mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-29 23:32:16 +00:00
237 lines
4.6 KiB
C
237 lines
4.6 KiB
C
/*
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gl_warp.c
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water polygons
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Copyright (C) 1996-1997 Id Software, Inc.
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "cvar.h"
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#include "glquake.h"
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#include "sys.h"
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extern double realtime;
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extern model_t *loadmodel;
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extern qboolean lighthalf;
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msurface_t *warpface;
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extern cvar_t *gl_subdivide_size;
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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] = 9999;
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maxs[0] = maxs[1] = maxs[2] = -9999;
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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 = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
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poly->next = warpface->polys;
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warpface->polys = 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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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent and sky warps
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can be done reasonably.
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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 numverts;
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int i;
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int lindex;
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float *vec;
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warpface = fa;
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//
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// convert edges back to a normal polygon
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//
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numverts = 0;
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for (i=0 ; i<fa->numedges ; i++)
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if (lindex > 0)
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vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
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else
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vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
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VectorCopy (vec, verts[numverts]);
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numverts++;
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}
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SubdividePolygon (numverts, verts[0]);
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}
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//=========================================================
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// speed up sin calculations - Ed
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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 TURBSCALE (256.0 / (2 * M_PI))
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/*
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=============
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EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain
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=============
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*/
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void EmitWaterPolys (msurface_t *fa)
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{
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glpoly_t *p;
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float *v;
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int i;
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float s, t, os, ot;
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vec3_t nv;
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for (p=fa->polys ; p ; p=p->next)
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{
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glBegin (GL_POLYGON);
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for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
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{
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os = v[3];
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ot = v[4];
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s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255];
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s *= (1.0/64);
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t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255];
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t *= (1.0/64);
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glTexCoord2f (s, t);
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VectorCopy (v, nv);
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nv[2] += r_waterripple->value
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* turbsin[(int)((v[3]*0.125+realtime) * TURBSCALE) & 255]
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* turbsin[(int)((v[4]*0.125+realtime) * TURBSCALE) & 255]
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* (1.0 / 64.0);
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glVertex3fv (nv);
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}
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glEnd ();
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}
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}
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