/* 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" #ifdef RGLQUAKE #include "glquake.h" #include extern model_t *loadmodel; int skytexturenum; int solidskytexture; int alphaskytexture; float speedscale; // for top sky and bottom sky qboolean usingskybox; msurface_t *warpface; extern cvar_t gl_skyboxname; extern cvar_t gl_waterripples; extern cvar_t gl_skyboxdist; extern cvar_t r_fastsky; extern cvar_t r_fastskycolour; char loadedskybox[256]; void R_DrawSkyBox (msurface_t *s); void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs) { int i, j; float *v; mins[0] = mins[1] = mins[2] = 9999; maxs[0] = maxs[1] = maxs[2] = -9999; v = verts; for (i=0 ; i maxs[j]) maxs[j] = *v; } } void SubdividePolygon (int numverts, float *verts, float dividesize) { int i, j, k; vec3_t mins, maxs; float m; float *v; vec3_t front[64], back[64]; int f, b; float dist[64]; float frac; glpoly_t *poly; float s, t; if (numverts > 60 || numverts <= 0) Sys_Error ("numverts = %i", numverts); BoundPoly (numverts, verts, mins, maxs); for (i=0 ; i<3 ; i++) { m = (mins[i] + maxs[i]) * 0.5; m = dividesize * floor (m/dividesize + 0.5); if (maxs[i] - m < 8) continue; if (m - mins[i] < 8) continue; // cut it v = verts + i; for (j=0 ; j= 0) { VectorCopy (v, front[f]); f++; } if (dist[j] <= 0) { VectorCopy (v, back[b]); b++; } if (dist[j] == 0 || dist[j+1] == 0) continue; if ( (dist[j] > 0) != (dist[j+1] > 0) ) { // clip point frac = dist[j] / (dist[j] - dist[j+1]); for (k=0 ; k<3 ; k++) front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]); f++; b++; } } SubdividePolygon (f, front[0], dividesize); SubdividePolygon (b, back[0], dividesize); return; } poly = Hunk_AllocName (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float), "subpoly"); poly->next = warpface->polys; warpface->polys = poly; poly->numverts = numverts; for (i=0 ; iverts[i]); s = DotProduct (verts, warpface->texinfo->vecs[0]); t = DotProduct (verts, warpface->texinfo->vecs[1]); poly->verts[i][3] = s; poly->verts[i][4] = t; } } /* ================ GL_SubdivideSurface Breaks a polygon up along axial 64 unit boundaries so that turbulent and sky warps can be done reasonably. ================ */ void GL_SubdivideSurface (msurface_t *fa, float dividesize) { vec3_t verts[64]; int numverts; int i; int lindex; float *vec; warpface = fa; // // convert edges back to a normal polygon // numverts = 0; for (i=0 ; inumedges ; i++) { lindex = loadmodel->surfedges[fa->firstedge + i]; if (lindex > 0) vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position; else vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position; VectorCopy (vec, verts[numverts]); numverts++; if(numverts >= 64) { Con_Printf("Too many verts on surface\n"); break; } } SubdividePolygon (numverts, verts[0], dividesize); } //========================================================= // speed up sin calculations - Ed float turbsin[] = { #include "gl_warp_sin.h" }; #define TURBSCALE (256.0 / (2 * M_PI)) /* ============= EmitWaterPolys Does a water warp on the pre-fragmented glpoly_t chain ============= */ void EmitWaterPolys (msurface_t *fa, float basealpha) { glpoly_t *p; float *v; int i; float s, t, os, ot; #ifdef WATERLAYERS extern cvar_t r_waterlayers; if (gl_waterripples.value) { float f = 10; glEnable(GL_AUTO_NORMAL); for (p=fa->polys ; p ; p=p->next) { glBegin (GL_POLYGON); for (i=0,v=p->verts[0] ; inumverts ; i++, v+=VERTEXSIZE) { os = v[3]; ot = v[4]; s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255]; s *= (1.0/64); t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255]; t *= (1.0/64); glNormal3f(fa->plane->normal[0] + (sin(realtime+v[0]/f+v[1]/f))/4, fa->plane->normal[1] +(sin(realtime-v[1]/f))/4, fa->plane->normal[2] + (sin(realtime+v[2]/f))/4); glTexCoord2f (s, t); glVertex3fv (v); } glEnd (); } glDisable(GL_AUTO_NORMAL); } else if (r_waterlayers.value>=1) { float a, stm, ttm; int l; glDisable(GL_ALPHA_TEST); glEnable(GL_BLEND); //to ensure. for (a=basealpha,l = 0; l < r_waterlayers.value; l++,a=a*4/6) { glColor4f(1, 1, 1, a); stm =cos(l)/10; ttm =sin(l)/10; for (p=fa->polys ; p ; p=p->next) { glBegin (GL_POLYGON); for (i=0,v=p->verts[0] ; inumverts ; i++, v+=VERTEXSIZE) { os = v[3]/(l*0.5+0.2); ot = v[4]/(l*0.5+0.2); s = os + turbsin[(int)((ot*0.125+cl.time+l*8) * TURBSCALE) & 255];//*r_watersurfacewarp.value; s *= (1.0/64); t = ot + turbsin[(int)((os*0.125+cl.time+l*8) * TURBSCALE) & 255];//*r_watersurfacewarp.value; t *= (1.0/64); glTexCoord2f (s+cl.time*stm, t+cl.time*ttm); glVertex3fv (v); } glEnd (); } } } else { #endif for (p=fa->polys ; p ; p=p->next) { glBegin (GL_POLYGON); for (i=0,v=p->verts[0] ; inumverts ; i++, v+=VERTEXSIZE) { os = v[3]; ot = v[4]; s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255]; s *= (1.0/64); t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255]; t *= (1.0/64); glTexCoord2f (s, t); glVertex3fv (v); } glEnd (); } #ifdef WATERLAYERS } #endif } /* ============= EmitSkyPolys ============= */ void EmitSkyPolys (msurface_t *fa) { glpoly_t *p; float *v; int i; float s, t; vec3_t dir; float length; if (fa->mesh) { extern void GL_DrawAliasMesh (mesh_t *mesh, int texnum); fa->mesh->colors_array = NULL; glDisable(GL_TEXTURE_2D); glColor3f(0,0,0); GL_DrawAliasMesh(fa->mesh, 1); glEnable(GL_TEXTURE_2D); } else { for (p=fa->polys ; p ; p=p->next) { glBegin (GL_POLYGON); for (i=0,v=p->verts[0] ; inumverts ; i++, v+=VERTEXSIZE) { VectorSubtract (v, r_origin, dir); dir[2] *= 3; // flatten the sphere length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2]; length = sqrt (length); length = 6*63/length; dir[0] *= length; dir[1] *= length; s = (speedscale + dir[0]) * (1.0/128); t = (speedscale + dir[1]) * (1.0/128); glTexCoord2f (s, t); glVertex3fv (v); } glEnd (); } } } /* =============== EmitBothSkyLayers Does a sky warp on the pre-fragmented glpoly_t chain This will be called for brushmodels, the world will have them chained together. =============== */ void EmitBothSkyLayers (msurface_t *fa) { GL_DisableMultitexture(); GL_Bind (solidskytexture); speedscale = cl.gametime*8; speedscale -= (int)speedscale & ~127 ; EmitSkyPolys (fa); glEnable (GL_BLEND); GL_Bind (alphaskytexture); speedscale = cl.gametime*16; speedscale -= (int)speedscale & ~127 ; EmitSkyPolys (fa); glDisable (GL_BLEND); } /* ================= R_DrawSkyChain ================= */ void R_DrawSkyBoxChain (msurface_t *s); void R_DrawSkyChain (msurface_t *s) { msurface_t *fa; GL_DisableMultitexture(); if (r_fastsky.value||!solidskytexture) //this is for visability only... we'd otherwise not stoop this low (and this IS low) { int fc; qbyte *pal; fc = r_fastskycolour.value; if (fc > 255) fc = 255; if (fc < 0) fc = 0; pal = host_basepal+fc*3; glDisable(GL_TEXTURE_2D); glColor3f(pal[0]/255.0f, pal[1]/255.0f, pal[2]/255.0f); for (fa=s ; fa ; fa=fa->texturechain) EmitSkyPolys (fa); glColor3f(1, 1, 1); glEnable(GL_TEXTURE_2D); return; } if (usingskybox) { R_DrawSkyBoxChain(s); return; } // used when gl_texsort is on GL_Bind(solidskytexture); speedscale = cl.gametime; speedscale += realtime - cl.gametimemark; speedscale*=8; speedscale -= (int)speedscale & ~127 ; for (fa=s ; fa ; fa=fa->texturechain) EmitSkyPolys (fa); glEnable (GL_BLEND); GL_Bind (alphaskytexture); speedscale = cl.gametime; speedscale += realtime - cl.gametimemark; speedscale*=16; speedscale -= (int)speedscale & ~127 ; for (fa=s ; fa ; fa=fa->texturechain) EmitSkyPolys (fa); glDisable (GL_BLEND); } /* ================================================================= Quake 2 environment sky ================================================================= */ /* ================== R_LoadSkys ================== */ static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"}; int skyboxtex[6]; void R_LoadSkys (void) { int i; char name[64]; for (i=0 ; i<6 ; i++) { sprintf (name, "env/%s%s.tga", gl_skyboxname.string, suf[i]); skyboxtex[i] = Mod_LoadHiResTexture(name, false, false, true); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } Q_strncpyz(loadedskybox, gl_skyboxname.string, sizeof(loadedskybox)); gl_skyboxname.modified = false; } qboolean GLR_CheckSky() { return true; } void GLR_SetSky(char *name, float rotate, vec3_t axis) { if (*name) Cvar_Set(&gl_skyboxname, name); } vec3_t skyclip[6] = { {1,1,0}, {1,-1,0}, {0,-1,1}, {0,1,1}, {1,0,1}, {-1,0,1} }; int c_sky; // 1 = s, 2 = t, 3 = 2048 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] 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} }; float skymins[2][6], skymaxs[2][6]; void DrawSkyPolygon (int nump, vec3_t vecs) { int i,j; vec3_t v, av; float s, t, dv; int axis; float *vp; c_sky++; #if 0 glBegin (GL_POLYGON); for (i=0 ; i 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 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 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 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 ; itexturechain) { if (fa->mesh) { //triangulate for (i=2 ; imesh->numvertexes ; i++) { VectorSubtract (fa->mesh->xyz_array[0], r_origin, verts[0]); VectorSubtract (fa->mesh->xyz_array[i-1], r_origin, verts[1]); VectorSubtract (fa->mesh->xyz_array[i], r_origin, verts[2]); ClipSkyPolygon (3, verts[0], 0); } } else { for (p=fa->polys ; p ; p=p->next) { for (i=0 ; inumverts ; i++) { VectorSubtract (p->verts[i], r_origin, verts[i]); } ClipSkyPolygon (p->numverts, verts[0], 0); } } } R_DrawSkyBox (s); glColorMask(0, 0, 0, 0); for (fa=s ; fa ; fa=fa->texturechain) { if (fa->mesh) GL_DrawAliasMesh(fa->mesh, 1); else { for (p=fa->polys ; p ; p=p->next) { glBegin(GL_POLYGON); for (i = 0; i < p->numverts; i++) glVertex3fv(p->verts[i]); glEnd(); } } } glColorMask(1, 1, 1, 1); } void R_AddSkySurface (msurface_t *fa) { int i; vec3_t verts[MAX_CLIP_VERTS]; glpoly_t *p; // calculate vertex values for sky box for (p=fa->polys ; p ; p=p->next) { for (i=0 ; inumverts ; i++) { VectorSubtract (p->verts[i], r_origin, verts[i]); } ClipSkyPolygon (p->numverts, verts[0], 0); } } /* ============== R_ClearSkyBox ============== */ void R_ClearSkyBox (void) { int i; if (!cl.worldmodel) //allow skyboxes on non quake1 maps. (expect them even) { usingskybox = false; return; } if (gl_skyboxname.modified) R_LoadSkys(); if (!skyboxtex[0] || !skyboxtex[1] || !skyboxtex[2] || !skyboxtex[3] || !skyboxtex[4] || !skyboxtex[5]) { usingskybox = false; return; } usingskybox = true; for (i=0 ; i<6 ; i++) { skymins[0][i] = skymins[1][i] = 9999; skymaxs[0][i] = skymaxs[1][i] = -9999; } } void MakeSkyVec (float s, float t, int axis) { vec3_t v, b; int j, k; float skydist = gl_skyboxdist.value; if (r_shadows.value) //because r_shadows comes with an infinate depth perspective. skydist*=20; //so we can put the distance at whatever distance needed. 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]; } // 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; t = 1.0 - t; glTexCoord2f (s, t); glVertex3fv (v); } /* ============== R_DrawSkyBox ============== */ int skytexorder[6] = {0,2,1,3,4,5}; void R_DrawSkyBox (msurface_t *s) { msurface_t *fa; glpoly_t *poly; int i; if (!usingskybox) return; #if 0 glEnable (GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f (1,1,1,0.5); glDisable (GL_DEPTH_TEST); #endif for (i=0 ; i<6 ; i++) { if (skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]) continue; GL_Bind (skyboxtex[skytexorder[i]]); #if 0 skymins[0][i] = -1; skymins[1][i] = -1; skymaxs[0][i] = 1; skymaxs[1][i] = 1; #endif glBegin (GL_QUADS); MakeSkyVec (skymins[0][i], skymins[1][i], i); MakeSkyVec (skymins[0][i], skymaxs[1][i], i); MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i); MakeSkyVec (skymaxs[0][i], skymins[1][i], i); glEnd (); } #if 0 glDisable (GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f (1,1,1,0.5); glEnable (GL_DEPTH_TEST); #endif if (!cls.allow_skyboxes && s) //allow a little extra fps. { glColorMask(0, 0, 0, 0); //depth only. for (fa = s; fa; fa = fa->texturechain) { if (fa->mesh) GL_DrawAliasMesh(fa->mesh, 1); else { for (poly = fa->polys; poly; poly = poly->next) { glBegin (GL_POLYGON); for (i = 0; i < poly->numverts; i++) glVertex3fv (&poly->verts[0][0]+i*VERTEXSIZE); glEnd (); } } } glColorMask(1, 1, 1, 1); } } //=============================================================== /* ============= R_InitSky A sky texture is 256*128, with the right side being a masked overlay ============== */ void GLR_InitSky (texture_t *mt) { int i, j, p; qbyte *src; unsigned trans[128*128]; unsigned transpix; int r, g, b; unsigned *rgba; char name[MAX_QPATH]; src = (qbyte *)mt + mt->offsets[0]; // 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; sprintf(name, "%s_solid", mt->name); strlwr(name); solidskytexture = Mod_LoadReplacementTexture(name, true, false, true); if (!solidskytexture) solidskytexture = GL_LoadTexture32(name, 128, 128, trans, true, false); /* if (!solidskytexture) solidskytexture = texture_extension_number++; GL_Bind (solidskytexture ); glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); */ 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]; } sprintf(name, "%s_trans", mt->name); strlwr(name); alphaskytexture = Mod_LoadReplacementTexture(name, true, true, true); if (!alphaskytexture) alphaskytexture = GL_LoadTexture32(name, 128, 128, trans, true, true); /* if (!alphaskytexture) alphaskytexture = texture_extension_number++; GL_Bind(alphaskytexture); glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); */ } #endif