mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
85a20a70c2
Removed legacy GL_NV_texture_shader water warp effect. Added r_subdivide_size cvar to control polygon subdivision of warp surfaces. Added preliminary support for warp lightmaps.
610 lines
18 KiB
C
610 lines
18 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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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; // size
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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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float lightmap_total_s, lightmap_total_t; // added for lightmaps
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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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m = r_subdivide_size->value * floor (m/r_subdivide_size->value + 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 = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * sizeof(mpolyvertex_t));
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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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// alloc vertex light fields
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/* size = poly->numverts*3*sizeof(byte);
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poly->vertexlight = Hunk_Alloc(size);
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poly->vertexlightbase = Hunk_Alloc(size);
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memset(poly->vertexlight, 0, size);
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memset(poly->vertexlightbase, 0, size); */
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poly->vertexlightset = false;
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VectorClear (total);
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total_s = total_t = 0;
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lightmap_total_s = lightmap_total_t = 0; // added for lightmaps
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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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VectorCopy (verts, poly->verts[i+1].xyz);
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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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poly->verts[i+1].texture_st[0] = s;
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poly->verts[i+1].texture_st[1] = t;
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// added for lightmaps
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if (warpface->isLightmapped)
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{
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s = DotProduct (verts, warpface->texinfo->vecs[0]) + warpface->texinfo->vecs[0][3];
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s -= warpface->texturemins[0];
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s += warpface->light_s*16;
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s += 8;
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s /= LM_BLOCK_WIDTH*16;
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t = DotProduct (verts, warpface->texinfo->vecs[1]) + warpface->texinfo->vecs[1][3];
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t -= warpface->texturemins[1];
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t += warpface->light_t*16;
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t += 8;
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t /= LM_BLOCK_HEIGHT*16;
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poly->verts[i+1].lightmap_st[0] = s;
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poly->verts[i+1].lightmap_st[1] = t;
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lightmap_total_s += s;
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lightmap_total_t += t;
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}
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}
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// VectorScale (total, (1.0/(float)numverts), poly->verts[0]);
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// VectorCopy(poly->verts[0], poly->center); // for vertex lighting
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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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VectorScale (total, (1.0/(float)numverts), poly->verts[0].xyz);
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VectorCopy(poly->verts[0].xyz, poly->center); // for vertex lighting
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poly->verts[0].texture_st[0] = total_s/numverts;
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poly->verts[0].texture_st[1] = total_t/numverts;
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// added for lightmaps
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if (warpface->isLightmapped)
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{
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poly->verts[0].lightmap_st[0] = lightmap_total_s/numverts;
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poly->verts[0].lightmap_st[1] = lightmap_total_t/numverts;
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}
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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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memcpy (&poly->verts[i+1], &poly->verts[1], sizeof(mpolyvertex_t));
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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 *surf)
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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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// clamp r_subdivide_size to a reasonable range
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if (!r_subdivide_size)
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r_subdivide_size = Cvar_Get("r_subdivide_size", "64", 0); // chop size for warp surfaces
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if ((r_subdivide_size->value < 64.0f) || (r_subdivide_size->value > 512.0f))
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Cvar_SetValue( "r_subdivide_size", 64);
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warpface = surf;
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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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{
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lindex = loadmodel->surfedges[surf->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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#if 0
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// MrG - texture shader stuffs
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#define DST_SIZE 16
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unsigned int dst_texture_NV, dst_texture_ARB;
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/*
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===============
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CreateDSTTex_NV
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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_NV (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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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_NV);
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qglBindTexture(GL_TEXTURE_2D, dst_texture_NV);
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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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/*
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===============
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CreateDSTTex_ARB
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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_ARB (void)
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{
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unsigned char dist[DST_SIZE][DST_SIZE][4];
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int x,y;
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srand(GetTickCount());
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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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dist[x][y][0] = rand()%255;
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dist[x][y][1] = rand()%255;
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dist[x][y][2] = rand()%48;
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dist[x][y][3] = rand()%48;
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}
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qglGenTextures(1,&dst_texture_ARB);
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qglBindTexture(GL_TEXTURE_2D, dst_texture_ARB);
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qglTexImage2D (GL_TEXTURE_2D, 0, 4, DST_SIZE, DST_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, dist);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglHint(GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
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qglTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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}
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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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// qglDeleteTextures(1, &dst_texture_NV);
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// qglDeleteTextures(1, &dst_texture_ARB);
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dst_texture_NV = 0;
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// dst_texture_ARB = 0;
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CreateDSTTex_NV ();
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// CreateDSTTex_ARB ();
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}
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//end MrG
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#endif
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image_t *R_TextureAnimation (msurface_t *surf);
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/*
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=============
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RB_RenderWarpSurface
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backend for R_DrawWarpSurface
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=============
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*/
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void RB_RenderWarpSurface (msurface_t *surf)
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{
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float args[7] = {0,0.05,0,0,0.04,0,0};
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float alpha = colorArray[0][3];
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image_t *image = R_TextureAnimation (surf);
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qboolean lightmapped = surf->isLightmapped && (r_worldmodel->bspFeatures & BSPF_WARPLIGHTMAPS);
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qboolean vertexLight = r_warp_lighting->integer && !lightmapped && !(surf->texinfo->flags & SURF_NOLIGHTENV);
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// qboolean texShaderWarpNV = glConfig.NV_texshaders && r_pixel_shader_warp->integer;
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qboolean texShaderWarpARB = glConfig.arb_fragment_program && r_pixel_shader_warp->integer;
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qboolean texShaderWarp = /*texShaderWarpNV ||*/ texShaderWarpARB;
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// if (texShaderWarpNV && texShaderWarpARB)
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// texShaderWarpARB = (r_pixel_shader_warp->integer == 1);
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if (rb_vertex == 0 || rb_index == 0) // nothing to render
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return;
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c_brush_calls++;
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// Psychospaz's vertex lighting
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if (vertexLight) {
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GL_ShadeModel (GL_SMOOTH);
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if (!texShaderWarp)
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R_SetVertexRGBScale (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 (texShaderWarpARB)
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{
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GL_SelectTexture(0);
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GL_MBind(0, image->texnum);
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if (lightmapped)
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{
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// GL_EnableTexture(1);
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if (r_fullbright->integer != 0)
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GL_MBind (1, glMedia.whitetexture->texnum);
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else
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GL_MBind (1, glState.lightmap_textures + surf->lightmaptexturenum);
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GL_EnableTexture(2);
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// GL_MBind(2, dst_texture_ARB);
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GL_MBind(2, glMedia.distTextureARB->texnum);
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GL_Enable (GL_FRAGMENT_PROGRAM_ARB);
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qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_PROG_WARP_LM]);
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qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, r_rgbscale->value, r_rgbscale->value, r_rgbscale->value, 1.0);
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}
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else
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{
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GL_EnableTexture(1);
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// GL_MBind(1, dst_texture_ARB);
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GL_MBind(1, glMedia.distTextureARB->texnum);
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GL_Enable (GL_FRAGMENT_PROGRAM_ARB);
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qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_PROG_WARP]);
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qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, r_rgbscale->value, r_rgbscale->value, r_rgbscale->value, 1.0);
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}
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}
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/* else if (texShaderWarpNV)
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{
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GL_SelectTexture(0);
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GL_MBind(0, dst_texture_NV);
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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 won't 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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if (light)
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qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
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GL_Enable (GL_TEXTURE_SHADER_NV);
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} */
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else
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{
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if (lightmapped)
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{
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GL_SelectTexture(0);
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GL_MBind(0, image->texnum);
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GL_EnableTexture(1);
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if (r_fullbright->integer != 0)
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GL_MBind (1, glMedia.whitetexture->texnum);
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else
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GL_MBind (1, glState.lightmap_textures + surf->lightmaptexturenum);
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}
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else
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GL_Bind(image->texnum);
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}
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RB_DrawArrays ();
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// MrG - texture shader waterwarp
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if (texShaderWarpARB)
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{
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if (lightmapped) {
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GL_SelectTexture(2);
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GL_Disable (GL_FRAGMENT_PROGRAM_ARB);
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GL_DisableTexture(2);
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}
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else {
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GL_Disable (GL_FRAGMENT_PROGRAM_ARB);
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GL_DisableTexture(1);
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GL_SelectTexture(0);
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}
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}
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/* else if (texShaderWarpNV)
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{
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GL_DisableTexture(1);
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if (light)
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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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GL_Disable (GL_TEXTURE_SHADER_NV);
|
|
} */
|
|
|
|
// Psychospaz's vertex lighting
|
|
if (vertexLight) {
|
|
GL_ShadeModel (GL_FLAT);
|
|
if (!texShaderWarp)
|
|
R_SetVertexRGBScale (false);
|
|
}
|
|
|
|
RB_DrawMeshTris ();
|
|
rb_vertex = rb_index = 0;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawWarpSurface
|
|
|
|
Does a water warp on the pre-fragmented glpoly_t chain.
|
|
added Psychospaz's lightmaps on alpha surfaces
|
|
=============
|
|
*/
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|
void R_DrawWarpSurface (msurface_t *surf, float alpha, qboolean render)
|
|
{
|
|
glpoly_t *p, *bp;
|
|
float s, t, scroll, dstscroll, rdt = r_newrefdef.time; // *v
|
|
float dstscroll_x, dstscroll_y;
|
|
mpolyvertex_t *v;
|
|
vec3_t point;
|
|
int i, texWidth, texHeight;
|
|
qboolean lightmapped = surf->isLightmapped && (r_worldmodel->bspFeatures & BSPF_WARPLIGHTMAPS);
|
|
qboolean vertexLight = r_warp_lighting->integer && !lightmapped && !r_fullbright->integer && !(surf->texinfo->flags & SURF_NOLIGHTENV);
|
|
/* qboolean texShaderNV = glConfig.NV_texshaders
|
|
&& ( (!glConfig.arb_fragment_program && r_pixel_shader_warp->integer)
|
|
|| (glConfig.arb_fragment_program && r_pixel_shader_warp->integer > 1) ); */
|
|
|
|
c_brush_surfs++;
|
|
|
|
texWidth = surf->texinfo->texWidth;
|
|
texHeight = surf->texinfo->texHeight;
|
|
|
|
dstscroll = -64 * ( (r_newrefdef.time*0.15) - (int)(r_newrefdef.time*0.15) );
|
|
dstscroll_x = 64 * sin (r_newrefdef.time * 0.08 * M_PI) * 0.45;
|
|
dstscroll_y = 64 * cos (r_newrefdef.time * 0.08 * M_PI) * 0.45;
|
|
|
|
if (surf->texinfo->flags & SURF_FLOWING)
|
|
scroll = -64 * ( (r_newrefdef.time*0.5) - (int)(r_newrefdef.time*0.5) );
|
|
else
|
|
scroll = 0.0f;
|
|
|
|
// rb_vertex = rb_index = 0;
|
|
for (bp = surf->polys; bp; bp = bp->next)
|
|
{
|
|
c_brush_polys += (bp->numverts-2);
|
|
p = bp;
|
|
if (RB_CheckArrayOverflow (p->numverts, (p->numverts-2)*3))
|
|
RB_RenderWarpSurface (surf);
|
|
for (i = 0; i < p->numverts-2; i++) {
|
|
indexArray[rb_index++] = rb_vertex;
|
|
indexArray[rb_index++] = rb_vertex+i+1;
|
|
indexArray[rb_index++] = rb_vertex+i+2;
|
|
}
|
|
// for (i=0, v=p->verts[0]; i<p->numverts; i++, v+=VERTEXSIZE)
|
|
for (i=0, v=&p->verts[0]; i<p->numverts; i++, v++)
|
|
{
|
|
#if !id386
|
|
// s = v[3] + r_turbsin[(int)((v[4]*0.125+rdt) * TURBSCALE) & 255];
|
|
// t = v[4] + r_turbsin[(int)((v[3]*0.125+rdt) * TURBSCALE) & 255];
|
|
s = v->texture_st[0] + r_turbsin[(int)((v->texture_st[1]*0.125+rdt) * TURBSCALE) & 255];
|
|
t = v->texture_st[1] + r_turbsin[(int)((v->texture_st[0]*0.125+rdt) * TURBSCALE) & 255];
|
|
#else
|
|
// s = v[3] + r_turbsin[Q_ftol( ((v[4]*0.125+rdt) * TURBSCALE) ) & 255];
|
|
// t = v[4] + r_turbsin[Q_ftol( ((v[3]*0.125+rdt) * TURBSCALE) ) & 255];
|
|
s = v->texture_st[0] + r_turbsin[Q_ftol( ((v->texture_st[1]*0.125+rdt) * TURBSCALE) ) & 255];
|
|
t = v->texture_st[1] + r_turbsin[Q_ftol( ((v->texture_st[0]*0.125+rdt) * TURBSCALE) ) & 255];
|
|
#endif
|
|
s += scroll;
|
|
// s *= DIV64;
|
|
// t *= DIV64;
|
|
s /= (float)texWidth;
|
|
t /= (float)texHeight;
|
|
//=============== Water waves ========================
|
|
// VectorCopy(v, point);
|
|
VectorCopy(v->xyz, point);
|
|
if ( r_waterwave->value > 0 && !(surf->texinfo->flags & SURF_FLOWING)
|
|
&& surf->plane->normal[2] > 0
|
|
&& surf->plane->normal[2] > surf->plane->normal[0]
|
|
&& surf->plane->normal[2] > surf->plane->normal[1] )
|
|
// point[2] = v[2] + r_waterwave->value * sin(v[0]*0.025+rdt) * sin(v[2]*0.05+rdt);
|
|
point[2] = v->xyz[2] + r_waterwave->value * sin(v->xyz[0]*0.025+rdt) * sin(v->xyz[2]*0.05+rdt);
|
|
//=============== End water waves ====================
|
|
// MrG - texture shader waterwarp
|
|
/* if (texShaderNV) {
|
|
// VA_SetElem2(texCoordArray[0][rb_vertex], (v[3]+dstscroll)*DIV64, v[4]*DIV64);
|
|
VA_SetElem2(texCoordArray[0][rb_vertex], (v>texture_st[0]+dstscroll)*DIV64, v>texture_st[1]*DIV64);
|
|
VA_SetElem2(texCoordArray[1][rb_vertex], s, t);
|
|
} */
|
|
if (lightmapped) {
|
|
VA_SetElem2(texCoordArray[0][rb_vertex], s, t);
|
|
VA_SetElem2(texCoordArray[1][rb_vertex], v->lightmap_st[0], v->lightmap_st[1]);
|
|
// VA_SetElem2(texCoordArray[2][rb_vertex], (v->texture_st[0]+dstscroll) / (float)texWidth, v->texture_st[1] / (float)texHeight);
|
|
VA_SetElem2(texCoordArray[2][rb_vertex], (v->texture_st[0]+dstscroll_x) / (float)texWidth, (v->texture_st[1]+dstscroll_y) / (float)texHeight);
|
|
}
|
|
else {
|
|
VA_SetElem2(texCoordArray[0][rb_vertex], s, t);
|
|
// VA_SetElem2(texCoordArray[1][rb_vertex], (v[3]+dstscroll)*DIV64, v[4]*DIV64);
|
|
VA_SetElem2(texCoordArray[1][rb_vertex], (v->texture_st[0]+dstscroll) / (float)texWidth, v->texture_st[1] / (float)texHeight);
|
|
}
|
|
|
|
// if (vertexLight && p->vertexlight && p->vertexlightset)
|
|
if (lightmapped)
|
|
VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, alpha);
|
|
else if (vertexLight && p->vertexlightset)
|
|
VA_SetElem4(colorArray[rb_vertex],
|
|
// (float)(p->vertexlight[i*3+0]*DIV255),
|
|
// (float)(p->vertexlight[i*3+1]*DIV255),
|
|
// (float)(p->vertexlight[i*3+2]*DIV255), alpha);
|
|
(float)(v->lightcolor[0]*DIV255),
|
|
(float)(v->lightcolor[1]*DIV255),
|
|
(float)(v->lightcolor[2]*DIV255), alpha);
|
|
else
|
|
VA_SetElem4(colorArray[rb_vertex], glState.inverse_intensity, glState.inverse_intensity, glState.inverse_intensity, alpha);
|
|
|
|
VA_SetElem3(vertexArray[rb_vertex], point[0], point[1], point[2]);
|
|
|
|
rb_vertex++;
|
|
}
|
|
}
|
|
|
|
if (render)
|
|
RB_RenderWarpSurface (surf);
|
|
}
|