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fteqw/engine/gl/gl_warp.c
Spoike f33873ddb7 committing for fixes for OMC
some minor changes. Mostly bug fixes and internal reorganisation.
Added code to provide an activex control as part of the npfte.dll plugin. If the dll is registered the regsvr32 way, the plugin can be used with IE as well.
fisheye/panoramic view enable is now controlled by rulesets instead of serverinfo.
server will list all pak files it has loaded. client will probably do the wrong thing and still needs fixing properly.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3910 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-10-27 16:16:29 +00:00

795 lines
16 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// gl_warp.c -- sky and water polygons
#include "quakedef.h"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#include "glquake.h"
#include "shader.h"
#include <ctype.h>
static void R_CalcSkyChainBounds (batch_t *s);
static void GL_DrawSkyGrid (texture_t *tex);
static void GL_DrawSkySphere (batch_t *fa, shader_t *shader);
static void GL_SkyForceDepth(batch_t *fa);
static void GL_DrawSkyBox (texid_t *texnums, batch_t *s);
static float speedscale; // for top sky and bottom sky
extern cvar_t gl_skyboxdist;
extern cvar_t r_fastsky;
extern cvar_t r_fastskycolour;
static shader_t *forcedskyshader;
static shader_t *skyboxface;
//=========================================================
void R_SetSky(char *skyname)
{
if (*skyname)
forcedskyshader = R_RegisterCustom(va("skybox_%s", skyname), Shader_DefaultSkybox, NULL);
else
forcedskyshader = NULL;
skyboxface = R_RegisterShader("skyboxface",
"{\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n"
);
}
/*
=================
GL_DrawSkyChain
=================
*/
void R_DrawSkyChain (batch_t *batch)
{
shader_t *skyshader;
texid_t *skyboxtex;
if (forcedskyshader)
skyshader = forcedskyshader;
else
skyshader = batch->shader;
if (skyshader->skydome)
skyboxtex = skyshader->skydome->farbox_textures;
else
skyboxtex = NULL;
if (skyboxtex && TEXVALID(*skyboxtex))
{
R_CalcSkyChainBounds(batch);
GL_DrawSkyBox (skyboxtex, batch);
GL_SkyForceDepth(batch);
return;
}
#ifdef GLQUAKE
if (*r_fastsky.string && qrenderer == QR_OPENGL && TEXVALID(batch->shader->defaulttextures.base))
{
R_CalcSkyChainBounds(batch);
R_IBrokeTheArrays();
GL_DrawSkyGrid(batch->texture);
R_IBrokeTheArrays();
GL_SkyForceDepth(batch);
}
else
#endif
{
GL_DrawSkySphere(batch, skyshader);
GL_SkyForceDepth(batch);
}
}
/*
=================================================================
Quake 2 environment sky
=================================================================
*/
static vec3_t skyclip[6] = {
{1,1,0},
{1,-1,0},
{0,-1,1},
{0,1,1},
{1,0,1},
{-1,0,1}
};
// 1 = s, 2 = t, 3 = 2048
static int st_to_vec[6][3] =
{
{3,-1,2},
{-3,1,2},
{1,3,2},
{-1,-3,2},
{-2,-1,3}, // 0 degrees yaw, look straight up
{2,-1,-3} // look straight down
// {-1,2,3},
// {1,2,-3}
};
// s = [0]/[2], t = [1]/[2]
static int vec_to_st[6][3] =
{
{-2,3,1},
{2,3,-1},
{1,3,2},
{-1,3,-2},
{-2,-1,3},
{-2,1,-3}
// {-1,2,3},
// {1,2,-3}
};
static float skymins[2][6], skymaxs[2][6];
static void DrawSkyPolygon (int nump, vec3_t vecs)
{
int i,j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
// decide which face it maps to
VectorClear (v);
for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
{
VectorAdd (vp, v, v);
}
av[0] = fabs(v[0]);
av[1] = fabs(v[1]);
av[2] = fabs(v[2]);
if (av[0] > av[1] && av[0] > av[2])
{
if (v[0] < 0)
axis = 1;
else
axis = 0;
}
else if (av[1] > av[2] && av[1] > av[0])
{
if (v[1] < 0)
axis = 3;
else
axis = 2;
}
else
{
if (v[2] < 0)
axis = 5;
else
axis = 4;
}
// project new texture coords
for (i=0 ; i<nump ; i++, vecs+=3)
{
j = vec_to_st[axis][2];
if (j > 0)
dv = vecs[j - 1];
else
dv = -vecs[-j - 1];
if (dv < 0.001)
continue; // don't divide by zero
j = vec_to_st[axis][0];
if (j < 0)
s = -vecs[-j -1] / dv;
else
s = vecs[j-1] / dv;
j = vec_to_st[axis][1];
if (j < 0)
t = -vecs[-j -1] / dv;
else
t = vecs[j-1] / dv;
if (s < skymins[0][axis])
skymins[0][axis] = s;
if (t < skymins[1][axis])
skymins[1][axis] = t;
if (s > skymaxs[0][axis])
skymaxs[0][axis] = s;
if (t > skymaxs[1][axis])
skymaxs[1][axis] = t;
}
}
#define MAX_CLIP_VERTS 64
static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
{
float *norm;
float *v;
qboolean front, back;
float d, e;
float dists[MAX_CLIP_VERTS];
int sides[MAX_CLIP_VERTS];
vec3_t newv[2][MAX_CLIP_VERTS];
int newc[2];
int i, j;
if (nump > MAX_CLIP_VERTS-2)
Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS");
if (stage == 6)
{ // fully clipped, so draw it
DrawSkyPolygon (nump, vecs);
return;
}
front = back = false;
norm = skyclip[stage];
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
d = DotProduct (v, norm);
if (d > ON_EPSILON)
{
front = true;
sides[i] = SIDE_FRONT;
}
else if (d < -ON_EPSILON)
{
back = true;
sides[i] = SIDE_BACK;
}
else
sides[i] = SIDE_ON;
dists[i] = d;
}
if (!front || !back)
{ // not clipped
ClipSkyPolygon (nump, vecs, stage+1);
return;
}
// clip it
sides[i] = sides[0];
dists[i] = dists[0];
VectorCopy (vecs, (vecs+(i*3)) );
newc[0] = newc[1] = 0;
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
switch (sides[i])
{
case SIDE_FRONT:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
break;
case SIDE_BACK:
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
case SIDE_ON:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
}
if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
continue;
d = dists[i] / (dists[i] - dists[i+1]);
for (j=0 ; j<3 ; j++)
{
e = v[j] + d*(v[j+3] - v[j]);
newv[0][newc[0]][j] = e;
newv[1][newc[1]][j] = e;
}
newc[0]++;
newc[1]++;
}
// continue
ClipSkyPolygon (newc[0], newv[0][0], stage+1);
ClipSkyPolygon (newc[1], newv[1][0], stage+1);
}
/*
=================
R_DrawSkyBoxChain
=================
*/
static void R_CalcSkyChainBounds (batch_t *batch)
{
mesh_t *mesh;
int i, m;
vec3_t verts[MAX_CLIP_VERTS];
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = -1;//9999;
skymaxs[0][i] = skymaxs[1][i] = 1;//9999;
}
// calculate vertex values for sky box
for (m = batch->firstmesh; m < batch->meshes; m++)
{
mesh = batch->mesh[m];
//triangulate
for (i=2 ; i<mesh->numvertexes ; i++)
{
VectorSubtract (mesh->xyz_array[0], r_origin, verts[0]);
VectorSubtract (mesh->xyz_array[i-1], r_origin, verts[1]);
VectorSubtract (mesh->xyz_array[i], r_origin, verts[2]);
ClipSkyPolygon (3, verts[0], 0);
}
}
}
#define skygridx 16
#define skygridx1 (skygridx + 1)
#define skygridxrecip (1.0f / (skygridx))
#define skygridy 16
#define skygridy1 (skygridy + 1)
#define skygridyrecip (1.0f / (skygridy))
#define skysphere_numverts (skygridx1 * skygridy1)
#define skysphere_numtriangles (skygridx * skygridy * 2)
static int skymade;
static index_t skysphere_element3i[skysphere_numtriangles * 3];
static float skysphere_texcoord2f[skysphere_numverts * 2];
static vecV_t skysphere_vertex3f[skysphere_numverts];
static mesh_t skymesh;
static void gl_skyspherecalc(int skytype)
{ //yes, this is basically stolen from DarkPlaces
int i, j;
index_t *e;
float a, b, x, ax, ay, v[3], length, *texcoord2f;
vecV_t* vertex;
float dx, dy, dz;
float texscale;
if (skymade == skytype)
return;
skymade = skytype;
if (skymade == 2)
texscale = 1/16.0f;
else
texscale = 1/1.5f;
texscale*=3;
skymesh.indexes = skysphere_element3i;
skymesh.st_array = (void*)skysphere_texcoord2f;
skymesh.lmst_array = (void*)skysphere_texcoord2f;
skymesh.xyz_array = (void*)skysphere_vertex3f;
skymesh.numindexes = skysphere_numtriangles * 3;
skymesh.numvertexes = skysphere_numverts;
dx = 16;
dy = 16;
dz = 16 / 3;
vertex = skysphere_vertex3f;
texcoord2f = skysphere_texcoord2f;
for (j = 0;j <= skygridy;j++)
{
a = j * skygridyrecip;
ax = cos(a * M_PI * 2);
ay = -sin(a * M_PI * 2);
for (i = 0;i <= skygridx;i++)
{
b = i * skygridxrecip;
x = cos((b + 0.5) * M_PI);
v[0] = ax*x * dx;
v[1] = ay*x * dy;
v[2] = -sin((b + 0.5) * M_PI) * dz;
length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
*texcoord2f++ = v[0] * length;
*texcoord2f++ = v[1] * length;
(*vertex)[0] = v[0];
(*vertex)[1] = v[1];
(*vertex)[2] = v[2];
vertex++;
}
}
e = skysphere_element3i;
for (j = 0;j < skygridy;j++)
{
for (i = 0;i < skygridx;i++)
{
*e++ = j * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
}
}
}
static void GL_SkyForceDepth(batch_t *batch)
{
if (!cls.allow_skyboxes && batch->texture) //allow a little extra fps.
{
BE_SelectMode(BEM_DEPTHONLY);
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, &batch->texture->vbo, &batch->shader->defaulttextures, batch->flags);
BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/
}
}
static void R_DrawSkyMesh(batch_t *batch, mesh_t *m, shader_t *shader)
{
static entity_t skyent;
batch_t b;
float skydist = gl_skyboxdist.value;
if (skydist<1)
skydist=gl_maxdist.value * 0.577;
if (skydist<1)
skydist = 10000000;
VectorCopy(r_refdef.vieworg, skyent.origin);
skyent.axis[0][0] = skydist;
skyent.axis[0][1] = 0;
skyent.axis[0][2] = 0;
skyent.axis[1][0] = 0;
skyent.axis[1][1] = skydist;
skyent.axis[1][2] = 0;
skyent.axis[2][0] = 0;
skyent.axis[2][1] = 0;
skyent.axis[2][2] = skydist;
skyent.scale = 1;
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
b = *batch;
b.meshes = 1;
b.firstmesh = 0;
b.mesh = &m;
b.ent = &skyent;
b.shader = shader;
b.skin = &shader->defaulttextures;
b.texture = NULL;
BE_SubmitBatch(&b);
}
static void GL_DrawSkySphere (batch_t *batch, shader_t *shader)
{
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
gl_skyspherecalc(2);
R_DrawSkyMesh(batch, &skymesh, shader);
}
static void GL_MakeSkyVec (float s, float t, int axis, float *vc, float *tc)
{
vec3_t b;
int j, k;
b[0] = s;
b[1] = t;
b[2] = 1;
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
vc[j] = -b[-k - 1];
else
vc[j] = b[k - 1];
}
// avoid bilerp seam
s = (s+1)*0.5;
t = (t+1)*0.5;
if (s < 1.0/512)
s = 1.0/512;
else if (s > 511.0/512)
s = 511.0/512;
if (t < 1.0/512)
t = 1.0/512;
else if (t > 511.0/512)
t = 511.0/512;
tc[0] = s;
tc[1] = 1.0 - t;
}
#ifdef GLQUAKE
static void EmitSkyGridVert (vec3_t v)
{
vec3_t dir;
float s, t;
float length;
VectorSubtract (v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = VectorLength (dir);
length = 6*63/length;
dir[0] *= length;
dir[1] *= length;
s = (speedscale + dir[0]) * (1.0/128);
t = (speedscale + dir[1]) * (1.0/128);
qglTexCoord2f (s, t);
qglVertex3fv (v);
}
// s and t range from -1 to 1
static void MakeSkyGridVec2 (float s, float t, int axis, vec3_t v)
{
vec3_t b;
int j, k;
float skydist = gl_skyboxdist.value;
if (skydist<1)
skydist=gl_maxdist.value * 0.577;
if (skydist<1)
skydist = 10000000;
b[0] = s*skydist;
b[1] = t*skydist;
b[2] = skydist;
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
v[j] = -b[-k - 1];
else
v[j] = b[k - 1];
v[j] += r_origin[j];
}
}
#define SUBDIVISIONS 10
static void GL_DrawSkyGridFace (int axis)
{
int i, j;
vec3_t vecs[4];
float s, t;
float fstep = 2.0 / SUBDIVISIONS;
qglBegin (GL_QUADS);
for (i = 0; i < SUBDIVISIONS; i++)
{
s = (float)(i*2 - SUBDIVISIONS) / SUBDIVISIONS;
if (s + fstep < skymins[0][axis] || s > skymaxs[0][axis])
continue;
for (j = 0; j < SUBDIVISIONS; j++)
{
t = (float)(j*2 - SUBDIVISIONS) / SUBDIVISIONS;
if (t + fstep < skymins[1][axis] || t > skymaxs[1][axis])
continue;
MakeSkyGridVec2 (s, t, axis, vecs[0]);
MakeSkyGridVec2 (s, t + fstep, axis, vecs[1]);
MakeSkyGridVec2 (s + fstep, t + fstep, axis, vecs[2]);
MakeSkyGridVec2 (s + fstep, t, axis, vecs[3]);
EmitSkyGridVert (vecs[0]);
EmitSkyGridVert (vecs[1]);
EmitSkyGridVert (vecs[2]);
EmitSkyGridVert (vecs[3]);
}
}
qglEnd ();
}
static void GL_DrawSkyGrid (texture_t *tex)
{
int i;
float time = cl.gametime+realtime-cl.gametimemark;
GL_LazyBind(0, GL_TEXTURE_2D, tex->shader->defaulttextures.base, false);
speedscale = time*8;
speedscale -= (int)speedscale & ~127;
for (i = 0; i < 6; i++)
{
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
continue;
GL_DrawSkyGridFace (i);
}
qglEnable (GL_BLEND);
GL_LazyBind(0, GL_TEXTURE_2D, tex->shader->defaulttextures.fullbright, false);
speedscale = time*16;
speedscale -= (int)speedscale & ~127;
for (i = 0; i < 6; i++)
{
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
continue;
GL_DrawSkyGridFace (i);
}
qglDisable (GL_BLEND);
}
#endif
/*
==============
R_DrawSkyBox
==============
*/
static int skytexorder[6] = {0,2,1,3,4,5};
static void GL_DrawSkyBox (texid_t *texnums, batch_t *s)
{
int i;
vecV_t skyface_vertex[4];
vec2_t skyface_texcoord[4];
index_t skyface_index[6] = {0, 1, 2, 0, 2, 3};
mesh_t skyfacemesh = {0};
if (cl.skyrotate)
{
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] < skymaxs[0][i]
&& skymins[1][i] < skymaxs[1][i])
break;
skymins[0][i] = -1; //fully visible
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
if (i == 6)
return; //can't see anything
for ( ; i<6 ; i++)
{
skymins[0][i] = -1;
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
}
skyfacemesh.indexes = skyface_index;
skyfacemesh.st_array = skyface_texcoord;
skyfacemesh.xyz_array = skyface_vertex;
skyfacemesh.numindexes = 6;
skyfacemesh.numvertexes = 4;
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] >= skymaxs[0][i]
|| skymins[1][i] >= skymaxs[1][i])
continue;
GL_MakeSkyVec (skymins[0][i], skymins[1][i], i, skyface_vertex[0], skyface_texcoord[0]);
GL_MakeSkyVec (skymins[0][i], skymaxs[1][i], i, skyface_vertex[1], skyface_texcoord[1]);
GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i, skyface_vertex[2], skyface_texcoord[2]);
GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i, skyface_vertex[3], skyface_texcoord[3]);
skyboxface->defaulttextures.base = texnums[skytexorder[i]];
R_DrawSkyMesh(s, &skyfacemesh, skyboxface);
}
}
//===============================================================
/*
=============
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
void R_InitSky (struct texnums_s *tn, texture_t *mt, qbyte *src)
{
int i, j, p;
unsigned trans[128*128];
unsigned transpix, alphamask;
int r, g, b;
unsigned *rgba;
char name[MAX_QPATH];
memset(tn, 0, sizeof(*tn));
// make an average value for the back to avoid
// a fringe on the top level
r = g = b = 0;
for (i=0 ; i<128 ; i++)
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j + 128];
rgba = &d_8to24rgbtable[p];
trans[(i*128) + j] = *rgba;
r += ((qbyte *)rgba)[0];
g += ((qbyte *)rgba)[1];
b += ((qbyte *)rgba)[2];
}
((qbyte *)&transpix)[0] = r/(128*128);
((qbyte *)&transpix)[1] = g/(128*128);
((qbyte *)&transpix)[2] = b/(128*128);
((qbyte *)&transpix)[3] = 0;
Q_snprintfz(name, sizeof(name), "%s_solid", mt->name);
Q_strlwr(name);
tn->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA);
if (!TEXVALID(tn->base))
tn->base = R_LoadTexture32(name, 128, 128, trans, IF_NOALPHA|IF_NOGAMMA);
alphamask = LittleLong(0x7fffffff);
for (i=0 ; i<128 ; i++)
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j];
if (p == 0)
trans[(i*128) + j] = transpix;
else
trans[(i*128) + j] = d_8to24rgbtable[p] & alphamask;
}
Q_snprintfz(name, sizeof(name), "%s_trans", mt->name);
Q_strlwr(name);
tn->fullbright = R_LoadReplacementTexture(name, NULL, 0);
if (!TEXVALID(tn->fullbright))
{
Q_snprintfz(name, sizeof(name), "%s_alpha", mt->name);
Q_strlwr(name);
tn->fullbright = R_LoadReplacementTexture(name, NULL, 0);
}
if (!TEXVALID(tn->fullbright))
tn->fullbright = R_LoadTexture32(name, 128, 128, trans, IF_NOGAMMA);
}
#endif