quakeforge/nq/source/gl_warp.c
Bill Currie f78b973978 move the api headers into include/QF and clean up (most of) the resulting mess.
target specific files that I don't build won't compile yet. just put QF/
infront of the offending headers.

Also move ver_check into libqfutils
2001-03-27 20:33:07 +00:00

863 lines
19 KiB
C

/*
gl_warp.c
sky and water polygons
Copyright (C) 1996-1997 Id Software, Inc.
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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <string.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif
#include "QF/qtypes.h"
#include "QF/console.h"
#include "model.h"
#include "QF/quakefs.h"
#include "glquake.h"
#include "QF/sys.h"
extern double realtime;
extern model_t *loadmodel;
extern int skytexturenum;
extern qboolean lighthalf;
int solidskytexture;
int alphaskytexture;
float speedscale; // for top sky and bottom sky
// Set to true if a valid skybox is loaded --KB
qboolean skyloaded = false;
msurface_t *warpface;
extern cvar_t *gl_subdivide_size;
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 < numverts; i++)
for (j = 0; j < 3; j++, v++) {
if (*v < mins[j])
mins[j] = *v;
if (*v > 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 < numverts; j++, v += 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v -= i;
VectorCopy (verts, v);
f = b = 0;
v = verts;
for (j = 0; j < numverts; j++, v += 3) {
if (dist[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; i < numverts; i++, verts += 3) {
VectorCopy (verts, poly->verts[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
Breaks 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; i < fa->numedges; 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.h"
};
#define TURBSCALE (256.0 / (2 * M_PI))
/*
=============
EmitWaterPolys
Does 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]; i < p->numverts; 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);
VectorCopy (v, nv);
nv[2] += r_waterripple->value
* turbsin[(int) ((v[3] * 0.125 + realtime) * TURBSCALE) & 255]
* turbsin[(int) ((v[4] * 0.125 + realtime) * TURBSCALE) & 255]
* (1.0 / 64.0);
glVertex3fv (nv);
}
glEnd ();
}
}
/*
=================================================================
Quake 2 environment sky
=================================================================
*/
#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;
TargaHeader targa_header;
byte *targa_rgba;
int
fgetLittleShort (QFile *f)
{
byte b1, b2;
b1 = Qgetc (f);
b2 = Qgetc (f);
return (short) (b1 + b2 * 256);
}
int
fgetLittleLong (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)
{
int columns, rows, numPixels;
byte *pixbuf;
int row, column;
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 = fgetLittleShort (fin);
targa_header.colormap_length = fgetLittleShort (fin);
targa_header.colormap_size = Qgetc (fin);
targa_header.x_origin = fgetLittleShort (fin);
targa_header.y_origin = fgetLittleShort (fin);
targa_header.width = fgetLittleShort (fin);
targa_header.height = fgetLittleShort (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 < columns; column++) {
switch (targa_header.pixel_size) {
case 24:
blue = Qgetc (fin);
green = Qgetc (fin);
red = Qgetc (fin);
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = 255;
break;
case 32:
blue = Qgetc (fin);
green = Qgetc (fin);
red = Qgetc (fin);
alphabyte = Qgetc (fin);
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = alphabyte;
break;
}
}
}
} else if (targa_header.image_type == 10) { // Runlength encoded RGB
// images
unsigned char packetHeader, packetSize, j;
for (row = rows - 1; row >= 0; row--) {
pixbuf = targa_rgba + row * columns * 4;
for (column = 0; column < columns;) {
packetHeader = Qgetc (fin);
packetSize = 1 + (packetHeader & 0x7f);
if (packetHeader & 0x80) { // run-length packet
switch (targa_header.pixel_size) {
case 24:
blue = Qgetc (fin);
green = Qgetc (fin);
red = Qgetc (fin);
alphabyte = 255;
break;
case 32:
blue = Qgetc (fin);
green = Qgetc (fin);
red = Qgetc (fin);
alphabyte = Qgetc (fin);
break;
}
for (j = 0; j < packetSize; j++) {
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = alphabyte;
column++;
if (column == columns) { // run spans across rows
column = 0;
if (row > 0)
row--;
else
goto breakOut;
pixbuf = targa_rgba + row * columns * 4;
}
}
} else { // non run-length packet
for (j = 0; j < packetSize; j++) {
switch (targa_header.pixel_size) {
case 24:
blue = Qgetc (fin);
green = Qgetc (fin);
red = Qgetc (fin);
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = 255;
break;
case 32:
blue = Qgetc (fin);
green = Qgetc (fin);
red = Qgetc (fin);
alphabyte = Qgetc (fin);
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = alphabyte;
break;
}
column++;
if (column == columns) { // pixel packet run spans
//
//
// across rows
column = 0;
if (row > 0)
row--;
else
goto breakOut;
pixbuf = targa_rgba + row * columns * 4;
}
}
}
}
breakOut:;
}
}
Qclose (fin);
}
/*
==================
R_LoadSkys
==================
*/
char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
void
R_LoadSkys (char *skyname)
{
int i;
QFile *f;
char name[64];
if (strcasecmp (skyname, "none") == 0) {
skyloaded = false;
return;
}
skyloaded = true;
for (i = 0; i < 6; i++) {
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
snprintf (name, sizeof (name), "env/%s%s.tga", skyname, suf[i]);
COM_FOpenFile (name, &f);
if (!f) {
Con_DPrintf ("Couldn't load %s\n", name);
skyloaded = false;
continue;
}
LoadTGA (f);
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA,
GL_UNSIGNED_BYTE, targa_rgba);
free (targa_rgba);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (!skyloaded)
Con_Printf ("Unable to load skybox %s, using normal sky\n", skyname);
}
void
R_SkyBoxPolyVec (vec5_t v)
{
// avoid interpolation seams
// s = s * (254.0/256.0) + (1.0/256.0);
// t = t * (254.0/256.0) + (1.0/256.0);
glTexCoord2fv (v);
glVertex3f (r_refdef.vieworg[0] + v[2],
r_refdef.vieworg[1] + v[3], r_refdef.vieworg[2] + v[4]);
}
#define ftc(x) (x * (254.0/256.0) + (1.0/256.0))
vec5_t skyvec[6][4] = {
{
// right
{ftc (1), ftc (0), 1024, 1024, 1024},
{ftc (1), ftc (1), 1024, 1024, -1024},
{ftc (0), ftc (1), -1024, 1024, -1024},
{ftc (0), ftc (0), -1024, 1024, 1024}
},
{
// back
{ftc (1), ftc (0), -1024, 1024, 1024},
{ftc (1), ftc (1), -1024, 1024, -1024},
{ftc (0), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (0), -1024, -1024, 1024}
},
{
// left
{ftc (1), ftc (0), -1024, -1024, 1024},
{ftc (1), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (0), 1024, -1024, 1024}
},
{
// front
{ftc (1), ftc (0), 1024, -1024, 1024},
{ftc (1), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (1), 1024, 1024, -1024},
{ftc (0), ftc (0), 1024, 1024, 1024}
},
{
// up
{ftc (1), ftc (0), 1024, -1024, 1024},
{ftc (1), ftc (1), 1024, 1024, 1024},
{ftc (0), ftc (1), -1024, 1024, 1024},
{ftc (0), ftc (0), -1024, -1024, 1024}
},
{
// down
{ftc (1), ftc (0), 1024, 1024, -1024},
{ftc (1), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (0), -1024, 1024, -1024}
}
};
#undef ftc
void
R_DrawSkyBox (void)
{
int i, j;
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_ALWAYS);
// glDisable (GL_BLEND);
// glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDepthRange (gldepthmax, gldepthmax);
if (lighthalf)
glColor3f (0.5, 0.5, 0.5);
else
glColor3f (1, 1, 1);
for (i = 0; i < 6; i++) {
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
glBegin (GL_QUADS);
for (j = 0; j < 4; j++)
R_SkyBoxPolyVec (skyvec[i][j]);
glEnd ();
}
glColor3f (1, 1, 1);
glDepthFunc (GL_LEQUAL);
glEnable (GL_DEPTH_TEST);
glDepthRange (gldepthmin, gldepthmax);
}
vec3_t domescale;
void
R_DrawSkyLayer (float s)
{
int a, b;
float x, y, a1x, a1y, a2x, a2y;
vec3_t v;
for (a = 0; a < 16; a++) {
a1x = bubble_costable[a * 2];
a1y = -bubble_sintable[a * 2];
a2x = bubble_costable[(a + 1) * 2];
a2y = -bubble_sintable[(a + 1) * 2];
glBegin (GL_TRIANGLE_STRIP);
glTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
glVertex3f (r_refdef.vieworg[0],
r_refdef.vieworg[1], r_refdef.vieworg[2] + domescale[2]);
for (b = 1; b < 8; b++) {
x = bubble_costable[b * 2 + 16];
y = -bubble_sintable[b * 2 + 16];
v[0] = a1x * x * domescale[0];
v[1] = a1y * x * domescale[1];
v[2] = y * domescale[2];
glTexCoord2f ((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
glVertex3f (v[0] + r_refdef.vieworg[0],
v[1] + r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
v[0] = a2x * x * domescale[0];
v[1] = a2y * x * domescale[1];
v[2] = y * domescale[2];
glTexCoord2f ((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
glVertex3f (v[0] + r_refdef.vieworg[0],
v[1] + r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
}
glTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
glVertex3f (r_refdef.vieworg[0],
r_refdef.vieworg[1], r_refdef.vieworg[2] - domescale[2]);
glEnd ();
}
}
void
R_DrawSkyDome (void)
{
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_ALWAYS);
// glDisable (GL_BLEND);
// glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthRange (gldepthmax, gldepthmax);
glDisable (GL_BLEND);
if (lighthalf)
glColor3f (0.5, 0.5, 0.5);
else
glColor3f (1, 1, 1);
// base sky
glBindTexture (GL_TEXTURE_2D, solidskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = realtime * 8;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
glEnable (GL_BLEND);
// clouds
if (gl_skymultipass->int_val) {
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = realtime * 16;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
}
// glDisable (GL_BLEND);
glColor3f (1, 1, 1);
glDepthFunc (GL_LEQUAL);
glEnable (GL_DEPTH_TEST);
glDepthRange (gldepthmin, gldepthmax);
}
void
R_DrawSky (void)
{
if (skyloaded)
R_DrawSkyBox ();
else
R_DrawSkyDome ();
}
//===============================================================
/*
=============
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++;
glBindTexture (GL_TEXTURE_2D, 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++;
glBindTexture (GL_TEXTURE_2D, 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);
}
/*
=============
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]; i < p->numverts; 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 ();
}
}
/*
=================
R_DrawSkyChain
=================
*/
void
R_DrawSkyChain (msurface_t *s)
{
msurface_t *fa;
// used when gl_texsort is on
glBindTexture (GL_TEXTURE_2D, solidskytexture);
speedscale = realtime * 8;
speedscale -= (int) speedscale & ~127;
for (fa = s; fa; fa = fa->texturechain)
EmitSkyPolys (fa);
glEnable (GL_BLEND);
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
speedscale = realtime * 16;
speedscale -= (int) speedscale & ~127;
for (fa = s; fa; fa = fa->texturechain)
EmitSkyPolys (fa);
glDisable (GL_BLEND);
}
/*
===============
EmitBothSkyLayers
Does 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)
{
glBindTexture (GL_TEXTURE_2D, solidskytexture);
speedscale = realtime * 8;
speedscale -= (int) speedscale & ~127;
EmitSkyPolys (fa);
glEnable (GL_BLEND);
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
speedscale = realtime * 16;
speedscale -= (int) speedscale & ~127;
EmitSkyPolys (fa);
glDisable (GL_BLEND);
}