mirror of
https://github.com/blendogames/gravitybone.git
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413 lines
9.7 KiB
C
413 lines
9.7 KiB
C
/*
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Copyright (C) 1997-2001 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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// r_warp.c -- sky and water polygons
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#include "r_local.h"
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extern model_t *loadmodel;
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msurface_t *warpface;
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#define SUBDIVIDE_SIZE 64
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void 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] = 999999;
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maxs[0] = maxs[1] = maxs[2] = -999999;
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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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{
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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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void SubdividePolygon (int numverts, float *verts)
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{
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int i, j, k;
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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 f, b;
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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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vec3_t total;
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float total_s, total_t;
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if (numverts > 60)
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VID_Error (ERR_DROP, "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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{
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m = (mins[i] + maxs[i]) * 0.5;
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m = SUBDIVIDE_SIZE * floor (m/SUBDIVIDE_SIZE + 0.5);
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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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f = b = 0;
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v = verts;
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for (j=0; j<numverts; j++, v+= 3)
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{
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if (dist[j] >= 0)
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{
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VectorCopy (v, front[f]);
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f++;
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}
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if (dist[j] <= 0)
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{
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VectorCopy (v, back[b]);
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b++;
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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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{
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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[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
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f++;
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b++;
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}
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}
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SubdividePolygon (f, front[0]);
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SubdividePolygon (b, back[0]);
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return;
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}
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// add a point in the center to help keep warp valid
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poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * VERTEXSIZE*sizeof(float));
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poly->next = warpface->polys;
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warpface->polys = poly;
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poly->numverts = numverts+2;
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VectorClear (total);
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total_s = 0;
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total_t = 0;
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for (i=0; i<numverts; i++, verts+= 3)
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{
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VectorCopy (verts, poly->verts[i+1]);
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s = DotProduct (verts, warpface->texinfo->vecs[0]);
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t = DotProduct (verts, warpface->texinfo->vecs[1]);
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total_s += s;
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total_t += t;
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VectorAdd (total, verts, total);
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poly->verts[i+1][3] = s;
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poly->verts[i+1][4] = t;
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}
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VectorScale (total, (1.0/numverts), poly->verts[0]);
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poly->verts[0][3] = total_s/numverts;
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poly->verts[0][4] = total_t/numverts;
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// copy first vertex to last
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memcpy (poly->verts[i+1], poly->verts[1], sizeof(poly->verts[0]));
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}
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/*
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================
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R_SubdivideSurface
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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent warps
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can be done reasonably.
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================
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*/
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void R_SubdivideSurface (msurface_t *fa)
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{
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vec3_t verts[64];
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int numverts;
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int i;
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int lindex;
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float *vec;
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warpface = fa;
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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<fa->numedges; i++)
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if (lindex > 0)
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vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
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else
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vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
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VectorCopy (vec, verts[numverts]);
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numverts++;
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}
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SubdividePolygon (numverts, verts[0]);
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}
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//=========================================================
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// speed up sin calculations - Ed
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float r_turbsin[] =
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{
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#include "warpsin.h"
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};
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#define TURBSCALE (256.0 / (2 * M_PI))
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// MrG - texture shader stuffs
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#define DST_SIZE 16
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unsigned int dst_texture = 0;
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/*
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===============
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CreateDSTTex
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Create the texture which warps texture shaders
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===============
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*/
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void CreateDSTTex (void)
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{
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char data[DST_SIZE][DST_SIZE][2];
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int x,y;
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for (x=0; x<DST_SIZE; x++)
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for (y=0; y<DST_SIZE; y++)
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{
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data[x][y][0]=rand()%255-128;
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data[x][y][1]=rand()%255-128;
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}
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qglGenTextures(1,&dst_texture);
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qglBindTexture(GL_TEXTURE_2D, dst_texture);
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qglTexImage2D(GL_TEXTURE_2D, 0, GL_DSDT8_NV, DST_SIZE, DST_SIZE, 0, GL_DSDT_NV,
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GL_BYTE, data);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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//end MrG
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/*
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===============
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R_InitDSTTex
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Resets the texture which warps texture shaders.
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Needed after a vid_restart.
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===============
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*/
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void R_InitDSTTex (void)
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{
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dst_texture = 0;
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CreateDSTTex();
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}
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image_t *R_TextureAnimationNew (msurface_t *surf);
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/*
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=============
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R_EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain.
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added Psychospaz's lightmaps on alpha surfaces
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=============
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*/
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void R_EmitWaterPolys (msurface_t *fa, float alpha, qboolean light)
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{
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glpoly_t *p, *bp;
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float *v, s, t, os, ot, scroll;
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int i, baseindex;
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float rdt = r_newrefdef.time;
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vec3_t point;//, color;
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image_t *image;
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//MrG
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float dstscroll;
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float args[7] = {0,0.05,0,0,0.04,0,0};
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qboolean texShaderWarp = (gl_config.NV_texshaders && gl_config.multitexture && r_pixel_shader_warp->value);
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image = R_TextureAnimationNew (fa); // fa->texinfo->image
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// Psychospaz's lightmaps on alpha surfaces
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if (light) {
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GL_ShadeModel (GL_SMOOTH);
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if (!texShaderWarp)
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R_SetVertexOverbrights(true);
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}
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/*
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Texture Shader waterwarp
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Damn this looks fantastic
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WHY texture shaders? because I can!
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- MrG
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*/
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if (texShaderWarp)
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{
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GL_SelectTexture(0);
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GL_MBind(0, dst_texture);
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qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
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GL_EnableTexture(1);
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GL_MBind(1, image->texnum);
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qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
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qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
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qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
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qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]);
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// Psychospaz's lighting
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// use this so that the new water isnt so bright anymore
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// We wont bother check for the extensions availabiliy, as the hardware required
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// to make it this far definately supports this as well
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qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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qglEnable(GL_TEXTURE_SHADER_NV);
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dstscroll = -64 * ( (r_newrefdef.time*0.15) - (int)(r_newrefdef.time*0.15) );
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}
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else
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GL_Bind(image->texnum);
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// end MrG's changes
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if (fa->texinfo->flags & SURF_FLOWING)
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scroll = -64 * ( (r_newrefdef.time*0.5) - (int)(r_newrefdef.time*0.5) );
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else
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scroll = 0.0f;
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rb_vertex = rb_index = 0;
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for (bp=fa->polys; bp; bp=bp->next)
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{
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p = bp;
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RB_CheckArrayOverflow (GL_TRIANGLES, p->numverts, (p->numverts-2)*3);
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baseindex = rb_vertex;
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for (i=0, v=p->verts[0]; i<p->numverts; i++, v+=VERTEXSIZE)
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{
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os = v[3];
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ot = v[4];
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VectorCopy(v, point);
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/*if (texShaderWarp) {
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s = (os + scroll) / 64;
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t = ot / 64;
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}
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else {*/
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#if !id386
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s = os + r_turbsin[(int)((ot*0.125+rdt) * TURBSCALE) & 255];
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#else
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s = os + r_turbsin[Q_ftol( ((ot*0.125+rdt) * TURBSCALE) ) & 255];
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#endif
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s += scroll;
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s *= (1.0/64);
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#if !id386
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t = ot + r_turbsin[(int)((os*0.125+rdt) * TURBSCALE) & 255];
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#else
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t = ot + r_turbsin[Q_ftol( ((os*0.125+rdt) * TURBSCALE) ) & 255];
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#endif
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t *= (1.0/64);
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//}
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//=============== Water waves ========================
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if (r_waterwave->value > 0 && !(fa->texinfo->flags & SURF_FLOWING)
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&& fa->plane->normal[2] > 0
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&& fa->plane->normal[2] > fa->plane->normal[0]
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&& fa->plane->normal[2] > fa->plane->normal[1])
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{
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point[2] = v[2] + r_waterwave->value * sin(v[0]*0.025+rdt) * sin(v[2]*0.05+rdt);
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}
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//=============== End water waves ====================
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if (light && p->vertexlight && p->vertexlightset)
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VA_SetElem4(colorArray[rb_vertex],
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(float)(p->vertexlight[i*3+0]*DIV255),
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(float)(p->vertexlight[i*3+1]*DIV255),
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(float)(p->vertexlight[i*3+2]*DIV255), alpha);
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else
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VA_SetElem4(colorArray[rb_vertex], gl_state.inverse_intensity, gl_state.inverse_intensity, gl_state.inverse_intensity, alpha);
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// MrG - texture shader waterwarp
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if (texShaderWarp) {
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VA_SetElem2(texCoordArray[0][rb_vertex], (v[3]+dstscroll)*0.015625, v[4]*0.015625);
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VA_SetElem2(texCoordArray[1][rb_vertex], s, t);
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}
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else
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VA_SetElem2(texCoordArray[0][rb_vertex], s, t);
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// end MrG
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VA_SetElem3(vertexArray[rb_vertex], point[0], point[1], point[2]);
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rb_vertex++;
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}
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for (i = 0; i < p->numverts-2; i++) {
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indexArray[rb_index++] = baseindex;
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indexArray[rb_index++] = baseindex+i+1;
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indexArray[rb_index++] = baseindex+i+2;
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}
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}
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RB_DrawArrays (GL_TRIANGLES);
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// MrG - texture shader waterwarp
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if (texShaderWarp)
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{
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GL_DisableTexture(1);
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qglDisable(GL_TEXTURE_SHADER_NV);
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qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // Psychospaz's lighting
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GL_SelectTexture(0);
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qglDisable(GL_TEXTURE_SHADER_NV);
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}
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// end MrG
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// Psychospaz's lightmaps on alpha surfaces
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if (light) {
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GL_ShadeModel (GL_FLAT);
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if (!texShaderWarp)
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R_SetVertexOverbrights(false);
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}
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RB_DrawMeshTris (GL_TRIANGLES, 1);
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}
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