + 0.5);
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m *= gl_subdivide_size.value;
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if (maxs[i] - m < 8)
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continue;
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if (m - mins[i] < 8)
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continue;
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// cut it
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v = verts + i;
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for (j = 0; j < numverts; j++, v += 3)
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dist[j] = *v - m;
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// wrap cases
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dist[j] = dist[0];
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v -= i;
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VectorCopy(verts, v);
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front_count = back_count = 0;
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v = verts;
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for (j = 0; j < numverts; j++, v += 3) {
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if (dist[j] >= 0) {
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VectorCopy(v, front[front_count]);
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front_count++;
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}
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if (dist[j] <= 0) {
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VectorCopy(v, back[back_count]);
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back_count++;
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}
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if (dist[j] == 0 || dist[j + 1] == 0)
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continue;
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if ((dist[j] > 0) != (dist[j + 1] > 0)) {
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// clip point
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frac = dist[j] / (dist[j] - dist[j + 1]);
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for (k = 0; k < 3; k++)
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front[front_count][k] = back[back_count][k] =
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v[k] + frac * (v[3 + k] - v[k]);
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front_count++;
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back_count++;
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}
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}
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SubdividePolygon(surf, front_count, front[0], hunkname);
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SubdividePolygon(surf, back_count, back[0], hunkname);
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return;
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}
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memsize = sizeof(*poly) + numverts * sizeof(poly->verts[0]);
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poly = Hunk_AllocName(memsize, hunkname);
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poly->next = surf->polys;
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surf->polys = poly;
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poly->numverts = numverts;
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for (i = 0; i < numverts; i++, verts += 3) {
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VectorCopy(verts, poly->verts[i]);
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s = DotProduct(verts, surf->texinfo->vecs[0]);
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t = DotProduct(verts, surf->texinfo->vecs[1]);
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poly->verts[i][3] = s;
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poly->verts[i][4] = t;
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}
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}
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/*
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================
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GL_SubdivideSurface
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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent and sky warps
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can be done reasonably.
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================
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*/
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void
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GL_SubdivideSurface(brushmodel_t *brushmodel, msurface_t *surf)
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{
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const model_t *model = &brushmodel->model;
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char hunkname[HUNK_NAMELEN + 1];
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vec3_t verts[64]; /* FIXME!!! */
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int i, edge, numverts;
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vec_t *vert;
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COM_FileBase(model->name, hunkname, sizeof(hunkname));
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//
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// convert edges back to a normal polygon
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//
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numverts = 0;
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for (i = 0; i < surf->numedges; i++) {
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edge = brushmodel->surfedges[surf->firstedge + i];
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if (edge > 0)
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vert = brushmodel->vertexes[brushmodel->edges[edge].v[0]].position;
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else
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vert = brushmodel->vertexes[brushmodel->edges[-edge].v[1]].position;
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VectorCopy(vert, verts[numverts]);
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numverts++;
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}
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SubdividePolygon(surf, numverts, verts[0], hunkname);
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}
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//=========================================================
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// speed up sin calculations - Ed
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// FIXME - calculate this at (GL) starup
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float turbsin[256] = {
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#include "gl_warp_sin.h"
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};
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#define TURBSCALE (256.0 / (2 * M_PI))
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/*
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=============
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EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain
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=============
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*/
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void
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EmitWaterPolys(msurface_t *fa)
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{
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glpoly_t *p;
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float *v;
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int i;
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float s, t, os, ot;
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for (p = fa->polys; p; p = p->next) {
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glBegin(GL_POLYGON);
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for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
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os = v[3];
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ot = v[4];
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s = os + turbsin[(int)((ot * 0.125 + realtime) * TURBSCALE) & 255];
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s *= (1.0 / 64);
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t = ot + turbsin[(int)((os * 0.125 + realtime) * TURBSCALE) & 255];
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t *= (1.0 / 64);
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glTexCoord2f(s, t);
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glVertex3fv(v);
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}
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glEnd();
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}
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}
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/*
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=============
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EmitSkyPolys
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=============
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*/
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void
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EmitSkyPolys(msurface_t *fa)
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{
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glpoly_t *p;
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float *v;
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int i;
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float s, t;
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vec3_t dir;
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float length;
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for (p = fa->polys; p; p = p->next) {
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glBegin(GL_POLYGON);
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for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
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VectorSubtract(v, r_origin, dir);
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dir[2] *= 3; // flatten the sphere
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length = dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2];
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length = sqrt(length);
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length = 6 * 63 / length;
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dir[0] *= length;
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dir[1] *= length;
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s = (speedscale + dir[0]) * (1.0 / 128);
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t = (speedscale + dir[1]) * (1.0 / 128);
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glTexCoord2f(s, t);
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glVertex3fv(v);
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}
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glEnd();
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}
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}
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/*
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=================
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EmitSkyPolysMtex
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EXPERIMENTAL: use multitexture on sky...
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=================
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*/
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void
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EmitSkyPolysMtex(msurface_t *fa)
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{
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glpoly_t *p;
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float *v;
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int i;
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float s, t;
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vec3_t dir;
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float length;
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for (p = fa->polys; p; p = p->next) {
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glBegin(GL_POLYGON);
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for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
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VectorSubtract(v, r_origin, dir);
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dir[2] *= 3; // flatten the sphere
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length = DotProduct(dir, dir);
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length = sqrt(length);
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length = 6 * 63 / length;
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dir[0] *= length;
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dir[1] *= length;
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s = (speedscale + dir[0]) * (1.0 / 128);
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t = (speedscale + dir[1]) * (1.0 / 128);
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s, t);
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s = (speedscale2 + dir[0]) * (1.0 / 128);
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t = (speedscale2 + dir[1]) * (1.0 / 128);
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qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s, t);
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glVertex3fv(v);
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}
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glEnd();
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}
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}
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/*
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===============
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EmitBothSkyLayers
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Does a sky warp on the pre-fragmented glpoly_t chain
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This will be called for brushmodels, the world
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will have them chained together.
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===============
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*/
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void
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EmitBothSkyLayers(msurface_t *fa)
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{
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texture_t *t = fa->texinfo->texture;
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GL_DisableMultitexture();
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GL_Bind(t->gl_texturenum);
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speedscale = realtime * 8;
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speedscale -= (int)speedscale & ~127;
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EmitSkyPolys(fa);
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glEnable(GL_BLEND);
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GL_Bind(t->gl_texturenum_alpha);
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speedscale = realtime * 16;
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speedscale -= (int)speedscale & ~127;
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EmitSkyPolys(fa);
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glDisable(GL_BLEND);
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}
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/*
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=================
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R_DrawSkyChain
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=================
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*/
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void
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R_DrawSkyChain(msurface_t *s)
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{
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msurface_t *fa;
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texture_t *t = s->texinfo->texture;
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if (gl_mtexable) {
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GL_SelectTexture(GL_TEXTURE0_ARB);
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GL_Bind(t->gl_texturenum);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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GL_EnableMultitexture();
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GL_Bind(t->gl_texturenum_alpha);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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speedscale = realtime * 8;
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speedscale -= (int)speedscale & ~127;
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speedscale2 = realtime * 16;
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speedscale2 -= (int)speedscale2 & ~127;
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for (fa = s; fa; fa = fa->texturechain)
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EmitSkyPolysMtex(fa);
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GL_DisableMultitexture();
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} else {
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GL_DisableMultitexture();
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GL_Bind(t->gl_texturenum);
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speedscale = realtime * 8;
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speedscale -= (int)speedscale & ~127;
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for (fa = s; fa; fa = fa->texturechain)
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EmitSkyPolys(fa);
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glEnable(GL_BLEND);
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GL_Bind(t->gl_texturenum_alpha);
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speedscale = realtime * 16;
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speedscale -= (int)speedscale & ~127;
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for (fa = s; fa; fa = fa->texturechain)
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EmitSkyPolys(fa);
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glDisable(GL_BLEND);
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}
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}
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//===============================================================
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/*
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=============
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R_InitSky
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A sky texture is 256*128, with the right side being a masked overlay
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==============
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*/
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void
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R_InitSky(texture_t *mt)
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{
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int i, j, p;
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byte *src;
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unsigned trans[128 * 128];
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unsigned transpix;
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int r, g, b;
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unsigned *rgba;
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src = (byte *)mt + mt->offsets[0];
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// make an average value for the back to avoid
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// a fringe on the top level
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r = g = b = 0;
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for (i = 0; i < 128; i++)
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for (j = 0; j < 128; j++) {
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p = src[i * 256 + j + 128];
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rgba = &d_8to24table[p];
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trans[(i * 128) + j] = *rgba;
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r += ((byte *)rgba)[0];
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g += ((byte *)rgba)[1];
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b += ((byte *)rgba)[2];
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}
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((byte *)&transpix)[0] = r / (128 * 128);
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((byte *)&transpix)[1] = g / (128 * 128);
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((byte *)&transpix)[2] = b / (128 * 128);
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((byte *)&transpix)[3] = 0;
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// FIXME - move this to some init function
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glGenTextures(1, &mt->gl_texturenum);
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GL_Bind(mt->gl_texturenum);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, trans);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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for (i = 0; i < 128; i++)
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for (j = 0; j < 128; j++) {
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p = src[i * 256 + j];
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if (p == 0)
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trans[(i * 128) + j] = transpix;
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else
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trans[(i * 128) + j] = d_8to24table[p];
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}
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// FIXME - move this to an init function...
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glGenTextures(1, &mt->gl_texturenum_alpha);
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GL_Bind(mt->gl_texturenum_alpha);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, trans);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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