mirror of
https://git.code.sf.net/p/quake/quakeforge
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87dc35e2fd
Use "surf" everywhere in gl, glsl and vulkan. Not worried about sw/sw32 at this stage (I don't poke around in there anywhere near as much).
86 lines
2 KiB
C
86 lines
2 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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#define NH_DEFINE
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#include "namehack.h"
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#include "QF/cvar.h"
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#include "QF/sys.h"
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#include "r_internal.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rsurf.h"
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// speed up sin calculations - Ed
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static float turbsin[] = {
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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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#define TURBFRAC (32.0 / (2 * M_PI)) // an 8th of TURBSCALE
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/*
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GL_EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain
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*/
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void
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GL_EmitWaterPolys (msurface_t *surf)
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{
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float os, ot, s, t, timetemp;
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float *v;
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int i;
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glpoly_t *p;
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timetemp = vr_data.realtime * TURBSCALE;
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for (p = surf->polys; p; p = p->next) {
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qfglBegin (GL_POLYGON);
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for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
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os = turbsin[(int) (v[3] * TURBFRAC + timetemp) & 255];
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ot = turbsin[(int) (v[4] * TURBFRAC + timetemp) & 255];
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s = (v[3] + ot) * (1.0 / 64.0);
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t = (v[4] + os) * (1.0 / 64.0);
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qfglTexCoord2f (s, t);
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if (r_waterripple->value != 0) {
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vec3_t nv;
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VectorCopy (v, nv);
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nv[2] += r_waterripple->value * os * ot * (1.0 / 64.0);
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qfglVertex3fv (nv);
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} else
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qfglVertex3fv (v);
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}
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qfglEnd ();
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}
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}
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