mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-14 14:41:41 +00:00
662 lines
12 KiB
C
662 lines
12 KiB
C
/*
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Copyright (C) 1997-2001 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 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 -- sky and water polygons
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#include "gl_local.h"
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extern model_t *loadmodel;
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char skyname[MAX_QPATH];
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float skyrotate;
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vec3_t skyaxis;
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image_t *sky_images[6];
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msurface_t *warpface;
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#define SUBDIVIDE_SIZE 64
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//#define SUBDIVIDE_SIZE 1024
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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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vec3_t total;
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float total_s, total_t;
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if (numverts > 60)
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ri.Sys_Error (ERR_DROP, "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 = SUBDIVIDE_SIZE * floor (m/SUBDIVIDE_SIZE + 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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// add a point in the center to help keep warp valid
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poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * 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+2;
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VectorClear (total);
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total_s = 0;
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total_t = 0;
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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+1]);
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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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total_s += s;
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total_t += t;
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VectorAdd (total, verts, total);
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poly->verts[i+1][3] = s;
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poly->verts[i+1][4] = t;
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}
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VectorScale (total, (1.0/numverts), poly->verts[0]);
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poly->verts[0][3] = total_s/numverts;
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poly->verts[0][4] = total_t/numverts;
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// copy first vertex to last
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memcpy (poly->verts[i+1], poly->verts[1], sizeof(poly->verts[0]));
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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 r_turbsin[] =
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{
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#include "warpsin.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, *bp;
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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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float scroll;
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float rdt = r_newrefdef.time;
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if (fa->texinfo->flags & SURF_FLOWING)
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scroll = -64 * ( (r_newrefdef.time*0.5) - (int)(r_newrefdef.time*0.5) );
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else
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scroll = 0;
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for (bp=fa->polys ; bp ; bp=bp->next)
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{
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p = bp;
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qglBegin (GL_TRIANGLE_FAN);
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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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#if !id386
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s = os + r_turbsin[(int)((ot*0.125+r_newrefdef.time) * TURBSCALE) & 255];
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#else
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s = os + r_turbsin[Q_ftol( ((ot*0.125+rdt) * TURBSCALE) ) & 255];
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#endif
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s += scroll;
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s *= (1.0/64);
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#if !id386
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t = ot + r_turbsin[(int)((os*0.125+rdt) * TURBSCALE) & 255];
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#else
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t = ot + r_turbsin[Q_ftol( ((os*0.125+rdt) * TURBSCALE) ) & 255];
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#endif
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t *= (1.0/64);
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qglTexCoord2f (s, t);
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qglVertex3fv (v);
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}
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qglEnd ();
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}
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}
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//===================================================================
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vec3_t skyclip[6] = {
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{1,1,0},
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{1,-1,0},
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{0,-1,1},
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{0,1,1},
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{1,0,1},
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{-1,0,1}
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};
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int c_sky;
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// 1 = s, 2 = t, 3 = 2048
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int st_to_vec[6][3] =
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{
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{3,-1,2},
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{-3,1,2},
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{1,3,2},
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{-1,-3,2},
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{-2,-1,3}, // 0 degrees yaw, look straight up
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{2,-1,-3} // look straight down
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// {-1,2,3},
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// {1,2,-3}
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};
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// s = [0]/[2], t = [1]/[2]
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int vec_to_st[6][3] =
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{
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{-2,3,1},
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{2,3,-1},
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{1,3,2},
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{-1,3,-2},
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{-2,-1,3},
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{-2,1,-3}
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// {-1,2,3},
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// {1,2,-3}
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};
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float skymins[2][6], skymaxs[2][6];
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float sky_min, sky_max;
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void DrawSkyPolygon (int nump, vec3_t vecs)
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{
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int i,j;
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vec3_t v, av;
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float s, t, dv;
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int axis;
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float *vp;
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c_sky++;
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#if 0
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glBegin (GL_POLYGON);
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for (i=0 ; i<nump ; i++, vecs+=3)
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{
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VectorAdd(vecs, r_origin, v);
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qglVertex3fv (v);
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}
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glEnd();
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return;
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#endif
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// decide which face it maps to
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VectorCopy (vec3_origin, v);
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for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
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{
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VectorAdd (vp, v, v);
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}
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av[0] = fabs(v[0]);
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av[1] = fabs(v[1]);
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av[2] = fabs(v[2]);
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if (av[0] > av[1] && av[0] > av[2])
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{
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if (v[0] < 0)
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axis = 1;
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else
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axis = 0;
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}
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else if (av[1] > av[2] && av[1] > av[0])
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{
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if (v[1] < 0)
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axis = 3;
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else
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axis = 2;
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}
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else
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{
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if (v[2] < 0)
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axis = 5;
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else
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axis = 4;
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}
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// project new texture coords
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for (i=0 ; i<nump ; i++, vecs+=3)
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{
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j = vec_to_st[axis][2];
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if (j > 0)
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dv = vecs[j - 1];
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else
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dv = -vecs[-j - 1];
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if (dv < 0.001)
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continue; // don't divide by zero
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j = vec_to_st[axis][0];
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if (j < 0)
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s = -vecs[-j -1] / dv;
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else
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s = vecs[j-1] / dv;
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j = vec_to_st[axis][1];
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if (j < 0)
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t = -vecs[-j -1] / dv;
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else
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t = vecs[j-1] / dv;
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if (s < skymins[0][axis])
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skymins[0][axis] = s;
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if (t < skymins[1][axis])
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skymins[1][axis] = t;
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if (s > skymaxs[0][axis])
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skymaxs[0][axis] = s;
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if (t > skymaxs[1][axis])
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skymaxs[1][axis] = t;
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}
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}
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#define ON_EPSILON 0.1 // point on plane side epsilon
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#define MAX_CLIP_VERTS 64
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void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
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{
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float *norm;
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float *v;
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qboolean front, back;
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float d, e;
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float dists[MAX_CLIP_VERTS];
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int sides[MAX_CLIP_VERTS];
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vec3_t newv[2][MAX_CLIP_VERTS];
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int newc[2];
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int i, j;
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if (nump > MAX_CLIP_VERTS-2)
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ri.Sys_Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
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if (stage == 6)
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{ // fully clipped, so draw it
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DrawSkyPolygon (nump, vecs);
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return;
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}
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front = back = false;
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norm = skyclip[stage];
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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d = DotProduct (v, norm);
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if (d > ON_EPSILON)
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{
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front = true;
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sides[i] = SIDE_FRONT;
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}
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else if (d < -ON_EPSILON)
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{
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back = true;
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sides[i] = SIDE_BACK;
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}
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else
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sides[i] = SIDE_ON;
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dists[i] = d;
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}
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if (!front || !back)
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{ // not clipped
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ClipSkyPolygon (nump, vecs, stage+1);
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return;
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}
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// clip it
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sides[i] = sides[0];
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dists[i] = dists[0];
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VectorCopy (vecs, (vecs+(i*3)) );
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newc[0] = newc[1] = 0;
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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switch (sides[i])
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{
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case SIDE_FRONT:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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break;
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case SIDE_BACK:
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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case SIDE_ON:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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}
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if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
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continue;
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d = dists[i] / (dists[i] - dists[i+1]);
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for (j=0 ; j<3 ; j++)
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{
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e = v[j] + d*(v[j+3] - v[j]);
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newv[0][newc[0]][j] = e;
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newv[1][newc[1]][j] = e;
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}
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newc[0]++;
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newc[1]++;
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}
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// continue
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ClipSkyPolygon (newc[0], newv[0][0], stage+1);
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ClipSkyPolygon (newc[1], newv[1][0], stage+1);
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}
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/*
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=================
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R_AddSkySurface
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=================
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*/
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void R_AddSkySurface (msurface_t *fa)
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{
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int i;
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vec3_t verts[MAX_CLIP_VERTS];
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glpoly_t *p;
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// calculate vertex values for sky box
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for (p=fa->polys ; p ; p=p->next)
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{
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for (i=0 ; i<p->numverts ; i++)
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{
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VectorSubtract (p->verts[i], r_origin, verts[i]);
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}
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ClipSkyPolygon (p->numverts, verts[0], 0);
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}
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}
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/*
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==============
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R_ClearSkyBox
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==============
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*/
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void R_ClearSkyBox (void)
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{
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int i;
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for (i=0 ; i<6 ; i++)
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{
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skymins[0][i] = skymins[1][i] = 9999;
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skymaxs[0][i] = skymaxs[1][i] = -9999;
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}
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}
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void MakeSkyVec (float s, float t, int axis)
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{
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vec3_t v, b;
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int j, k;
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b[0] = s*2300;
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b[1] = t*2300;
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b[2] = 2300;
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for (j=0 ; j<3 ; j++)
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{
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k = st_to_vec[axis][j];
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if (k < 0)
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v[j] = -b[-k - 1];
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else
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v[j] = b[k - 1];
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}
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// avoid bilerp seam
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s = (s+1)*0.5;
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t = (t+1)*0.5;
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if (s < sky_min)
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s = sky_min;
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else if (s > sky_max)
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s = sky_max;
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if (t < sky_min)
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t = sky_min;
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else if (t > sky_max)
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t = sky_max;
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t = 1.0 - t;
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qglTexCoord2f (s, t);
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qglVertex3fv (v);
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}
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|
|
|
/*
|
|
==============
|
|
R_DrawSkyBox
|
|
==============
|
|
*/
|
|
int skytexorder[6] = {0,2,1,3,4,5};
|
|
void R_DrawSkyBox (void)
|
|
{
|
|
int i;
|
|
|
|
#if 0
|
|
qglEnable (GL_BLEND);
|
|
GL_TexEnv( GL_MODULATE );
|
|
qglColor4f (1,1,1,0.5);
|
|
qglDisable (GL_DEPTH_TEST);
|
|
#endif
|
|
if (skyrotate)
|
|
{ // check for no sky at all
|
|
for (i=0 ; i<6 ; i++)
|
|
if (skymins[0][i] < skymaxs[0][i]
|
|
&& skymins[1][i] < skymaxs[1][i])
|
|
break;
|
|
if (i == 6)
|
|
return; // nothing visible
|
|
}
|
|
|
|
qglPushMatrix ();
|
|
qglTranslatef (r_origin[0], r_origin[1], r_origin[2]);
|
|
qglRotatef (r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
if (skyrotate)
|
|
{ // hack, forces full sky to draw when rotating
|
|
skymins[0][i] = -1;
|
|
skymins[1][i] = -1;
|
|
skymaxs[0][i] = 1;
|
|
skymaxs[1][i] = 1;
|
|
}
|
|
|
|
if (skymins[0][i] >= skymaxs[0][i]
|
|
|| skymins[1][i] >= skymaxs[1][i])
|
|
continue;
|
|
|
|
GL_Bind (sky_images[skytexorder[i]]->texnum);
|
|
|
|
qglBegin (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);
|
|
qglEnd ();
|
|
}
|
|
qglPopMatrix ();
|
|
#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
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
R_SetSky
|
|
============
|
|
*/
|
|
// 3dstudio environment map names
|
|
char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
|
|
void R_SetSky (char *name, float rotate, vec3_t axis)
|
|
{
|
|
int i;
|
|
char pathname[MAX_QPATH];
|
|
|
|
strncpy (skyname, name, sizeof(skyname)-1);
|
|
skyrotate = rotate;
|
|
VectorCopy (axis, skyaxis);
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
// chop down rotating skies for less memory
|
|
if (gl_skymip->value || skyrotate)
|
|
gl_picmip->value++;
|
|
|
|
if ( qglColorTableEXT && gl_ext_palettedtexture->value )
|
|
Com_sprintf (pathname, sizeof(pathname), "env/%s%s.pcx", skyname, suf[i]);
|
|
else
|
|
Com_sprintf (pathname, sizeof(pathname), "env/%s%s.tga", skyname, suf[i]);
|
|
|
|
sky_images[i] = GL_FindImage (pathname, it_sky);
|
|
if (!sky_images[i])
|
|
sky_images[i] = r_notexture;
|
|
|
|
if (gl_skymip->value || skyrotate)
|
|
{ // take less memory
|
|
gl_picmip->value--;
|
|
sky_min = 1.0/256;
|
|
sky_max = 255.0/256;
|
|
}
|
|
else
|
|
{
|
|
sky_min = 1.0/512;
|
|
sky_max = 511.0/512;
|
|
}
|
|
}
|
|
}
|