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Added mesh generation (currently as well as poly creation) Changed gl->qgl.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@759 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-01-07 03:06:40 +00:00
parent 90d183cb14
commit d8ef0b5c2e

View file

@ -1731,7 +1731,7 @@ void GL_SelectTexture (GLenum target);
void GL_DisableMultitexture(void)
{
if (mtexenabled) {
glDisable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(mtexid0);
mtexenabled = false;
}
@ -1741,7 +1741,7 @@ void GL_EnableMultitexture(void)
{
if (gl_mtexable) {
GL_SelectTexture(mtexid1);
glEnable(GL_TEXTURE_2D);
qglEnable(GL_TEXTURE_2D);
mtexenabled = true;
}
}
@ -1761,19 +1761,19 @@ static void DrawGLWaterPoly (glpoly_t *p)
GL_DisableMultitexture();
glBegin (GL_TRIANGLE_FAN);
qglBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
qglTexCoord2f (v[3], v[4]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
qglVertex3fv (nv);
}
glEnd ();
qglEnd ();
}
#if 0
static void DrawGLWaterPolyLightmap (glpoly_t *p)
@ -1811,14 +1811,14 @@ static void DrawGLPoly (glpoly_t *p)
while(p)
{
glBegin (GL_POLYGON);
qglBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
qglTexCoord2f (v[3], v[4]);
qglVertex3fv (v);
}
glEnd ();
qglEnd ();
p=p->next;
}
}
@ -1945,7 +1945,7 @@ void R_RenderBrushPoly (msurface_t *fa)
if (fa->flags & SURF_DRAWTURB)
{ // warp texture, no lightmaps
EmitWaterPolys (fa, r_wateralphaval);
glDisable(GL_BLEND); //to ensure.
qglDisable(GL_BLEND); //to ensure.
return;
}
@ -2101,21 +2101,21 @@ void GLR_DrawWaterSurfaces (void)
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
qglLoadMatrixf (r_world_matrix);
if (r_wateralphaval < 1.0) {
glEnable (GL_BLEND);
glDisable (GL_ALPHA_TEST);
glColor4f (1,1,1,r_wateralphaval);
qglEnable (GL_BLEND);
qglDisable (GL_ALPHA_TEST);
qglColor4f (1,1,1,r_wateralphaval);
GL_TexEnv(GL_MODULATE);
}
if (gl_waterripples.value)
{
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
qglEnable(GL_TEXTURE_GEN_S);
qglEnable(GL_TEXTURE_GEN_T);
}
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
@ -2140,19 +2140,19 @@ void GLR_DrawWaterSurfaces (void)
if (r_wateralphaval < 1.0) {
GL_TexEnv(GL_REPLACE);
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
qglColor4f (1,1,1,1);
qglDisable (GL_BLEND);
}
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
qglDisable(GL_TEXTURE_GEN_S);
qglDisable(GL_TEXTURE_GEN_T);
}
static void GLR_DrawAlphaSurface(msurface_t *s)
{
glPushMatrix();
qglPushMatrix();
R_RotateForEntity(s->ownerent);
#ifdef Q3SHADERS
if (s->texinfo->texture->shader)
@ -2173,21 +2173,21 @@ static void GLR_DrawAlphaSurface(msurface_t *s)
R_RenderMeshBuffer ( &mb, false );
}
glPopMatrix();
qglPopMatrix();
return;
}
#endif
GL_Bind(s->texinfo->texture->gl_texturenum);
if (s->texinfo->flags & SURF_TRANS33)
glColor4f (1,1,1,0.33);
qglColor4f (1,1,1,0.33);
else if (s->texinfo->flags & SURF_TRANS66)
glColor4f (1,1,1,0.66);
qglColor4f (1,1,1,0.66);
else
{
if (s->flags & SURF_DRAWTURB)
{
glColor4f (1,1,1,1);
qglColor4f (1,1,1,1);
EmitWaterPolys (s, r_wateralphaval);
}
else
@ -2203,18 +2203,18 @@ static void GLR_DrawAlphaSurface(msurface_t *s)
GL_TexEnv(GL_BLEND);
p = s->polys;
glColor4f (1,1,1,1);
qglColor4f (1,1,1,1);
while(p)
{
glBegin (GL_POLYGON);
qglBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
glVertex3fv (v);
qglVertex3fv (v);
}
glEnd ();
qglEnd ();
p=p->next;
}
GL_DisableMultitexture();
@ -2222,14 +2222,14 @@ static void GLR_DrawAlphaSurface(msurface_t *s)
else
{
if (s->samples) //could do true vertex lighting... ?
glColor4ub (*s->samples,*s->samples,*s->samples,255);
qglColor4ub (*s->samples,*s->samples,*s->samples,255);
else
glColor4f (1,1,1,1);
qglColor4f (1,1,1,1);
DrawGLPoly (s->polys);
}
}
glPopMatrix();
qglPopMatrix();
return;
}
@ -2240,7 +2240,7 @@ static void GLR_DrawAlphaSurface(msurface_t *s)
else
DrawGLPoly (s->polys);
glPopMatrix();
qglPopMatrix();
}
void GLR_DrawAlphaSurfaces (void)
@ -2252,19 +2252,19 @@ void GLR_DrawAlphaSurfaces (void)
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
qglLoadMatrixf (r_world_matrix);
GL_TexEnv(GL_MODULATE);
glEnable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
qglEnable(GL_ALPHA_TEST);
qglDisable(GL_BLEND);
if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2))
{ //this is a mahoosive hack.
glDepthMask(0); //this makes no difference to the cheating.
qglDepthMask(0); //this makes no difference to the cheating.
glDisable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
qglEnable(GL_BLEND);
}
glColor4f (1,1,1,1);
qglColor4f (1,1,1,1);
for (s=r_alpha_surfaces ; s ; s=s->nextalphasurface)
{
if (s->flags&0x80000)
@ -2279,8 +2279,8 @@ void GLR_DrawAlphaSurfaces (void)
if (s->ownerent != currententity)
{
currententity = s->ownerent;
glPopMatrix();
glPushMatrix();
qglPopMatrix();
qglPushMatrix();
R_RotateForEntity(currententity);
}
@ -2299,15 +2299,15 @@ void GLR_DrawAlphaSurfaces (void)
while(p)
{
glBegin (GL_POLYGON);
qglBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
glVertex3fv (v);
qglVertex3fv (v);
}
glEnd ();
qglEnd ();
p=p->next;
}
GL_DisableMultitexture();
@ -2315,11 +2315,11 @@ void GLR_DrawAlphaSurfaces (void)
else
{
if (s->samples) //could do true vertex lighting... ?
glColor4ub (*s->samples,*s->samples,*s->samples,255);
qglColor4ub (*s->samples,*s->samples,*s->samples,255);
else
glColor4f (1,1,1,1);
qglColor4f (1,1,1,1);
DrawGLPoly (s->polys);
glColor4f (1,1,1,1);
qglColor4f (1,1,1,1);
}
continue;
}
@ -2335,16 +2335,16 @@ void GLR_DrawAlphaSurfaces (void)
s->flags &= ~0x80000;
}
RQ_RenderDistAndClear();
glDepthMask(1);
qglDepthMask(1);
GL_TexEnv(GL_REPLACE);
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
qglColor4f (1,1,1,1);
qglDisable (GL_BLEND);
r_alpha_surfaces = NULL;
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#if 0
@ -3199,7 +3199,7 @@ void R_DrawWorld (void)
else
#endif
{
glColor3f (1,1,1);
qglColor3f (1,1,1);
//#ifdef QUAKE2
R_ClearSkyBox ();
//#endif
@ -3241,7 +3241,7 @@ void R_DrawWorld (void)
// else
// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GLR_LessenStains();
}
@ -3559,8 +3559,85 @@ void BuildSurfaceDisplayList (msurface_t *fa)
lnumverts = fa->numedges;
vertpage = 0;
if (!currentmodel->surfedges)
if (lnumverts<3)
return; //q3 map.
#ifdef Q3SHADERS
if (fa->texinfo->texture->shader)
{ //build a nice mesh instead of a poly.
int size = sizeof(mesh_t) + sizeof(index_t)*(lnumverts-2)*3 + (sizeof(vec4_t) + sizeof(vec3_t) + 2*sizeof(vec2_t) + sizeof(byte_vec4_t))*lnumverts;
mesh_t *mesh;
fa->mesh = mesh = Hunk_Alloc(size);
mesh->xyz_array = (vec4_t*)(mesh + 1);
mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts);
mesh->st_array = (vec2_t*)(mesh->normals_array + lnumverts);
mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts);
mesh->colors_array = (byte_vec4_t*)(mesh->lmst_array + lnumverts);
mesh->indexes = (index_t*)(mesh->colors_array + lnumverts);
mesh->numindexes = (lnumverts-2)*3;
mesh->numvertexes = lnumverts;
mesh->patchWidth = mesh->patchHeight = 1;
for (i=0 ; i<lnumverts-2 ; i++)
{
mesh->indexes[i*3] = 0;
mesh->indexes[i*3+1] = i+1;
mesh->indexes[i*3+2] = i+2;
}
for (i=0 ; i<lnumverts ; i++)
{
lindex = currentmodel->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = r_pcurrentvertbase[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
mesh->xyz_array[i][3] = 1;
mesh->st_array[i][0] = s/fa->texinfo->texture->width;
mesh->st_array[i][1] = t/fa->texinfo->texture->height;
s -= fa->texturemins[0];
lm = s*fa->light_t;
s += fa->light_s*16;
s += 8;
s /= LMBLOCK_WIDTH*16;
t -= fa->texturemins[1];
lm += t;
t += fa->light_t*16;
t += 8;
t /= LMBLOCK_HEIGHT*16;
mesh->lmst_array[i][0] = s;
mesh->lmst_array[i][1] = t;
if (fa->flags & SURF_PLANEBACK)
VectorNegate(fa->plane->normal, mesh->normals_array[i]);
else
VectorCopy(fa->plane->normal, mesh->normals_array[i]);
mesh->colors_array[i][0] = 255;
mesh->colors_array[i][1] = 255;
mesh->colors_array[i][2] = 255;
mesh->colors_array[i][3] = 255;
}
return;
}
#endif
//
// draw texture
//
@ -3604,13 +3681,13 @@ void BuildSurfaceDisplayList (msurface_t *fa)
lm = s*fa->light_t;
s += fa->light_s*16;
s += 8;
s /= LMBLOCK_WIDTH*16; //fa->texinfo->texture->width;
s /= LMBLOCK_WIDTH*16;
t -= fa->texturemins[1];
lm += t;
t += fa->light_t*16;
t += 8;
t /= LMBLOCK_HEIGHT*16; //fa->texinfo->texture->height;
t /= LMBLOCK_HEIGHT*16;
poly->verts[i][5] = s;
poly->verts[i][6] = t;
@ -3889,13 +3966,8 @@ void GL_BuildLightmaps (void)
GL_CreateSurfaceLightmap (m->surfaces + i);
R_EmitSkyEffectTris(m, &m->surfaces[i]);
if ( m->surfaces[i].flags & SURF_DRAWTURB )
if (m->surfaces[i].polys) //there are some surfaces that have a display list already (the subdivided ones)
continue;
if ( m->surfaces[i].flags & SURF_DRAWSKY )
{
if (currentmodel->fromgame != fg_quake2)
continue;
}
BuildSurfaceDisplayList (m->surfaces + i);
}
}
@ -3913,9 +3985,9 @@ void GL_BuildLightmaps (void)
lightmap[i]->rectchange.w = 0;
lightmap[i]->rectchange.h = 0;
GL_Bind(lightmap_textures[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[i]->lightmaps);
@ -3925,9 +3997,9 @@ void GL_BuildLightmaps (void)
lightmap[i]->deluxrectchange.w = 0;
lightmap[i]->deluxrectchange.h = 0;
GL_Bind(deluxmap_textures[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, 3
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D (GL_TEXTURE_2D, 0, 3
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
}