/* gl_warp.c Sky and water polygons Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 Nelson Rush. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors 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 $Id$ */ #include #include #include #include #include #include extern model_t *loadmodel; int skytexturenum; int solidskytexture; int alphaskytexture; float speedscale; // for top sky and bottom sky msurface_t *warpface; extern cvar_t *gl_subdivide_size; /* BoundPoly (int, float, vec3_t, vec3_t) */ 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 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= 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 ; iverts[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 Break 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 ; inumedges ; 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.-c" }; #define TURBSCALE (256.0 / (2 * M_PI)) /* EmitWaterPolys Do 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] ; inumverts ; 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); if(r_waterripple->value) { nv[0] = v[0]; //+8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime); nv[1] = v[1]; //+8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime); nv[2] = v[2] + r_waterripple->value*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime); glVertex3fv (nv); } else { glVertex3fv (v); } } glEnd (); } } /* EmitSkyPolys */ void EmitSkyPolys ( msurface_t *fa ) { glpoly_t *p; float *v; int i; float s, t; vec3_t dir; float length; for (p=fa->polys ; p ; p=p->next) { glBegin (GL_POLYGON); for (i=0,v=p->verts[0] ; inumverts ; i++, v+=VERTEXSIZE) { VectorSubtract (v, r_origin, dir); dir[2] *= 3; // flatten the sphere length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2]; length = sqrt (length); length = 6*63/length; dir[0] *= length; dir[1] *= length; s = (speedscale + dir[0]) * (1.0/128); t = (speedscale + dir[1]) * (1.0/128); glTexCoord2f (s, t); glVertex3fv (v); } glEnd (); } } /* EmitBothSkyLayers Do a sky warp on the pre-fragmented glpoly_t chain. This will be called for brushmodels, the world will have them chained together. */ void EmitBothSkyLayers ( msurface_t *fa ) { GL_DisableMultitexture(); GL_Bind (solidskytexture); speedscale = realtime*8; speedscale -= (int)speedscale & ~127 ; EmitSkyPolys (fa); glEnable (GL_BLEND); GL_Bind (alphaskytexture); speedscale = realtime*16; speedscale -= (int)speedscale & ~127 ; EmitSkyPolys (fa); glDisable (GL_BLEND); } /* Quake 2 sky rendering ("skyboxes") */ #define SKY_TEX 2000 /* 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; int QgetLittleShort ( QFile *f ) { byte b1, b2; b1 = Qgetc(f); b2 = Qgetc(f); return (short)(b1 + b2*256); } int QgetLittleLong (QFile *f) { byte b1, b2, b3, b4; b1 = Qgetc(f); b2 = Qgetc(f); b3 = Qgetc(f); b4 = Qgetc(f); return b1 + (b2<<8) + (b3<<16) + (b4<<24); } /* LoadTGA */ void LoadTGA (QFile *fin, byte **targa_rgba) { int columns, rows, numPixels; byte *pixbuf; int row, column; TargaHeader targa_header; unsigned char red = 0, green = 0, blue = 0, alphabyte = 0; targa_header.id_length = Qgetc(fin); targa_header.colormap_type = Qgetc(fin); targa_header.image_type = Qgetc(fin); targa_header.colormap_index = QgetLittleShort(fin); targa_header.colormap_length = QgetLittleShort(fin); targa_header.colormap_size = Qgetc(fin); targa_header.x_origin = QgetLittleShort(fin); targa_header.y_origin = QgetLittleShort(fin); targa_header.width = QgetLittleShort(fin); targa_header.height = QgetLittleShort(fin); targa_header.pixel_size = Qgetc(fin); targa_header.attributes = Qgetc(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) Qseek(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=0; row--) { pixbuf = *targa_rgba + row*columns*4; for(column=0; column0) row--; else goto breakOut; pixbuf = *targa_rgba + row*columns*4; } } } else { // non run-length packet for(j=0;j0) row--; else goto breakOut; pixbuf = *targa_rgba + row*columns*4; } } } } breakOut:; } } Qclose(fin); // fclose(fin); } /* R_LoadSkys */ char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"}; void R_LoadSkys ( void ) { int i; QFile *f; byte *skyimage = NULL; char name[64]; if (!r_sky->value) return; for (i=0 ; i<6 ; i++) { GL_Bind (SKY_TEX + i); snprintf(name, sizeof(name), "env/%s%s.tga", // snprintf(name, sizeof(name), "env/%s%s.pcx", r_skyname->string, suf[i]); COM_FOpenFile (name, &f); if (!f) { Con_DPrintf ("R_LoadSkys: Couldn't load %s\n", name); continue; } LoadTGA (f, &skyimage); // LoadPCX (f, &skyimage); glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, skyimage); // glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, pcx_rgb); // free (targa_rgba); free (skyimage); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } } vec3_t skyclip[6] = { {1,1,0}, {1,-1,0}, {0,-1,1}, {0,1,1}, {1,0,1}, {-1,0,1} }; int c_sky; // 1 = s, 2 = t, 3 = 2048 int st_to_vec[6][3] = { {3,-1,2}, {-3,1,2}, {1,3,2}, {-1,-3,2}, {-2,-1,3}, // 0 degrees yaw, look straight up {2,-1,-3} // look straight down // {-1,2,3}, // {1,2,-3} }; // s = [0]/[2], t = [1]/[2] int vec_to_st[6][3] = { {-2,3,1}, {2,3,-1}, {1,3,2}, {-1,3,-2}, {-2,-1,3}, {-2,1,-3} // {-1,2,3}, // {1,2,-3} }; float skymins[2][6], skymaxs[2][6]; void DrawSkyPolygon (int nump, vec3_t vecs) { int i,j; vec3_t v, av; float s, t, dv; int axis; float *vp; c_sky++; #if 0 glBegin (GL_POLYGON); for (i=0 ; i av[1] && av[0] > av[2]) { axis = (v[0] < 0) ? 1 : 0; } else if (av[1] > av[2] && av[1] > av[0]) { axis = (v[1] < 0) ? 3 : 2; } else { axis = (v[2] < 0) ? 5 : 4; } // project new texture coords for (i=0 ; i 0) dv = vecs[j - 1]; else dv = -vecs[-j - 1]; j = vec_to_st[axis][0]; if (j < 0) s = -vecs[-j -1] / dv; else s = vecs[j-1] / dv; j = vec_to_st[axis][1]; if (j < 0) t = -vecs[-j -1] / dv; else t = vecs[j-1] / dv; skymins[0][axis] = min(s, skymins[0][axis]); skymaxs[0][axis] = max(s, skymaxs[0][axis]); skymins[1][axis] = min(t, skymins[1][axis]); skymaxs[1][axis] = max(t, skymaxs[1][axis]); } } #define MAX_CLIP_VERTS 64 void ClipSkyPolygon (int nump, vec3_t vecs, int stage) { float *norm; float *v; qboolean front, back; float d, e; float dists[MAX_CLIP_VERTS]; int sides[MAX_CLIP_VERTS]; vec3_t newv[2][MAX_CLIP_VERTS]; int newc[2]; int i, j; if (nump > MAX_CLIP_VERTS-2) Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS"); if (stage == 6) { // fully clipped, so draw it DrawSkyPolygon (nump, vecs); return; } front = back = false; norm = skyclip[stage]; for (i=0, v = vecs ; i ON_EPSILON) { front = true; sides[i] = SIDE_FRONT; } else if (d < ON_EPSILON) { back = true; sides[i] = SIDE_BACK; } else sides[i] = SIDE_ON; dists[i] = d; } if (!front || !back) { // not clipped ClipSkyPolygon (nump, vecs, stage+1); return; } // clip it sides[i] = sides[0]; dists[i] = dists[0]; VectorCopy (vecs, (vecs+(i*3)) ); newc[0] = newc[1] = 0; for (i=0, v = vecs ; ivalue) { c_sky = 0; GL_Bind(solidskytexture); // calculate vertex values for sky box for (fa=s ; fa ; fa=fa->texturechain) { for (p=fa->polys ; p ; p=p->next) { for (i=0 ; inumverts ; i++) { VectorSubtract (p->verts[i], r_origin, verts[i]); } ClipSkyPolygon (p->numverts, verts[0], 0); } } } else { GL_DisableMultitexture(); // used when gl_texsort is on GL_Bind(solidskytexture); speedscale = realtime*8; speedscale -= (int)speedscale & ~127 ; for (fa=s ; fa ; fa=fa->texturechain) EmitSkyPolys (fa); glEnable (GL_BLEND); GL_Bind (alphaskytexture); speedscale = realtime*16; speedscale -= (int)speedscale & ~127 ; for ( fa=s ; fa != NULL ; fa = fa->texturechain ) EmitSkyPolys (fa); glDisable (GL_BLEND); } } /* R_ClearSkyBox */ void R_ClearSkyBox (void) { int i; for (i=0 ; i<6 ; i++) { skymins[0][i] = skymins[1][i] = 9999; skymaxs[0][i] = skymaxs[1][i] = -9999; } } void MakeSkyVec (float s, float t, int axis) { vec3_t v, b; int j, k; b[0] = s*2048; b[1] = t*2048; b[2] = 2048; for (j=0 ; j<3 ; j++) { k = st_to_vec[axis][j]; if (k < 0) v[j] = -b[-k - 1]; else v[j] = b[k - 1]; v[j] += r_origin[j]; } // avoid bilerp seam s = (s+1)*0.5; t = (t+1)*0.5; if (s < 1.0/512) s = 1.0/512; else if (s > 511.0/512) s = 511.0/512; if (t < 1.0/512) t = 1.0/512; else if (t > 511.0/512) t = 511.0/512; t = 1.0 - t; glTexCoord2f (s, t); glVertex3fv (v); } /* R_DrawSkyBox */ int skytexorder[6] = {0,2,1,3,4,5}; void R_DrawSkyBox ( void ) { int i; #if 0 glEnable (GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f (1,1,1,0.5); glDisable (GL_DEPTH_TEST); #endif for (i=0 ; i<6 ; i++) { if (skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]) continue; GL_Bind (SKY_TEX+skytexorder[i]); #if 0 skymins[0][i] = -1; skymins[1][i] = -1; skymaxs[0][i] = 1; skymaxs[1][i] = 1; #endif glBegin (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); glEnd (); } #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_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++; GL_Bind (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++; GL_Bind(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); }