mirror of
https://github.com/nzp-team/quakespasm.git
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285 lines
6.6 KiB
C
285 lines
6.6 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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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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//gl_warp.c -- warping animation support
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#include "quakedef.h"
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extern cvar_t r_drawflat;
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#ifndef VITA
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cvar_t r_oldwater = {"r_oldwater", "0", CVAR_ARCHIVE};
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#else
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cvar_t r_oldwater = {"r_oldwater", "1", CVAR_ARCHIVE};
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#endif
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cvar_t r_waterquality = {"r_waterquality", "8", CVAR_NONE};
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cvar_t r_waterwarp = {"r_waterwarp", "1", CVAR_NONE};
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int gl_warpimagesize;
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float load_subdivide_size; //johnfitz -- remember what subdivide_size value was when this map was loaded
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float turbsin[] =
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{
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#include "gl_warp_sin.h"
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};
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#define WARPCALC(s,t) ((s + turbsin[(int)((t*2)+(cl.time*(128.0/M_PI))) & 255]) * (1.0/64)) //johnfitz -- correct warp
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#define WARPCALC2(s,t) ((s + turbsin[(int)((t*0.125+cl.time)*(128.0/M_PI)) & 255]) * (1.0/64)) //johnfitz -- old warp
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//==============================================================================
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//
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// OLD-STYLE WATER
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//
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//==============================================================================
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extern qmodel_t *loadmodel;
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msurface_t *warpface;
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cvar_t gl_subdivide_size = {"gl_subdivide_size", "128", CVAR_ARCHIVE};
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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] = 999999999;
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maxs[0] = maxs[1] = maxs[2] = -999999999;
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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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if (numverts > 60)
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Sys_Error ("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 = gl_subdivide_size.value * floor (m/gl_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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poly = (glpoly_t *) Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
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poly->next = warpface->polys->next;
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warpface->polys->next = poly;
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poly->numverts = numverts;
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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]);
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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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poly->verts[i][3] = s;
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poly->verts[i][4] = t;
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}
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}
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/*
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================
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GL_SubdivideSurface
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================
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*/
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void GL_SubdivideSurface (msurface_t *fa)
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{
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vec3_t verts[64];
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int i;
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warpface = fa;
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//the first poly in the chain is the undivided poly for newwater rendering.
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//grab the verts from that.
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for (i=0; i<fa->polys->numverts; i++)
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VectorCopy (fa->polys->verts[i], verts[i]);
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SubdividePolygon (fa->polys->numverts, verts[0]);
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}
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/*
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================
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DrawWaterPoly -- johnfitz
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================
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*/
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void DrawWaterPoly (glpoly_t *p)
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{
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float *v;
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int i;
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if (load_subdivide_size > 48)
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{
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#ifdef VITA
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glBegin (GL_TRIANGLE_FAN);
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#else
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glBegin (GL_POLYGON);
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#endif
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v = p->verts[0];
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for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
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{
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glTexCoord2f (WARPCALC2(v[3],v[4]), WARPCALC2(v[4],v[3]));
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glVertex3fv (v);
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}
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glEnd ();
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}
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else
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{
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#ifdef VITA
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glBegin (GL_TRIANGLE_FAN);
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#else
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glBegin (GL_POLYGON);
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#endif
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v = p->verts[0];
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for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
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{
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glTexCoord2f (WARPCALC(v[3],v[4]), WARPCALC(v[4],v[3]));
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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//==============================================================================
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//
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// RENDER-TO-FRAMEBUFFER WATER
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//
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//==============================================================================
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/*
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=============
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R_UpdateWarpTextures -- johnfitz -- each frame, update warping textures
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=============
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*/
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void R_UpdateWarpTextures (void)
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{
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#ifndef VITA
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texture_t *tx;
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int i;
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float x, y, x2, warptess;
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if (r_oldwater.value || cl.paused || r_drawflat_cheatsafe || r_lightmap_cheatsafe)
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return;
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warptess = 128.0/CLAMP (3.0, floor(r_waterquality.value), 64.0);
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for (i=0; i<cl.worldmodel->numtextures; i++)
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{
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if (!(tx = cl.worldmodel->textures[i]))
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continue;
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if (!tx->update_warp)
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continue;
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//render warp
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GL_SetCanvas (CANVAS_WARPIMAGE);
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GL_Bind (tx->gltexture);
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for (x=0.0; x<128.0; x=x2)
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{
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x2 = x + warptess;
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glBegin (GL_TRIANGLE_STRIP);
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for (y=0.0; y<128.01; y+=warptess) // .01 for rounding errors
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{
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glTexCoord2f (WARPCALC(x,y), WARPCALC(y,x));
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glVertex2f (x,y);
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glTexCoord2f (WARPCALC(x2,y), WARPCALC(y,x2));
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glVertex2f (x2,y);
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}
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glEnd();
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}
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//copy to texture
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GL_Bind (tx->warpimage);
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glCopyTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, glx, gly+glheight-gl_warpimagesize, gl_warpimagesize, gl_warpimagesize);
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tx->update_warp = false;
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}
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// ericw -- workaround for osx 10.6 driver bug when using FSAA. R_Clear only clears the warpimage part of the screen.
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GL_SetCanvas(CANVAS_DEFAULT);
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//if warp render went down into sbar territory, we need to be sure to refresh it next frame
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if (gl_warpimagesize + sb_lines > glheight)
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Sbar_Changed ();
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//if viewsize is less than 100, we need to redraw the frame around the viewport
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scr_tileclear_updates = 0;
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#endif
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}
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