newtree/source/gl_warp.c
Joseph Carter ee02c7385b Those GL drivers with non-accellerated blending should have their authors
tarred, feathered, stabbed, shot, drawn, quartered, and then really hurt.
Such hardware requiring it should be incinerated as worthless garbage.

Yes, this means that we now change blending states often again.  This may
recover much of the lost FPS people were having with certain cards and
drivers.  Sorry guys, I didn't consider that card makers could be such
complete idiots.

On the plus side, all major bugs outstanding in the GL renderer should be
resolved excepting the banding on 3dfx cards.  As soon as Mercury gets me
the documentation on the gamma ramp extension, I'll be using it (hint..)
This is your cue to merge my changes into the main tree taniwha.

No depth polys yet.  Waterripple added.  Version display while downloading
removed.  gl_finish sortof removed (cvar needs to be pulled still),
gl_ztrick is next.  I understand the GL renderer and what I plan to do w/
it better now, so I can start pounding away at that after I wake up.
2000-06-15 12:05:41 +00:00

834 lines
18 KiB
C

/*
gl_warp.c
sky and water polygons
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <string.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif
#include "bothdefs.h"
#include "console.h"
#include "model.h"
#include "glquake.h"
#include "sys.h"
extern double realtime;
extern model_t *loadmodel;
extern int skytexturenum;
int solidskytexture;
int alphaskytexture;
float speedscale; // for top sky and bottom sky
// Set to true if a valid skybox is loaded --KB
qboolean skyloaded = false;
msurface_t *warpface;
extern cvar_t *gl_subdivide_size;
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<numverts ; i++)
for (j=0 ; j<3 ; j++, v++)
{
if (*v < mins[j])
mins[j] = *v;
if (*v > maxs[j])
maxs[j] = *v;
}
}
void SubdividePolygon (int numverts, float *verts)
{
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)
Sys_Error ("numverts = %i", numverts);
BoundPoly (numverts, verts, mins, maxs);
for (i=0 ; i<3 ; i++)
{
m = (mins[i] + maxs[i]) * 0.5;
m = gl_subdivide_size->value * floor (m/gl_subdivide_size->value + 0.5);
if (maxs[i] - m < 8)
continue;
if (m - mins[i] < 8)
continue;
// cut it
v = verts + i;
for (j=0 ; j<numverts ; j++, v+= 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v-=i;
VectorCopy (verts, v);
f = b = 0;
v = verts;
for (j=0 ; j<numverts ; j++, v+= 3)
{
if (dist[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]);
SubdividePolygon (b, back[0]);
return;
}
poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
poly->next = warpface->polys;
warpface->polys = poly;
poly->numverts = numverts;
for (i=0 ; i<numverts ; i++, verts+= 3)
{
VectorCopy (verts, poly->verts[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)
{
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 ; i<fa->numedges ; 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++;
}
SubdividePolygon (numverts, verts[0]);
}
//=========================================================
// 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)
{
glpoly_t *p;
float *v;
int i;
float s, t, os, ot;
vec3_t nv;
for (p=fa->polys ; p ; p=p->next)
{
glBegin (GL_POLYGON);
for (i=0,v=p->verts[0] ; i<p->numverts ; 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);
VectorCopy (v, nv);
nv[2] += r_waterripple->value
* turbsin[(int)((v[3]*0.125+realtime) * TURBSCALE) & 255]
* turbsin[(int)((v[4]*0.125+realtime) * TURBSCALE) & 255]
* (1.0 / 64.0);
glVertex3fv (nv);
}
glEnd ();
}
}
/*
=================================================================
Quake 2 environment sky
=================================================================
*/
#define SKY_TEX 2000
/*
=================================================================
PCX Loading
=================================================================
*/
byte *pcx_rgb;
/*
============
LoadPCX
============
*/
void LoadPCX (FILE *f)
{
pcx_t *pcx, pcxbuf;
byte palette[768];
byte *pix;
int x, y;
int dataByte, runLength;
int count;
//
// parse the PCX file
//
fread (&pcxbuf, 1, sizeof(pcxbuf), f);
pcx = &pcxbuf;
if (pcx->manufacturer != 0x0a
|| pcx->version != 5
|| pcx->encoding != 1
|| pcx->bits_per_pixel != 8
|| pcx->xmax >= 320
|| pcx->ymax >= 256)
{
Con_Printf ("Bad pcx file\n");
return;
}
// seek to palette
fseek (f, -768, SEEK_END);
fread (palette, 1, 768, f);
fseek (f, sizeof(pcxbuf) - 4, SEEK_SET);
count = (pcx->xmax+1) * (pcx->ymax+1);
pcx_rgb = malloc( count * 4);
for (y=0 ; y<=pcx->ymax ; y++)
{
pix = pcx_rgb + 4*y*(pcx->xmax+1);
for (x=0 ; x<=pcx->ymax ; )
{
dataByte = fgetc(f);
if((dataByte & 0xC0) == 0xC0)
{
runLength = dataByte & 0x3F;
dataByte = fgetc(f);
}
else
runLength = 1;
while(runLength-- > 0)
{
pix[0] = palette[dataByte*3];
pix[1] = palette[dataByte*3+1];
pix[2] = palette[dataByte*3+2];
pix[3] = 255;
pix += 4;
x++;
}
}
}
}
/*
=========================================================
TARGA LOADING
=========================================================
*/
typedef struct _TargaHeader {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
TargaHeader targa_header;
byte *targa_rgba;
int fgetLittleShort (FILE *f)
{
byte b1, b2;
b1 = fgetc(f);
b2 = fgetc(f);
return (short)(b1 + b2*256);
}
int fgetLittleLong (FILE *f)
{
byte b1, b2, b3, b4;
b1 = fgetc(f);
b2 = fgetc(f);
b3 = fgetc(f);
b4 = fgetc(f);
return b1 + (b2<<8) + (b3<<16) + (b4<<24);
}
/*
=============
LoadTGA
=============
*/
void LoadTGA (FILE *fin)
{
int columns, rows, numPixels;
byte *pixbuf;
int row, column;
unsigned char red = 0, green = 0, blue = 0, alphabyte = 0;
targa_header.id_length = fgetc(fin);
targa_header.colormap_type = fgetc(fin);
targa_header.image_type = fgetc(fin);
targa_header.colormap_index = fgetLittleShort(fin);
targa_header.colormap_length = fgetLittleShort(fin);
targa_header.colormap_size = fgetc(fin);
targa_header.x_origin = fgetLittleShort(fin);
targa_header.y_origin = fgetLittleShort(fin);
targa_header.width = fgetLittleShort(fin);
targa_header.height = fgetLittleShort(fin);
targa_header.pixel_size = fgetc(fin);
targa_header.attributes = fgetc(fin);
if (targa_header.image_type!=2
&& targa_header.image_type!=10)
Sys_Error ("LoadTGA: Only type 2 and 10 targa RGB images supported\n");
if (targa_header.colormap_type !=0
|| (targa_header.pixel_size!=32 && targa_header.pixel_size!=24))
Sys_Error ("Texture_LoadTGA: Only 32 or 24 bit images supported (no colormaps)\n");
columns = targa_header.width;
rows = targa_header.height;
numPixels = columns * rows;
targa_rgba = malloc (numPixels*4);
if (targa_header.id_length != 0)
fseek(fin, targa_header.id_length, SEEK_CUR); // skip TARGA image comment
if (targa_header.image_type==2) { // Uncompressed, RGB images
for(row=rows-1; row>=0; row--) {
pixbuf = targa_rgba + row*columns*4;
for(column=0; column<columns; column++) {
switch (targa_header.pixel_size) {
case 24:
blue = getc(fin);
green = getc(fin);
red = getc(fin);
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = 255;
break;
case 32:
blue = getc(fin);
green = getc(fin);
red = getc(fin);
alphabyte = getc(fin);
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = alphabyte;
break;
}
}
}
}
else if (targa_header.image_type==10) { // Runlength encoded RGB images
unsigned char packetHeader, packetSize, j;
for(row=rows-1; row>=0; row--) {
pixbuf = targa_rgba + row*columns*4;
for(column=0; column<columns; ) {
packetHeader=getc(fin);
packetSize = 1 + (packetHeader & 0x7f);
if (packetHeader & 0x80) { // run-length packet
switch (targa_header.pixel_size) {
case 24:
blue = getc(fin);
green = getc(fin);
red = getc(fin);
alphabyte = 255;
break;
case 32:
blue = getc(fin);
green = getc(fin);
red = getc(fin);
alphabyte = getc(fin);
break;
}
for(j=0;j<packetSize;j++) {
*pixbuf++=red;
*pixbuf++=green;
*pixbuf++=blue;
*pixbuf++=alphabyte;
column++;
if (column==columns) { // run spans across rows
column=0;
if (row>0)
row--;
else
goto breakOut;
pixbuf = targa_rgba + row*columns*4;
}
}
}
else { // non run-length packet
for(j=0;j<packetSize;j++) {
switch (targa_header.pixel_size) {
case 24:
blue = getc(fin);
green = getc(fin);
red = getc(fin);
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = 255;
break;
case 32:
blue = getc(fin);
green = getc(fin);
red = getc(fin);
alphabyte = getc(fin);
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = alphabyte;
break;
}
column++;
if (column==columns) { // pixel packet run spans across rows
column=0;
if (row>0)
row--;
else
goto breakOut;
pixbuf = targa_rgba + row*columns*4;
}
}
}
}
breakOut:;
}
}
fclose(fin);
}
/*
==================
R_LoadSkys
==================
*/
char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
void R_LoadSkys (char * skyname)
{
int i;
FILE *f;
char name[64];
if (stricmp (skyname, "none") == 0)
{
skyloaded = false;
return;
}
skyloaded = true;
for (i=0 ; i<6 ; i++)
{
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
snprintf (name, sizeof(name),"env/%s%s.tga", skyname, suf[i]);
COM_FOpenFile (name, &f);
if (!f)
{
Con_DPrintf ("Couldn't load %s\n", name);
skyloaded = false;
continue;
}
LoadTGA (f);
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, targa_rgba);
free (targa_rgba);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (!skyloaded)
Con_Printf ("Unable to load skybox %s, using normal sky\n",
skyname);
}
void
R_SkyBoxPolyVec(vec5_t v)
{
// avoid interpolation seams
// s = s * (254.0/256.0) + (1.0/256.0);
// t = t * (254.0/256.0) + (1.0/256.0);
glTexCoord2fv (v);
glVertex3f (r_refdef.vieworg[0] + v[2],
r_refdef.vieworg[1] + v[3],
r_refdef.vieworg[2] + v[4]);
}
#define ftc(x) (x * (254.0/256.0) + (1.0/256.0))
vec5_t skyvec[6][4] = {
{
// right
{ftc(1), ftc(0), 1024, 1024, 1024},
{ftc(1), ftc(1), 1024, 1024, -1024},
{ftc(0), ftc(1), -1024, 1024, -1024},
{ftc(0), ftc(0), -1024, 1024, 1024}
},
{
// back
{ftc(1), ftc(0), -1024, 1024, 1024},
{ftc(1), ftc(1), -1024, 1024, -1024},
{ftc(0), ftc(1), -1024, -1024, -1024},
{ftc(0), ftc(0), -1024, -1024, 1024}
},
{
// left
{ftc(1), ftc(0), -1024, -1024, 1024},
{ftc(1), ftc(1), -1024, -1024, -1024},
{ftc(0), ftc(1), 1024, -1024, -1024},
{ftc(0), ftc(0), 1024, -1024, 1024}
},
{
// front
{ftc(1), ftc(0), 1024, -1024, 1024},
{ftc(1), ftc(1), 1024, -1024, -1024},
{ftc(0), ftc(1), 1024, 1024, -1024},
{ftc(0), ftc(0), 1024, 1024, 1024}
},
{
// up
{ftc(1), ftc(0), 1024, -1024, 1024},
{ftc(1), ftc(1), 1024, 1024, 1024},
{ftc(0), ftc(1), -1024, 1024, 1024},
{ftc(0), ftc(0), -1024, -1024, 1024}
},
{
// down
{ftc(1), ftc(0), 1024, 1024, -1024},
{ftc(1), ftc(1), 1024, -1024, -1024},
{ftc(0), ftc(1), -1024, -1024, -1024},
{ftc(0), ftc(0), -1024, 1024, -1024}
}
};
#undef ftc
void
R_DrawSkyBox (void)
{
int i, j;
GL_DisableMultitexture ();
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_ALWAYS);
// glDisable (GL_BLEND);
// glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDepthRange (gldepthmax, gldepthmax);
glColor3f (0.5, 0.5, 0.5);
for (i = 0; i < 6; i++)
{
glBindTexture(GL_TEXTURE_2D, SKY_TEX + i);
glBegin(GL_QUADS);
for (j = 0; j < 4; j++)
R_SkyBoxPolyVec(skyvec[i][j]);
glEnd();
}
glColor3f (1,1,1);
glDepthFunc (GL_LEQUAL);
glEnable (GL_DEPTH_TEST);
glDepthRange(gldepthmin, gldepthmax);
}
vec3_t domescale;
void
R_DrawSkyLayer (float s)
{
float a, b, x, y, a1x, a1y, a2x, a2y;
vec3_t v;
for (a = 0; a < 1; a += (1.0 / 32.0))
{
a1x = cos(a * M_PI * 2);
a1y = -sin(a * M_PI * 2);
a2x = cos((a+(1.0/32.0)) * M_PI * 2);
a2y = -sin((a+(1.0/32.0)) * M_PI * 2);
glBegin (GL_TRIANGLE_STRIP);
for (b = 0; b <= 1; b += (1.0 / 32.0))
{
x = cos(b * M_PI * 2);
y = -sin(b * M_PI * 2);
v[0] = a1x*x * domescale[0];
v[1] = a1y*x * domescale[1];
v[2] = y * domescale[2];
glTexCoord2f((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
glVertex3f(v[0] + r_refdef.vieworg[0],
v[1] + r_refdef.vieworg[1],
v[2] + r_refdef.vieworg[2]);
v[0] = a2x*x * domescale[0];
v[1] = a2y*x * domescale[1];
v[2] = y * domescale[2];
glTexCoord2f((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
glVertex3f(v[0] + r_refdef.vieworg[0],
v[1] + r_refdef.vieworg[1],
v[2] + r_refdef.vieworg[2]);
}
glEnd ();
}
}
void
R_DrawSkyDome (void)
{
GL_DisableMultitexture ();
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_ALWAYS);
glDisable (GL_BLEND);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthRange (gldepthmax, gldepthmax);
glColor3f (0.5, 0.5, 0.5);
// base sky
glBindTexture (GL_TEXTURE_2D, solidskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127;
R_DrawSkyLayer (speedscale);
glEnable (GL_BLEND);
// clouds
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127;
R_DrawSkyLayer (speedscale);
// glDisable (GL_BLEND);
glColor3f (1,1,1);
glDepthFunc (GL_LEQUAL);
glEnable (GL_DEPTH_TEST);
glDepthRange (gldepthmin, gldepthmax);
}
void
R_DrawSky ( void )
{
if (skyloaded)
R_DrawSkyBox();
else
R_DrawSkyDome();
}
//===============================================================
/*
=============
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
void R_InitSky (texture_t *mt)
{
int i, j, p;
byte *src;
unsigned trans[128*128];
unsigned transpix;
int r, g, b;
unsigned *rgba;
src = (byte *)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_8to24table[p];
trans[(i*128) + j] = *rgba;
r += ((byte *)rgba)[0];
g += ((byte *)rgba)[1];
b += ((byte *)rgba)[2];
}
((byte *)&transpix)[0] = r/(128*128);
((byte *)&transpix)[1] = g/(128*128);
((byte *)&transpix)[2] = b/(128*128);
((byte *)&transpix)[3] = 0;
if (!solidskytexture)
solidskytexture = texture_extension_number++;
glBindTexture (GL_TEXTURE_2D, 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_8to24table[p];
}
if (!alphaskytexture)
alphaskytexture = texture_extension_number++;
glBindTexture (GL_TEXTURE_2D, 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);
}