mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
12776e487a
It's not the most efficient code (uses sin() directly), but at least it works (and with about 75% cpu headroom at 72fps on my machine).
140 lines
3.4 KiB
C
140 lines
3.4 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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#include "QF/cvar.h"
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#include "QF/sys.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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#include "r_internal.h"
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#include "vid_gl.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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const float S = 0.15625;
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const float F = 2.5;
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const float A = 0.01;
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static void
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warp_uv (float *uv, float time)
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{
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float p1 = (time * S + F * uv[1]) * 2 * M_PI;
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float p2 = (time * S + F * uv[0]) * 2 * M_PI;
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uv[0] = uv[0] * (1 - 2 * A) + A * (1 + sin (p1));
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uv[1] = uv[1] * (1 - 2 * A) + A * (1 + sin (p2));
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}
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void
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gl_WarpScreen (framebuffer_t *fb)
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{
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gl_framebuffer_t *buffer = fb->buffer;
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadIdentity ();
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qfglOrtho (0, r_refdef.vrect.width, r_refdef.vrect.height, 0, -9999, 9999);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadIdentity ();
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qfglColor3ubv (color_white);
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qfglDisable (GL_DEPTH_TEST);
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qfglFrontFace (GL_CCW);
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qfglBindTexture (GL_TEXTURE_2D, buffer->color);
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int base_x = r_refdef.vrect.x;
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int base_y = r_refdef.vrect.y;
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int width = r_refdef.vrect.width;
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int height = r_refdef.vrect.height;
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float time = vr_data.realtime;
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for (int y = 0; y < height; y += 40) {
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qfglBegin (GL_QUAD_STRIP);
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for (int x = 0; x <= width; x+= 40) {
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int y2 = y + 40;
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int xy1[] = { base_x + x, base_y + y };
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int xy2[] = { base_x + x, base_y + y2};
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float uv1[] = { (float) x / width, 1 - (float) y / height };
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float uv2[] = { (float) x / width, 1 - (float) y2 / height };
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warp_uv (uv1, time);
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warp_uv (uv2, time);
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qfglTexCoord2fv (uv2);
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qfglVertex2iv (xy2);
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qfglTexCoord2fv (uv1);
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qfglVertex2iv (xy1);
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}
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qfglEnd ();
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}
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}
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