mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-12 23:54:33 +00:00
b948a6c004
I think I only have one more clipping case to take care of, and it's really a bug in an earlier case.
574 lines
14 KiB
C
574 lines
14 KiB
C
/*
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gl_sky_clip.c
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sky 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 <string.h>
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#include "console.h"
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#include "glquake.h"
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#include "sys.h"
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extern qboolean skyloaded;
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extern vec5_t skyvec[6][4];
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/* cube face to sky texture offset conversion */
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static const int skytex_offs[] = {3, 0, 4, 1, 2, 5};
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/* clockwise loop through the cube faces adjoining the current face */
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static const int face_loop[6][5] = {
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{1, 2, 4, 5, 1},
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{0, 5, 3, 2, 0},
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{0, 1, 3, 4, 0},
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{1, 5, 4, 2, 1},
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{0, 2, 3, 5, 0},
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{0, 4, 3, 1, 0},
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};
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/* convert axis and face distance into face*/
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static const int faces_table[3][6] = {
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{-1, 0, 0, -1, 3, 3},
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{-1, 4, 4, -1, 1, 1},
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{-1, 2, 2, -1, 5, 5},
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};
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/* axis the cube face cuts (also index into vec3_t for) */
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static const int face_axis[] = {0, 1, 2, 0, 1, 2};
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/* offset on the axis the cube face cuts */
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static const vec_t face_offset[] = {1024, 1024, 1024, -1024, -1024, -1024};
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/* our cube */
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struct box_def {
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int tex; // texture to bind to
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int enter_face; // cube face this face was entered from
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int leave_face; // cube face departed to
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int enter_vertex; // vertex number entered on
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int leave_vertex; // vertex number left on
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glpoly_t poly; // describe the polygon of this face
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float verts[32][VERTEXSIZE];
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};
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/*
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determine_face
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return the face of the cube which v hits first
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0 +x
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1 +y
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2 +z
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3 -x
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4 -y
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5 -z
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Also scales v so it touches that face.
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*/
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static int
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determine_face (vec3_t v)
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{
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float a[3];
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float m;
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int i=0;
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m = a[0] = fabs (v[0]);
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a[1] = fabs (v[1]);
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a[2] = fabs (v[2]);
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if (a[1] > m) {
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m = a[1];
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i = 1;
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}
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if (a[2] > m) {
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m = a[2];
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i = 2;
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}
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if (!m) {
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Sys_Error ("%s speared by sky poly edge\n", name->string);
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}
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if (v[i] < 0)
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i += 3;
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VectorScale (v, 1024/m, v);
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return i;
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}
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/*
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find_intersect (for want of a better name)
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finds the point of intersection of the plane formed by the eye and the two
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points on the cube and the edge of the cube defined by the two faces.
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Currently, this will break if the two points are not on adjoining cube
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faces (ie either on opposing faces or the same face).
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The equation for the point of intersection of a line and a plane is:
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(x - p).n
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y = x - _________ v
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v.n
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where n is the normal to the plane, p is a point on the plane, x is a
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point on the line, and v is the direction vector of the line. n is found
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by (x1 - e) cross (x2 - e) and p is taken to be e (e = eye coords) for
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simplicity. However, because e is at 0,0,0, this simplifies to n = x1
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cross x2 and p = 0,0,0, so the equation above simplifies to:
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x.n
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y = x - ___ v
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v.n
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*/
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static void
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find_intersect (int face1, vec3_t x1, int face2, vec3_t x2, vec3_t y)
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{
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vec3_t n; // normal to the plane formed by the eye and
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// the two points on the cube.
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vec3_t x = {0, 0, 0}; // point on cube edge of adjoining faces.
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// always on an axis plane.
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vec3_t v = {0, 0, 0}; // direction vector of cube edge. always +ve
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vec_t x_n, v_n; // x.n and v.n
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vec3_t t;
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x[face1 % 3] = 1024 * (1 - 2 * (face1 / 3));
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x[face2 % 3] = 1024 * (1 - 2 * (face2 / 3));
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v[3 - ((face1 % 3) + (face2 % 3))] = 1;
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CrossProduct (x1, x2, n);
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x_n = DotProduct (x, n);
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v_n = DotProduct (v, n);
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VectorScale (v, x_n / v_n, t);
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VectorSubtract (x, t, y);
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}
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/*
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set_vertex
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add the vertex to the polygon describing the face of the cube. Offsets
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the vertex relative to r_refdef.vieworg so the cube is always centered
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on the player and also calculates the texture coordinates of the vertex
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(wish I could find a cleaner way of calculating s and t).
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*/
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static void
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set_vertex (struct box_def *box, int face, int ind, vec3_t v)
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{
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VectorCopy (v, box[face].poly.verts[ind]);
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VectorAdd (v, r_refdef.vieworg, box[face].poly.verts[ind]);
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switch (face) {
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case 0:
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box[face].poly.verts[ind][3] = (1024 - v[1]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[2]) / 2048;
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break;
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case 1:
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box[face].poly.verts[ind][3] = (1024 + v[0]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[2]) / 2048;
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break;
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case 2:
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box[face].poly.verts[ind][3] = (1024 + v[0]) / 2048;
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box[face].poly.verts[ind][4] = (1024 + v[1]) / 2048;
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break;
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case 3:
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box[face].poly.verts[ind][3] = (1024 + v[1]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[2]) / 2048;
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break;
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case 4:
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box[face].poly.verts[ind][3] = (1024 - v[0]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[2]) / 2048;
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break;
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case 5:
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box[face].poly.verts[ind][3] = (1024 + v[0]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[1]) / 2048;
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break;
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}
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}
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/*
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add_vertex
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*/
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static void
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add_vertex (struct box_def *box, int face, vec3_t v)
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{
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set_vertex (box, face, box[face].poly.numverts++, v);
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}
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/*
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find_cube_vertex
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get the coords of the vertex common to the three specified faces of the
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cube. NOTE: this WILL break if the three faces do not share a common
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vertex. ie works = ((face1 % 3 != face2 % 3)
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&& (face2 % 3 != face3 % 3)
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&& (face1 % 3 != face3 % 3))
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*/
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static void
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find_cube_vertex (int face1, int face2, int face3, vec3_t v)
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{
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v[face1 % 3] = 1024 * (1 - 2 * (face1 / 3));
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v[face2 % 3] = 1024 * (1 - 2 * (face2 / 3));
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v[face3 % 3] = 1024 * (1 - 2 * (face3 / 3));
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}
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/*
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enter_face
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if we left this face on an adjoining face with a common vertex, add
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that vertex to the cube face polygon.
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*/
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static void
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enter_face (struct box_def *box, int prev_face, int face)
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{
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if (box[face].leave_face >=0 && (box[face].leave_face % 3) != (prev_face % 3)) {
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vec3_t t;
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find_cube_vertex (prev_face, face, box[face].leave_face, t);
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add_vertex(box, face, t);
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box[face].enter_face = -1;
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} else {
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box[face].enter_face = prev_face;
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}
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box[face].leave_face = -1;
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}
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/*
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leave_face
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if we entered this face on an adjoining face with a common vertex, add
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that vertex to the cube face polygon.
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*/
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static void
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leave_face (struct box_def *box, int prev_face, int face)
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{
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if (box[prev_face].enter_face >=0 && (box[prev_face].enter_face) % 3 != (face % 3)) {
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vec3_t t;
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find_cube_vertex (prev_face, face, box[prev_face].enter_face, t);
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add_vertex(box, prev_face, t);
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box[prev_face].leave_face = -1;
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} else {
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box[prev_face].leave_face = face;
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}
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box[prev_face].enter_face = -1;
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}
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/*
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render_box
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draws all faces of the cube with 3 or more vertexen.
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*/
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static void
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render_box (struct box_def *box)
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{
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int i,j;
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for (i = 0; i < 6; i++) {
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if (box[i].poly.numverts <= 2)
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continue;
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glBindTexture (GL_TEXTURE_2D, box[i].tex);
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glBegin (GL_POLYGON);
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for (j=0; j < box[i].poly.numverts; j++) {
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glTexCoord2fv (box[i].poly.verts[j]+3);
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glVertex3fv (box[i].poly.verts[j]);
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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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insert_cube_vertexen
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insert the given cube vertexen into the vertex list of the poly in the
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correct location.
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*/
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static void
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insert_cube_vertexen (struct box_def *box, int face, vec3_t v1, vec3_t v2)
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{
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if (box[face].leave_vertex == box[face].poly.numverts - 1) {
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// the vertex the sky poly left this cube fase through is very
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// conveniently the last vertex of the face poly. this means we
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// can just append the two vetexen
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add_vertex (box, face, v1);
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add_vertex (box, face, v2);
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} else {
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// we have to insert the two cube vertexen into the face poly
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// vertex list
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glpoly_t *p = &box[face].poly;
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int insert = box[face].leave_vertex + 1;
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int count = p->numverts - insert;
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const int vert_size = sizeof (p->verts[0]);
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memmove (p->verts[insert + 2], p->verts[insert], count * vert_size);
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p->numverts += 2;
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set_vertex (box, face, insert, v1);
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set_vertex (box, face, insert + 1, v2);
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}
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}
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/*
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fixup_center_face
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add the vertexen of the cube face that should be draw but was not
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clipped by the sky polygon because it was fully enclosed by the
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polygon. Also adds the missing vertexen to the surrounding cube faces.
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*/
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static void
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fixup_center_face (struct box_def *box, int c_face)
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{
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vec3_t v[4];
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int i;
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for (i = 0; i < 4; i++) {
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find_cube_vertex (c_face, face_loop[c_face][i],
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face_loop[c_face][i + 1], v[i]);
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add_vertex(box, c_face, v[i]);
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}
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for (i = 0; i < 4; i++) {
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int ind = face_loop[c_face][i];
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insert_cube_vertexen (box, ind, v[i], v[(i - 1) % 4]);
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}
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}
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/*
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cross_cube_edge
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add the vertex formed by the poly edge crossing the cube edge to the
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polygon for the two faces on that edge. Actually, the two faces define
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the edge :). The poly edge is going from face 1 to face 2 (for
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enter/leave purposes).
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*/
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static void
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cross_cube_edge (struct box_def *box, int face1, vec3_t v1, int face2,
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vec3_t v2)
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{
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vec3_t l;
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find_intersect (face1, v1, face2, v2, l);
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box[face1].leave_vertex = box[face1].poly.numverts;
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add_vertex(box, face1, l);
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leave_face (box, face1, face2);
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enter_face (box, face1, face2);
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box[face2].enter_vertex = box[face2].poly.numverts;
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add_vertex(box, face2, l);
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}
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static void
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fix_missed_vertexen (struct box_def *box, int *faces, int face_count)
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{
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if (face_count == 4) {
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if (abs (faces[2] - faces[0]) == 3
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&& abs (faces[3] - faces[1]) == 3) {
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int framed_face;
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int sum, diff;
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sum = faces[0] + faces[1] + faces[2] + faces[3];
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diff = faces[1] - faces[0];
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sum %= 3;
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diff = (diff + 6) % 6;
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framed_face = faces_table[sum][diff];
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if (box[framed_face].poly.numverts == 0)
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fixup_center_face (box, framed_face);
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else
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printf ("email bill@taniwha.org re framed face > 0 verts\n");
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} else {
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int l_f, t_f, r_f, b_f;
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vec3_t v_l, v_r;
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if (abs (faces[2] - faces[0]) == 3) {
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l_f = faces[0];
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t_f = faces[1];
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r_f = faces[2];
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b_f = faces[3];
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} else if (abs (faces[3] - faces[1]) == 3) {
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l_f = faces[1];
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t_f = faces[2];
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r_f = faces[3];
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b_f = faces[0];
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} else {
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return;
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}
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find_cube_vertex (l_f, t_f, b_f, v_l);
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find_cube_vertex (r_f, t_f, b_f, v_r);
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insert_cube_vertexen (box, t_f, v_r, v_l);
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insert_cube_vertexen (box, b_f, v_l, v_r);
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}
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}
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}
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void
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R_DrawSkyBoxPoly (glpoly_t *poly)
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{
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int i;
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struct box_def box[6];
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/* projected vertex and face of the previous sky poly vertex */
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vec3_t last_v;
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int prev_face;
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/* projected vertex and face of the current sky poly vertex */
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vec3_t v;
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int face;
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/* keep track of which cube faces we visit and in what order */
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int visited_faces [6];
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int faces_flags [6];
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int face_count = 0;
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memset (box, 0, sizeof (box));
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memset (faces_flags, 0, sizeof faces_flags);
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for (i = 0; i < 6; i++) {
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box[i].tex = SKY_TEX + skytex_offs[i];
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box[i].enter_face = box[i].leave_face = -1;
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}
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if (poly->numverts>=32) {
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Sys_Error ("too many verts!");
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}
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VectorSubtract (poly->verts[poly->numverts - 1], r_refdef.vieworg, last_v);
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prev_face = determine_face (last_v);
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for (i=0; i< poly->numverts; i++) {
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VectorSubtract (poly->verts[i], r_refdef.vieworg, v);
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face = determine_face (v);
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if (face != prev_face) {
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if ((face % 3) == (prev_face % 3)) {
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vec3_t x;
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int x_face;
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VectorAdd (v, last_v, x);
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VectorScale (x, 0.5, x);
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x_face = determine_face (x);
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if (!faces_flags[x_face]) {
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faces_flags[x_face] = 1;
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visited_faces[face_count++] = x_face;
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}
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cross_cube_edge (box, prev_face, last_v, x_face, x);
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cross_cube_edge (box, x_face, x, face, v);
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} else {
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cross_cube_edge (box, prev_face, last_v, face, v);
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}
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}
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if (!faces_flags[face]) {
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faces_flags[face] = 1;
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visited_faces[face_count++] = face;
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}
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add_vertex(box, face, v);
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VectorCopy (v, last_v);
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prev_face = face;
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}
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fix_missed_vertexen (box, visited_faces, face_count);
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render_box (box);
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}
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void
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R_DrawSkyDomePoly (glpoly_t *poly)
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{
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int i;
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glDisable (GL_BLEND);
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glDisable (GL_TEXTURE_2D);
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glColor3f (0, 0, 0);
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glBegin (GL_POLYGON);
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for (i=0; i<poly->numverts; i++) {
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glVertex3fv (poly->verts[i]);
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}
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glEnd ();
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glEnable (GL_TEXTURE_2D);
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glEnable (GL_BLEND);
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}
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void
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R_DrawSkyChain (msurface_t *sky_chain)
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{
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msurface_t *sc = sky_chain;
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if (skyloaded) {
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|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
while (p) {
|
|
R_DrawSkyBoxPoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
} else {
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
while (p) {
|
|
R_DrawSkyDomePoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
}
|
|
#if 1
|
|
glDisable (GL_TEXTURE_2D);
|
|
sc = sky_chain;
|
|
glColor3f (1, 1, 1);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
while (p) {
|
|
int i;
|
|
glBegin (GL_LINE_LOOP);
|
|
for (i=0; i<p->numverts; i++) {
|
|
glVertex3fv (p->verts[i]);
|
|
}
|
|
glEnd();
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
sc = sky_chain;
|
|
glColor3f (0, 1, 0);
|
|
glBegin (GL_POINTS);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
while (p) {
|
|
int i;
|
|
vec3_t x, c = {0, 0, 0};
|
|
for (i=0; i<p->numverts; i++) {
|
|
VectorSubtract (p->verts[i], r_refdef.vieworg, x);
|
|
VectorAdd (x, c, c);
|
|
}
|
|
VectorScale (c, 1.0/p->numverts, c);
|
|
VectorAdd (c, r_refdef.vieworg, c);
|
|
glVertex3fv (c);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
glEnd ();
|
|
if (skyloaded) {
|
|
int i,j;
|
|
glColor3f (1, 0, 0);
|
|
for (i=0; i<6; i++) {
|
|
vec3_t v;
|
|
glBegin (GL_LINE_LOOP);
|
|
for (j=0; j<4; j++) {
|
|
memcpy (v, &skyvec[i][j][2], sizeof(v));
|
|
VectorAdd (v, r_refdef.vieworg, v);
|
|
glVertex3fv (v);
|
|
}
|
|
glEnd ();
|
|
}
|
|
}
|
|
glColor3ubv (lighthalf_v);
|
|
glEnable (GL_TEXTURE_2D);
|
|
#endif
|
|
}
|