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https://github.com/DrBeef/DVR.git
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2752 lines
92 KiB
C
2752 lines
92 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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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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*
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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. See the
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* GNU General Public License for more details.
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*
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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
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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*
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*---------------------------------------------------------------------
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*/
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#include "z_zone.h"
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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#ifndef CALLBACK
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#define CALLBACK
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <SDL.h>
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#include <SDL_opengles.h>
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#include "doomtype.h"
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#include "w_wad.h"
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#include "m_argv.h"
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#include "d_event.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "r_bsp.h"
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#include "r_main.h"
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#include "r_draw.h"
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#include "r_sky.h"
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#include "r_plane.h"
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#include "r_data.h"
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#include "r_things.h"
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#include "r_fps.h"
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#include "p_maputl.h"
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#include "m_bbox.h"
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#include "lprintf.h"
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#include "gl_intern.h"
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#include "gl_struct.h"
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extern int tran_filter_pct;
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#define USE_VERTEX_ARRAYS
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typedef GLfloat GLdouble;
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boolean use_fog=false;
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int gl_nearclip=5;
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char *gl_tex_filter_string;
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int gl_tex_filter;
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int gl_mipmap_filter;
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int gl_drawskys=true;
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int gl_sortsprites=true;
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int gl_texture_filter_anisotropic = 0;
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int gl_use_paletted_texture = 0;
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int gl_use_shared_texture_palette = 0;
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int gl_paletted_texture = 0;
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int gl_shared_texture_palette = 0;
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int gl_sprite_offset; // item out of floor offset Mead 8/13/03
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float r_stereo_offset = 0.0f;
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GLuint gld_DisplayList=0;
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int fog_density=200;
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static float extra_red=0.0f;
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static float extra_green=0.0f;
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static float extra_blue=0.0f;
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static float extra_alpha=0.0f;
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GLfloat gl_whitecolor[4]={1.0f,1.0f,1.0f,1.0f};
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#define MAP_COEFF 128.0f
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#define MAP_SCALE (MAP_COEFF*(float)FRACUNIT)
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/*
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* lookuptable for lightvalues
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* calculated as follow:
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* floatlight=(1.0-exp((light^3)*gamma)) / (1.0-exp(1.0*gamma));
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* gamma=-0,2;-2,0;-4,0;-6,0;-8,0
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* light=0,0 .. 1,0
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*/
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static const float lighttable[5][256] =
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{
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{
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0.00000f,0.00000f,0.00000f,0.00000f,0.00000f,0.00001f,0.00001f,0.00002f,0.00003f,0.00004f,
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0.00006f,0.00008f,0.00010f,0.00013f,0.00017f,0.00020f,0.00025f,0.00030f,0.00035f,0.00041f,
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0.00048f,0.00056f,0.00064f,0.00073f,0.00083f,0.00094f,0.00106f,0.00119f,0.00132f,0.00147f,
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0.00163f,0.00180f,0.00198f,0.00217f,0.00237f,0.00259f,0.00281f,0.00305f,0.00331f,0.00358f,
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0.00386f,0.00416f,0.00447f,0.00479f,0.00514f,0.00550f,0.00587f,0.00626f,0.00667f,0.00710f,
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0.00754f,0.00800f,0.00848f,0.00898f,0.00950f,0.01003f,0.01059f,0.01117f,0.01177f,0.01239f,
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0.01303f,0.01369f,0.01437f,0.01508f,0.01581f,0.01656f,0.01734f,0.01814f,0.01896f,0.01981f,
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0.02069f,0.02159f,0.02251f,0.02346f,0.02444f,0.02544f,0.02647f,0.02753f,0.02862f,0.02973f,
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0.03088f,0.03205f,0.03325f,0.03448f,0.03575f,0.03704f,0.03836f,0.03971f,0.04110f,0.04252f,
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0.04396f,0.04545f,0.04696f,0.04851f,0.05009f,0.05171f,0.05336f,0.05504f,0.05676f,0.05852f,
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0.06031f,0.06214f,0.06400f,0.06590f,0.06784f,0.06981f,0.07183f,0.07388f,0.07597f,0.07810f,
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0.08027f,0.08248f,0.08473f,0.08702f,0.08935f,0.09172f,0.09414f,0.09659f,0.09909f,0.10163f,
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0.10421f,0.10684f,0.10951f,0.11223f,0.11499f,0.11779f,0.12064f,0.12354f,0.12648f,0.12946f,
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0.13250f,0.13558f,0.13871f,0.14188f,0.14511f,0.14838f,0.15170f,0.15507f,0.15850f,0.16197f,
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0.16549f,0.16906f,0.17268f,0.17635f,0.18008f,0.18386f,0.18769f,0.19157f,0.19551f,0.19950f,
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0.20354f,0.20764f,0.21179f,0.21600f,0.22026f,0.22458f,0.22896f,0.23339f,0.23788f,0.24242f,
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0.24702f,0.25168f,0.25640f,0.26118f,0.26602f,0.27091f,0.27587f,0.28089f,0.28596f,0.29110f,
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0.29630f,0.30156f,0.30688f,0.31226f,0.31771f,0.32322f,0.32879f,0.33443f,0.34013f,0.34589f,
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0.35172f,0.35761f,0.36357f,0.36960f,0.37569f,0.38185f,0.38808f,0.39437f,0.40073f,0.40716f,
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0.41366f,0.42022f,0.42686f,0.43356f,0.44034f,0.44718f,0.45410f,0.46108f,0.46814f,0.47527f,
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0.48247f,0.48974f,0.49709f,0.50451f,0.51200f,0.51957f,0.52721f,0.53492f,0.54271f,0.55058f,
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0.55852f,0.56654f,0.57463f,0.58280f,0.59105f,0.59937f,0.60777f,0.61625f,0.62481f,0.63345f,
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0.64217f,0.65096f,0.65984f,0.66880f,0.67783f,0.68695f,0.69615f,0.70544f,0.71480f,0.72425f,
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0.73378f,0.74339f,0.75308f,0.76286f,0.77273f,0.78268f,0.79271f,0.80283f,0.81304f,0.82333f,
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0.83371f,0.84417f,0.85472f,0.86536f,0.87609f,0.88691f,0.89781f,0.90880f,0.91989f,0.93106f,
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0.94232f,0.95368f,0.96512f,0.97665f,0.98828f,1.00000
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},
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{
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0.00000f,0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00003f,0.00005f,0.00007f,0.00010f,
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0.00014f,0.00019f,0.00024f,0.00031f,0.00038f,0.00047f,0.00057f,0.00069f,0.00081f,0.00096f,
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0.00112f,0.00129f,0.00148f,0.00170f,0.00193f,0.00218f,0.00245f,0.00274f,0.00306f,0.00340f,
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0.00376f,0.00415f,0.00456f,0.00500f,0.00547f,0.00597f,0.00649f,0.00704f,0.00763f,0.00825f,
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0.00889f,0.00957f,0.01029f,0.01104f,0.01182f,0.01264f,0.01350f,0.01439f,0.01532f,0.01630f,
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0.01731f,0.01836f,0.01945f,0.02058f,0.02176f,0.02298f,0.02424f,0.02555f,0.02690f,0.02830f,
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0.02974f,0.03123f,0.03277f,0.03436f,0.03600f,0.03768f,0.03942f,0.04120f,0.04304f,0.04493f,
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0.04687f,0.04886f,0.05091f,0.05301f,0.05517f,0.05738f,0.05964f,0.06196f,0.06434f,0.06677f,
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0.06926f,0.07181f,0.07441f,0.07707f,0.07979f,0.08257f,0.08541f,0.08831f,0.09126f,0.09428f,
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0.09735f,0.10048f,0.10368f,0.10693f,0.11025f,0.11362f,0.11706f,0.12056f,0.12411f,0.12773f,
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0.13141f,0.13515f,0.13895f,0.14281f,0.14673f,0.15072f,0.15476f,0.15886f,0.16303f,0.16725f,
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0.17153f,0.17587f,0.18028f,0.18474f,0.18926f,0.19383f,0.19847f,0.20316f,0.20791f,0.21272f,
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0.21759f,0.22251f,0.22748f,0.23251f,0.23760f,0.24274f,0.24793f,0.25318f,0.25848f,0.26383f,
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0.26923f,0.27468f,0.28018f,0.28573f,0.29133f,0.29697f,0.30266f,0.30840f,0.31418f,0.32001f,
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0.32588f,0.33179f,0.33774f,0.34374f,0.34977f,0.35585f,0.36196f,0.36810f,0.37428f,0.38050f,
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0.38675f,0.39304f,0.39935f,0.40570f,0.41207f,0.41847f,0.42490f,0.43136f,0.43784f,0.44434f,
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0.45087f,0.45741f,0.46398f,0.47057f,0.47717f,0.48379f,0.49042f,0.49707f,0.50373f,0.51041f,
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0.51709f,0.52378f,0.53048f,0.53718f,0.54389f,0.55061f,0.55732f,0.56404f,0.57075f,0.57747f,
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0.58418f,0.59089f,0.59759f,0.60429f,0.61097f,0.61765f,0.62432f,0.63098f,0.63762f,0.64425f,
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0.65086f,0.65746f,0.66404f,0.67060f,0.67714f,0.68365f,0.69015f,0.69662f,0.70307f,0.70948f,
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0.71588f,0.72224f,0.72857f,0.73488f,0.74115f,0.74739f,0.75359f,0.75976f,0.76589f,0.77199f,
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0.77805f,0.78407f,0.79005f,0.79599f,0.80189f,0.80774f,0.81355f,0.81932f,0.82504f,0.83072f,
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0.83635f,0.84194f,0.84747f,0.85296f,0.85840f,0.86378f,0.86912f,0.87441f,0.87964f,0.88482f,
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0.88995f,0.89503f,0.90005f,0.90502f,0.90993f,0.91479f,0.91959f,0.92434f,0.92903f,0.93366f,
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0.93824f,0.94276f,0.94723f,0.95163f,0.95598f,0.96027f,0.96451f,0.96868f,0.97280f,0.97686f,
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0.98086f,0.98481f,0.98869f,0.99252f,0.99629f,1.00000f
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},
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{
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0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00003f,0.00005f,0.00008f,0.00013f,0.00018f,
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0.00025f,0.00033f,0.00042f,0.00054f,0.00067f,0.00083f,0.00101f,0.00121f,0.00143f,0.00168f,
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0.00196f,0.00227f,0.00261f,0.00299f,0.00339f,0.00383f,0.00431f,0.00483f,0.00538f,0.00598f,
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0.00661f,0.00729f,0.00802f,0.00879f,0.00961f,0.01048f,0.01140f,0.01237f,0.01340f,0.01447f,
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0.01561f,0.01680f,0.01804f,0.01935f,0.02072f,0.02215f,0.02364f,0.02520f,0.02682f,0.02850f,
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0.03026f,0.03208f,0.03397f,0.03594f,0.03797f,0.04007f,0.04225f,0.04451f,0.04684f,0.04924f,
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|
0.05172f,0.05428f,0.05691f,0.05963f,0.06242f,0.06530f,0.06825f,0.07129f,0.07441f,0.07761f,
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|
0.08089f,0.08426f,0.08771f,0.09125f,0.09487f,0.09857f,0.10236f,0.10623f,0.11019f,0.11423f,
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|
0.11836f,0.12257f,0.12687f,0.13125f,0.13571f,0.14027f,0.14490f,0.14962f,0.15442f,0.15931f,
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|
0.16427f,0.16932f,0.17445f,0.17966f,0.18496f,0.19033f,0.19578f,0.20130f,0.20691f,0.21259f,
|
||
|
0.21834f,0.22417f,0.23007f,0.23605f,0.24209f,0.24820f,0.25438f,0.26063f,0.26694f,0.27332f,
|
||
|
0.27976f,0.28626f,0.29282f,0.29944f,0.30611f,0.31284f,0.31962f,0.32646f,0.33334f,0.34027f,
|
||
|
0.34724f,0.35426f,0.36132f,0.36842f,0.37556f,0.38273f,0.38994f,0.39718f,0.40445f,0.41174f,
|
||
|
0.41907f,0.42641f,0.43378f,0.44116f,0.44856f,0.45598f,0.46340f,0.47084f,0.47828f,0.48573f,
|
||
|
0.49319f,0.50064f,0.50809f,0.51554f,0.52298f,0.53042f,0.53784f,0.54525f,0.55265f,0.56002f,
|
||
|
0.56738f,0.57472f,0.58203f,0.58932f,0.59658f,0.60381f,0.61101f,0.61817f,0.62529f,0.63238f,
|
||
|
0.63943f,0.64643f,0.65339f,0.66031f,0.66717f,0.67399f,0.68075f,0.68746f,0.69412f,0.70072f,
|
||
|
0.70726f,0.71375f,0.72017f,0.72653f,0.73282f,0.73905f,0.74522f,0.75131f,0.75734f,0.76330f,
|
||
|
0.76918f,0.77500f,0.78074f,0.78640f,0.79199f,0.79751f,0.80295f,0.80831f,0.81359f,0.81880f,
|
||
|
0.82393f,0.82898f,0.83394f,0.83883f,0.84364f,0.84836f,0.85301f,0.85758f,0.86206f,0.86646f,
|
||
|
0.87078f,0.87502f,0.87918f,0.88326f,0.88726f,0.89118f,0.89501f,0.89877f,0.90245f,0.90605f,
|
||
|
0.90957f,0.91301f,0.91638f,0.91966f,0.92288f,0.92601f,0.92908f,0.93206f,0.93498f,0.93782f,
|
||
|
0.94059f,0.94329f,0.94592f,0.94848f,0.95097f,0.95339f,0.95575f,0.95804f,0.96027f,0.96244f,
|
||
|
0.96454f,0.96658f,0.96856f,0.97049f,0.97235f,0.97416f,0.97591f,0.97760f,0.97924f,0.98083f,
|
||
|
0.98237f,0.98386f,0.98530f,0.98669f,0.98803f,0.98933f,0.99058f,0.99179f,0.99295f,0.99408f,
|
||
|
0.99516f,0.99620f,0.99721f,0.99817f,0.99910f,1.00000f
|
||
|
},
|
||
|
{
|
||
|
0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00005f,0.00008f,0.00012f,0.00019f,0.00026f,
|
||
|
0.00036f,0.00048f,0.00063f,0.00080f,0.00099f,0.00122f,0.00148f,0.00178f,0.00211f,0.00249f,
|
||
|
0.00290f,0.00335f,0.00386f,0.00440f,0.00500f,0.00565f,0.00636f,0.00711f,0.00793f,0.00881f,
|
||
|
0.00975f,0.01075f,0.01182f,0.01295f,0.01416f,0.01543f,0.01678f,0.01821f,0.01971f,0.02129f,
|
||
|
0.02295f,0.02469f,0.02652f,0.02843f,0.03043f,0.03252f,0.03469f,0.03696f,0.03933f,0.04178f,
|
||
|
0.04433f,0.04698f,0.04973f,0.05258f,0.05552f,0.05857f,0.06172f,0.06498f,0.06834f,0.07180f,
|
||
|
0.07537f,0.07905f,0.08283f,0.08672f,0.09072f,0.09483f,0.09905f,0.10337f,0.10781f,0.11236f,
|
||
|
0.11701f,0.12178f,0.12665f,0.13163f,0.13673f,0.14193f,0.14724f,0.15265f,0.15817f,0.16380f,
|
||
|
0.16954f,0.17538f,0.18132f,0.18737f,0.19351f,0.19976f,0.20610f,0.21255f,0.21908f,0.22572f,
|
||
|
0.23244f,0.23926f,0.24616f,0.25316f,0.26023f,0.26739f,0.27464f,0.28196f,0.28935f,0.29683f,
|
||
|
0.30437f,0.31198f,0.31966f,0.32740f,0.33521f,0.34307f,0.35099f,0.35896f,0.36699f,0.37506f,
|
||
|
0.38317f,0.39133f,0.39952f,0.40775f,0.41601f,0.42429f,0.43261f,0.44094f,0.44929f,0.45766f,
|
||
|
0.46604f,0.47443f,0.48283f,0.49122f,0.49962f,0.50801f,0.51639f,0.52476f,0.53312f,0.54146f,
|
||
|
0.54978f,0.55807f,0.56633f,0.57457f,0.58277f,0.59093f,0.59905f,0.60713f,0.61516f,0.62314f,
|
||
|
0.63107f,0.63895f,0.64676f,0.65452f,0.66221f,0.66984f,0.67739f,0.68488f,0.69229f,0.69963f,
|
||
|
0.70689f,0.71407f,0.72117f,0.72818f,0.73511f,0.74195f,0.74870f,0.75536f,0.76192f,0.76839f,
|
||
|
0.77477f,0.78105f,0.78723f,0.79331f,0.79930f,0.80518f,0.81096f,0.81664f,0.82221f,0.82768f,
|
||
|
0.83305f,0.83832f,0.84347f,0.84853f,0.85348f,0.85832f,0.86306f,0.86770f,0.87223f,0.87666f,
|
||
|
0.88098f,0.88521f,0.88933f,0.89334f,0.89726f,0.90108f,0.90480f,0.90842f,0.91194f,0.91537f,
|
||
|
0.91870f,0.92193f,0.92508f,0.92813f,0.93109f,0.93396f,0.93675f,0.93945f,0.94206f,0.94459f,
|
||
|
0.94704f,0.94941f,0.95169f,0.95391f,0.95604f,0.95810f,0.96009f,0.96201f,0.96386f,0.96564f,
|
||
|
0.96735f,0.96900f,0.97059f,0.97212f,0.97358f,0.97499f,0.97634f,0.97764f,0.97888f,0.98007f,
|
||
|
0.98122f,0.98231f,0.98336f,0.98436f,0.98531f,0.98623f,0.98710f,0.98793f,0.98873f,0.98949f,
|
||
|
0.99021f,0.99090f,0.99155f,0.99218f,0.99277f,0.99333f,0.99387f,0.99437f,0.99486f,0.99531f,
|
||
|
0.99575f,0.99616f,0.99654f,0.99691f,0.99726f,0.99759f,0.99790f,0.99819f,0.99847f,0.99873f,
|
||
|
0.99897f,0.99920f,0.99942f,0.99963f,0.99982f,1.00000f
|
||
|
},
|
||
|
{
|
||
|
0.00000f,0.00000f,0.00000f,0.00001f,0.00003f,0.00006f,0.00010f,0.00017f,0.00025f,0.00035f,
|
||
|
0.00048f,0.00064f,0.00083f,0.00106f,0.00132f,0.00163f,0.00197f,0.00237f,0.00281f,0.00330f,
|
||
|
0.00385f,0.00446f,0.00513f,0.00585f,0.00665f,0.00751f,0.00845f,0.00945f,0.01054f,0.01170f,
|
||
|
0.01295f,0.01428f,0.01569f,0.01719f,0.01879f,0.02048f,0.02227f,0.02415f,0.02614f,0.02822f,
|
||
|
0.03042f,0.03272f,0.03513f,0.03765f,0.04028f,0.04303f,0.04589f,0.04887f,0.05198f,0.05520f,
|
||
|
0.05855f,0.06202f,0.06561f,0.06933f,0.07318f,0.07716f,0.08127f,0.08550f,0.08987f,0.09437f,
|
||
|
0.09900f,0.10376f,0.10866f,0.11369f,0.11884f,0.12414f,0.12956f,0.13512f,0.14080f,0.14662f,
|
||
|
0.15257f,0.15865f,0.16485f,0.17118f,0.17764f,0.18423f,0.19093f,0.19776f,0.20471f,0.21177f,
|
||
|
0.21895f,0.22625f,0.23365f,0.24117f,0.24879f,0.25652f,0.26435f,0.27228f,0.28030f,0.28842f,
|
||
|
0.29662f,0.30492f,0.31329f,0.32175f,0.33028f,0.33889f,0.34756f,0.35630f,0.36510f,0.37396f,
|
||
|
0.38287f,0.39183f,0.40084f,0.40989f,0.41897f,0.42809f,0.43723f,0.44640f,0.45559f,0.46479f,
|
||
|
0.47401f,0.48323f,0.49245f,0.50167f,0.51088f,0.52008f,0.52927f,0.53843f,0.54757f,0.55668f,
|
||
|
0.56575f,0.57479f,0.58379f,0.59274f,0.60164f,0.61048f,0.61927f,0.62799f,0.63665f,0.64524f,
|
||
|
0.65376f,0.66220f,0.67056f,0.67883f,0.68702f,0.69511f,0.70312f,0.71103f,0.71884f,0.72655f,
|
||
|
0.73415f,0.74165f,0.74904f,0.75632f,0.76348f,0.77053f,0.77747f,0.78428f,0.79098f,0.79756f,
|
||
|
0.80401f,0.81035f,0.81655f,0.82264f,0.82859f,0.83443f,0.84013f,0.84571f,0.85117f,0.85649f,
|
||
|
0.86169f,0.86677f,0.87172f,0.87654f,0.88124f,0.88581f,0.89026f,0.89459f,0.89880f,0.90289f,
|
||
|
0.90686f,0.91071f,0.91445f,0.91807f,0.92157f,0.92497f,0.92826f,0.93143f,0.93450f,0.93747f,
|
||
|
0.94034f,0.94310f,0.94577f,0.94833f,0.95081f,0.95319f,0.95548f,0.95768f,0.95980f,0.96183f,
|
||
|
0.96378f,0.96565f,0.96744f,0.96916f,0.97081f,0.97238f,0.97388f,0.97532f,0.97669f,0.97801f,
|
||
|
0.97926f,0.98045f,0.98158f,0.98266f,0.98369f,0.98467f,0.98560f,0.98648f,0.98732f,0.98811f,
|
||
|
0.98886f,0.98958f,0.99025f,0.99089f,0.99149f,0.99206f,0.99260f,0.99311f,0.99359f,0.99404f,
|
||
|
0.99446f,0.99486f,0.99523f,0.99559f,0.99592f,0.99623f,0.99652f,0.99679f,0.99705f,0.99729f,
|
||
|
0.99751f,0.99772f,0.99792f,0.99810f,0.99827f,0.99843f,0.99857f,0.99871f,0.99884f,0.99896f,
|
||
|
0.99907f,0.99917f,0.99926f,0.99935f,0.99943f,0.99951f,0.99958f,0.99964f,0.99970f,0.99975f,
|
||
|
0.99980f,0.99985f,0.99989f,0.99993f,0.99997f,1.00000f
|
||
|
}
|
||
|
};
|
||
|
|
||
|
#define gld_CalcLightLevel(lightlevel) (lighttable[usegamma][MAX(MIN((lightlevel),255),0)])
|
||
|
|
||
|
/*
|
||
|
// experimental new lighting code
|
||
|
static float gld_CalcLightLevel(int lightlevel) {
|
||
|
if (lightlevel < 192) {
|
||
|
lightlevel = lightlevel - ((192 - lightlevel) * 85 / 100);
|
||
|
}
|
||
|
if (lightlevel < 20)
|
||
|
lightlevel = 20;
|
||
|
return lightlevel / 255.0;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
static void gld_StaticLightAlpha(float light, float alpha)
|
||
|
{
|
||
|
player_t *player;
|
||
|
player = &players[displayplayer];
|
||
|
|
||
|
if (player->fixedcolormap)
|
||
|
glColor4f(1.0f, 1.0f, 1.0f, alpha);
|
||
|
else
|
||
|
glColor4f(light, light, light, alpha);
|
||
|
}
|
||
|
|
||
|
#define gld_StaticLight(light) gld_StaticLightAlpha(light, 1.0f)
|
||
|
|
||
|
static void gld_InitExtensions(const char *_extensions)
|
||
|
{
|
||
|
char *extensions;
|
||
|
char *extension;
|
||
|
char *p;
|
||
|
|
||
|
if (!_extensions)
|
||
|
return;
|
||
|
|
||
|
extensions = malloc(strlen(_extensions) + 1);
|
||
|
if (!extensions)
|
||
|
return;
|
||
|
memcpy(extensions, _extensions, strlen(_extensions) + 1);
|
||
|
|
||
|
p = extensions;
|
||
|
extension = p;
|
||
|
|
||
|
do {
|
||
|
while ((*p != ' ') && (*p != '\0'))
|
||
|
p++;
|
||
|
if (*p != '\0')
|
||
|
*p++ = '\0';
|
||
|
while (*p == ' ')
|
||
|
p++;
|
||
|
|
||
|
if (strcasecmp(extension, "GL_EXT_texture_filter_anisotropic") == 0)
|
||
|
gl_texture_filter_anisotropic = true;
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
else if (strcasecmp(extension, "GL_EXT_paletted_texture") == 0) {
|
||
|
if (gl_use_paletted_texture) {
|
||
|
gl_paletted_texture = true;
|
||
|
gld_ColorTableEXT = SDL_GL_GetProcAddress("glColorTableEXT");
|
||
|
if (gld_ColorTableEXT == NULL)
|
||
|
gl_paletted_texture = false;
|
||
|
else
|
||
|
lprintf(LO_INFO,"using GL_EXT_paletted_texture\n");
|
||
|
}
|
||
|
}
|
||
|
else if (strcasecmp(extension, "GL_EXT_shared_texture_palette") == 0) {
|
||
|
if (gl_use_shared_texture_palette) {
|
||
|
gl_shared_texture_palette = true;
|
||
|
gld_ColorTableEXT = SDL_GL_GetProcAddress("glColorTableEXT");
|
||
|
if (gld_ColorTableEXT == NULL)
|
||
|
gl_shared_texture_palette = false;
|
||
|
else
|
||
|
lprintf(LO_INFO, "using GL_EXT_shared_texture_palette\n");
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
extension = p;
|
||
|
} while (*extension != '\0');
|
||
|
|
||
|
free(extensions);
|
||
|
}
|
||
|
|
||
|
void gld_Init(int width, int height)
|
||
|
{
|
||
|
GLfloat params[4]={0.0f,0.0f,1.0f,0.0f};
|
||
|
GLfloat BlackFogColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||
|
|
||
|
lprintf(LO_INFO,"GL_VENDOR: %s\n",glGetString(GL_VENDOR));
|
||
|
lprintf(LO_INFO,"GL_RENDERER: %s\n",glGetString(GL_RENDERER));
|
||
|
lprintf(LO_INFO,"GL_VERSION: %s\n",glGetString(GL_VERSION));
|
||
|
lprintf(LO_INFO,"GL_EXTENSIONS:\n");
|
||
|
{
|
||
|
char ext_name[256];
|
||
|
const char *extensions = glGetString(GL_EXTENSIONS);
|
||
|
const char *rover = extensions;
|
||
|
const char *p = rover;
|
||
|
|
||
|
while (*rover)
|
||
|
{
|
||
|
p = rover;
|
||
|
while (*p && *p != ' ')
|
||
|
p++;
|
||
|
if (*p)
|
||
|
{
|
||
|
int len = MIN(p-rover, sizeof(ext_name)-1);
|
||
|
memset(ext_name, 0, sizeof(ext_name));
|
||
|
strncpy(ext_name, rover, len);
|
||
|
lprintf(LO_INFO,"\t%s\n", ext_name);
|
||
|
}
|
||
|
rover = p;
|
||
|
while (*rover && *rover == ' ')
|
||
|
rover++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gld_InitExtensions(glGetString(GL_EXTENSIONS));
|
||
|
//gl_shared_texture_palette = false;
|
||
|
gld_InitPalettedTextures();
|
||
|
|
||
|
glViewport(0, 0, SCREENWIDTH, SCREENHEIGHT);
|
||
|
|
||
|
glClearColor(0.0f, 0.5f, 0.5f, 1.0f);
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
glClearDepth(1.0f);
|
||
|
#else
|
||
|
glClearDepthf(1.0f);
|
||
|
#endif
|
||
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gld_max_texturesize);
|
||
|
//gld_max_texturesize=16;
|
||
|
lprintf(LO_INFO,"GL_MAX_TEXTURE_SIZE=%i\n",gld_max_texturesize);
|
||
|
|
||
|
glEnable(GL_BLEND);
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // proff_dis
|
||
|
glShadeModel(GL_FLAT);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
glDepthFunc(GL_LEQUAL);
|
||
|
glEnable(GL_ALPHA_TEST);
|
||
|
glAlphaFunc(GL_GEQUAL,0.5f);
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
|
||
|
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
glTexGenfv(GL_Q,GL_EYE_PLANE,params);
|
||
|
glTexGenf(GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
|
||
|
glTexGenf(GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
|
||
|
glTexGenf(GL_Q,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
|
||
|
glFogi (GL_FOG_MODE, GL_EXP);
|
||
|
#else
|
||
|
glFogx (GL_FOG_MODE, GL_EXP);
|
||
|
#endif
|
||
|
glFogfv(GL_FOG_COLOR, BlackFogColor);
|
||
|
glFogf (GL_FOG_DENSITY, (float)fog_density/1000.0f);
|
||
|
glHint (GL_FOG_HINT, GL_NICEST);
|
||
|
glFogf (GL_FOG_START, 0.0f);
|
||
|
glFogf (GL_FOG_END, 1.0f);
|
||
|
if (!strcasecmp(gl_tex_filter_string,"GL_NEAREST_MIPMAP_NEAREST"))
|
||
|
{
|
||
|
use_mipmapping=true;
|
||
|
gl_shared_texture_palette = false;
|
||
|
lprintf(LO_INFO,"Using GL_NEAREST for normal textures.\n");
|
||
|
lprintf(LO_INFO,"Using GL_NEAREST_MIPMAP_NEAREST for mipmap textures.\n");
|
||
|
gl_tex_filter=GL_NEAREST;
|
||
|
gl_mipmap_filter=GL_NEAREST_MIPMAP_NEAREST;
|
||
|
}
|
||
|
else
|
||
|
if (!strcasecmp(gl_tex_filter_string,"GL_LINEAR_MIPMAP_NEAREST"))
|
||
|
{
|
||
|
use_mipmapping=true;
|
||
|
gl_shared_texture_palette = false;
|
||
|
lprintf(LO_INFO,"Using GL_LINEAR for normal textures.\n");
|
||
|
lprintf(LO_INFO,"Using GL_LINEAR_MIPMAP_NEAREST for mipmap textures.\n");
|
||
|
gl_tex_filter=GL_LINEAR;
|
||
|
gl_mipmap_filter=GL_LINEAR_MIPMAP_NEAREST;
|
||
|
}
|
||
|
else
|
||
|
if (!strcasecmp(gl_tex_filter_string,"GL_NEAREST_MIPMAP_LINEAR"))
|
||
|
{
|
||
|
use_mipmapping=true;
|
||
|
gl_shared_texture_palette = false;
|
||
|
lprintf(LO_INFO,"Using GL_NEAREST for normal textures.\n");
|
||
|
lprintf(LO_INFO,"Using GL_NEAREST_MIPMAP_LINEAR for mipmap textures.\n");
|
||
|
gl_tex_filter=GL_NEAREST;
|
||
|
gl_mipmap_filter=GL_NEAREST_MIPMAP_LINEAR;
|
||
|
}
|
||
|
else
|
||
|
if (!strcasecmp(gl_tex_filter_string,"GL_LINEAR_MIPMAP_LINEAR"))
|
||
|
{
|
||
|
use_mipmapping=true;
|
||
|
gl_shared_texture_palette = false;
|
||
|
lprintf(LO_INFO,"Using GL_LINEAR for normal textures.\n");
|
||
|
lprintf(LO_INFO,"Using GL_LINEAR_MIPMAP_LINEAR for mipmap textures.\n");
|
||
|
gl_tex_filter=GL_LINEAR;
|
||
|
gl_mipmap_filter=GL_LINEAR_MIPMAP_LINEAR;
|
||
|
}
|
||
|
else
|
||
|
if (!strcasecmp(gl_tex_filter_string,"GL_NEAREST"))
|
||
|
{
|
||
|
use_mipmapping=false;
|
||
|
lprintf(LO_INFO,"Using GL_NEAREST for textures.\n");
|
||
|
gl_tex_filter=GL_NEAREST;
|
||
|
gl_mipmap_filter=GL_NEAREST;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
use_mipmapping=false;
|
||
|
lprintf(LO_INFO,"Using GL_LINEAR for textures.\n");
|
||
|
gl_tex_filter=GL_LINEAR;
|
||
|
gl_mipmap_filter=GL_LINEAR;
|
||
|
}
|
||
|
|
||
|
#ifndef USE_GLU_MIPMAP
|
||
|
use_mipmapping = false;
|
||
|
#endif
|
||
|
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
if (!strcasecmp(gl_tex_format_string,"GL_RGBA8"))
|
||
|
{
|
||
|
gl_tex_format=GL_RGBA8;
|
||
|
lprintf(LO_INFO,"Using texture format GL_RGBA8.\n");
|
||
|
}
|
||
|
else
|
||
|
if (!strcasecmp(gl_tex_format_string,"GL_RGB5_A1"))
|
||
|
{
|
||
|
gl_tex_format=GL_RGB5_A1;
|
||
|
lprintf(LO_INFO,"Using texture format GL_RGB5_A1.\n");
|
||
|
}
|
||
|
else
|
||
|
if (!strcasecmp(gl_tex_format_string,"GL_RGBA4"))
|
||
|
{
|
||
|
gl_tex_format=GL_RGBA4;
|
||
|
lprintf(LO_INFO,"Using texture format GL_RGBA4.\n");
|
||
|
}
|
||
|
else
|
||
|
if (!strcasecmp(gl_tex_format_string,"GL_RGBA2"))
|
||
|
{
|
||
|
gl_tex_format=GL_RGBA2;
|
||
|
lprintf(LO_INFO,"Using texture format GL_RGBA2.\n");
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
{
|
||
|
gl_tex_format=GL_RGBA;
|
||
|
lprintf(LO_INFO,"Using texture format GL_RGBA.\n");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void gld_InitCommandLine(void)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
#define SCALE_X(x) ((flags & VPT_STRETCH)?((float)x)*(float)SCREENWIDTH/320.0f:(float)x)
|
||
|
#define SCALE_Y(y) ((flags & VPT_STRETCH)?((float)y)*(float)SCREENHEIGHT/200.0f:(float)y)
|
||
|
|
||
|
void gld_DrawNumPatch(int x, int y, int lump, int cm, enum patch_translation_e flags)
|
||
|
{
|
||
|
GLTexture *gltexture;
|
||
|
float fU1,fU2,fV1,fV2;
|
||
|
float width,height;
|
||
|
float xpos, ypos;
|
||
|
|
||
|
if (flags & VPT_TRANS)
|
||
|
{
|
||
|
gltexture=gld_RegisterPatch(lump,cm);
|
||
|
gld_BindPatch(gltexture, cm);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gltexture=gld_RegisterPatch(lump,CR_DEFAULT);
|
||
|
gld_BindPatch(gltexture, CR_DEFAULT);
|
||
|
}
|
||
|
if (!gltexture)
|
||
|
return;
|
||
|
fV1=0.0f;
|
||
|
fV2=(float)gltexture->height/(float)gltexture->tex_height;
|
||
|
if (flags & VPT_FLIP)
|
||
|
{
|
||
|
fU1=(float)gltexture->width/(float)gltexture->tex_width;
|
||
|
fU2=0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fU1=0.0f;
|
||
|
fU2=(float)gltexture->width/(float)gltexture->tex_width;
|
||
|
}
|
||
|
xpos=SCALE_X(x-gltexture->leftoffset);
|
||
|
ypos=SCALE_Y(y-gltexture->topoffset);
|
||
|
width=SCALE_X(gltexture->realtexwidth);
|
||
|
height=SCALE_Y(gltexture->realtexheight);
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glTexCoord2f(fU1, fV1); glVertex2f((xpos),(ypos));
|
||
|
glTexCoord2f(fU1, fV2); glVertex2f((xpos),(ypos+height));
|
||
|
glTexCoord2f(fU2, fV1); glVertex2f((xpos+width),(ypos));
|
||
|
glTexCoord2f(fU2, fV2); glVertex2f((xpos+width),(ypos+height));
|
||
|
glEnd();
|
||
|
}
|
||
|
|
||
|
#undef SCALE_X
|
||
|
#undef SCALE_Y
|
||
|
|
||
|
void gld_DrawBackground(const char* name)
|
||
|
{
|
||
|
GLTexture *gltexture;
|
||
|
float fU1,fU2,fV1,fV2;
|
||
|
int width,height;
|
||
|
|
||
|
gltexture=gld_RegisterFlat(R_FlatNumForName(name), false);
|
||
|
gld_BindFlat(gltexture);
|
||
|
if (!gltexture)
|
||
|
return;
|
||
|
fU1=0;
|
||
|
fV1=0;
|
||
|
fU2=(float)SCREENWIDTH/(float)gltexture->realtexwidth;
|
||
|
fV2=(float)SCREENHEIGHT/(float)gltexture->realtexheight;
|
||
|
width=SCREENWIDTH;
|
||
|
height=SCREENHEIGHT;
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glTexCoord2f(fU1, fV1); glVertex2f((float)(0),(float)(0));
|
||
|
glTexCoord2f(fU1, fV2); glVertex2f((float)(0),(float)(0+height));
|
||
|
glTexCoord2f(fU2, fV1); glVertex2f((float)(0+width),(float)(0));
|
||
|
glTexCoord2f(fU2, fV2); glVertex2f((float)(0+width),(float)(0+height));
|
||
|
glEnd();
|
||
|
}
|
||
|
|
||
|
void gld_DrawLine(int x0, int y0, int x1, int y1, int BaseColor)
|
||
|
{
|
||
|
const unsigned char *playpal=W_CacheLumpName("PLAYPAL");
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
last_gltexture = NULL;
|
||
|
last_cm = -1;
|
||
|
glColor4f((float)playpal[3*BaseColor]/255.0f,
|
||
|
(float)playpal[3*BaseColor+1]/255.0f,
|
||
|
(float)playpal[3*BaseColor+2]/255.0f,
|
||
|
0.0f);
|
||
|
glBegin(GL_LINES);
|
||
|
glVertex2i( x0, y0 );
|
||
|
glVertex2i( x1, y1 );
|
||
|
glEnd();
|
||
|
W_UnlockLumpName("PLAYPAL");
|
||
|
}
|
||
|
|
||
|
void gld_DrawWeapon(int weaponlump, vissprite_t *vis, int lightlevel)
|
||
|
{
|
||
|
GLTexture *gltexture;
|
||
|
float fU1,fU2,fV1,fV2;
|
||
|
int x1,y1,x2,y2;
|
||
|
float scale;
|
||
|
float light;
|
||
|
|
||
|
gltexture=gld_RegisterPatch(firstspritelump+weaponlump, CR_DEFAULT);
|
||
|
if (!gltexture)
|
||
|
return;
|
||
|
gld_BindPatch(gltexture, CR_DEFAULT);
|
||
|
fU1=0;
|
||
|
fV1=0;
|
||
|
fU2=(float)gltexture->width/(float)gltexture->tex_width;
|
||
|
fV2=(float)gltexture->height/(float)gltexture->tex_height;
|
||
|
x1=viewwindowx+vis->x1;
|
||
|
x2=viewwindowx+vis->x2;
|
||
|
scale=((float)vis->scale/(float)FRACUNIT);
|
||
|
y1=viewwindowy+centery-(int)(((float)vis->texturemid/(float)FRACUNIT)*scale);
|
||
|
y2=y1+(int)((float)gltexture->realtexheight*scale)+1;
|
||
|
light=gld_CalcLightLevel(lightlevel);
|
||
|
|
||
|
if (viewplayer->mo->flags & MF_SHADOW)
|
||
|
{
|
||
|
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glAlphaFunc(GL_GEQUAL,0.1f);
|
||
|
//glColor4f(0.2f,0.2f,0.2f,(float)tran_filter_pct/100.0f);
|
||
|
glColor4f(0.2f,0.2f,0.2f,0.33f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (viewplayer->mo->flags & MF_TRANSLUCENT)
|
||
|
gld_StaticLightAlpha(light,(float)tran_filter_pct/100.0f);
|
||
|
else
|
||
|
gld_StaticLight(light);
|
||
|
}
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glTexCoord2f(fU1, fV1); glVertex2f((float)(x1),(float)(y1));
|
||
|
glTexCoord2f(fU1, fV2); glVertex2f((float)(x1),(float)(y2));
|
||
|
glTexCoord2f(fU2, fV1); glVertex2f((float)(x2),(float)(y1));
|
||
|
glTexCoord2f(fU2, fV2); glVertex2f((float)(x2),(float)(y2));
|
||
|
glEnd();
|
||
|
if(viewplayer->mo->flags & MF_SHADOW)
|
||
|
{
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glAlphaFunc(GL_GEQUAL,0.5f);
|
||
|
}
|
||
|
glColor4f(1.0f,1.0f,1.0f,0.0f);
|
||
|
}
|
||
|
|
||
|
void gld_FillBlock(int x, int y, int width, int height, int col)
|
||
|
{
|
||
|
const unsigned char *playpal=W_CacheLumpName("PLAYPAL");
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
last_gltexture = NULL;
|
||
|
last_cm = -1;
|
||
|
glColor4f((float)playpal[3*col]/255.0f,
|
||
|
(float)playpal[3*col+1]/255.0f,
|
||
|
(float)playpal[3*col+2]/255.0f,
|
||
|
0.0f);
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glVertex2i( x, y );
|
||
|
glVertex2i( x, y+height );
|
||
|
glVertex2i( x+width, y );
|
||
|
glVertex2i( x+width, y+height );
|
||
|
glEnd();
|
||
|
glColor4f(1.0f,1.0f,1.0f, 0.0f);
|
||
|
W_UnlockLumpName("PLAYPAL");
|
||
|
}
|
||
|
|
||
|
void gld_SetPalette(int palette)
|
||
|
{
|
||
|
static int last_palette = 0;
|
||
|
extra_red=0.0f;
|
||
|
extra_green=0.0f;
|
||
|
extra_blue=0.0f;
|
||
|
extra_alpha=0.0f;
|
||
|
if (palette < 0)
|
||
|
palette = last_palette;
|
||
|
last_palette = palette;
|
||
|
if (gl_shared_texture_palette) {
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
const unsigned char *playpal;
|
||
|
unsigned char pal[1024];
|
||
|
int i;
|
||
|
|
||
|
playpal = W_CacheLumpName("PLAYPAL");
|
||
|
playpal += (768*palette);
|
||
|
for (i=0; i<256; i++) {
|
||
|
int col;
|
||
|
|
||
|
if (fixedcolormap)
|
||
|
col = fixedcolormap[i];
|
||
|
else if (fullcolormap)
|
||
|
col = fullcolormap[i];
|
||
|
else
|
||
|
col = i;
|
||
|
pal[i*4+0] = playpal[col*3+0];
|
||
|
pal[i*4+1] = playpal[col*3+1];
|
||
|
pal[i*4+2] = playpal[col*3+2];
|
||
|
pal[i*4+3] = 255;
|
||
|
}
|
||
|
pal[transparent_pal_index*4+0]=0;
|
||
|
pal[transparent_pal_index*4+1]=0;
|
||
|
pal[transparent_pal_index*4+2]=0;
|
||
|
pal[transparent_pal_index*4+3]=0;
|
||
|
gld_ColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, pal);
|
||
|
W_UnlockLumpName("PLAYPAL");
|
||
|
#endif
|
||
|
} else {
|
||
|
if (palette>0)
|
||
|
{
|
||
|
if (palette<=8)
|
||
|
{
|
||
|
extra_red=(float)palette/2.0f;
|
||
|
extra_green=0.0f;
|
||
|
extra_blue=0.0f;
|
||
|
extra_alpha=(float)palette/10.0f;
|
||
|
}
|
||
|
else
|
||
|
if (palette<=12)
|
||
|
{
|
||
|
palette=palette-8;
|
||
|
extra_red=(float)palette*1.0f;
|
||
|
extra_green=(float)palette*0.8f;
|
||
|
extra_blue=(float)palette*0.1f;
|
||
|
extra_alpha=(float)palette/11.0f;
|
||
|
}
|
||
|
else
|
||
|
if (palette==13)
|
||
|
{
|
||
|
extra_red=0.4f;
|
||
|
extra_green=1.0f;
|
||
|
extra_blue=0.0f;
|
||
|
extra_alpha=0.2f;
|
||
|
}
|
||
|
}
|
||
|
if (extra_red>1.0f)
|
||
|
extra_red=1.0f;
|
||
|
if (extra_green>1.0f)
|
||
|
extra_green=1.0f;
|
||
|
if (extra_blue>1.0f)
|
||
|
extra_blue=1.0f;
|
||
|
if (extra_alpha>1.0f)
|
||
|
extra_alpha=1.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
unsigned char *gld_ReadScreen(void)
|
||
|
{
|
||
|
unsigned char *scr;
|
||
|
unsigned char buffer[MAX_SCREENWIDTH*3];
|
||
|
int i;
|
||
|
|
||
|
scr = malloc(SCREENWIDTH * SCREENHEIGHT * 3);
|
||
|
if (scr) {
|
||
|
glReadPixels(0,0,SCREENWIDTH,SCREENHEIGHT,GL_RGB,GL_UNSIGNED_BYTE,scr);
|
||
|
for (i=0; i<SCREENHEIGHT/2; i++) {
|
||
|
memcpy(buffer, &scr[i*SCREENWIDTH*3], SCREENWIDTH*3);
|
||
|
memcpy(&scr[i*SCREENWIDTH*3],
|
||
|
&scr[(SCREENHEIGHT-(i+1))*SCREENWIDTH*3], SCREENWIDTH*3);
|
||
|
memcpy(&scr[(SCREENHEIGHT-(i+1))*SCREENWIDTH*3], buffer, SCREENWIDTH*3);
|
||
|
}
|
||
|
}
|
||
|
return scr;
|
||
|
}
|
||
|
|
||
|
GLvoid gld_Set2DMode(void)
|
||
|
{
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
glOrthof(
|
||
|
(GLdouble) 0,
|
||
|
(GLdouble) SCREENWIDTH,
|
||
|
(GLdouble) SCREENHEIGHT,
|
||
|
(GLdouble) 0,
|
||
|
(GLdouble) -1.0,
|
||
|
(GLdouble) 1.0
|
||
|
);
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
}
|
||
|
|
||
|
void gld_InitDrawScene(int eye)
|
||
|
{
|
||
|
if (eye == 0)
|
||
|
r_stereo_offset = -32.5f;
|
||
|
else
|
||
|
r_stereo_offset = 32.5f;
|
||
|
}
|
||
|
|
||
|
void gld_Finish(void)
|
||
|
{
|
||
|
gld_Set2DMode();
|
||
|
glFinish();
|
||
|
SDL_GL_SwapBuffers();
|
||
|
}
|
||
|
|
||
|
/*****************
|
||
|
* *
|
||
|
* structs *
|
||
|
* *
|
||
|
*****************/
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
GLfloat x;
|
||
|
GLfloat y;
|
||
|
GLfloat z;
|
||
|
} GLVertex;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
GLfloat u;
|
||
|
GLfloat v;
|
||
|
} GLTexcoord;
|
||
|
|
||
|
int gld_max_vertexes=0;
|
||
|
int gld_num_vertexes=0;
|
||
|
GLVertex *gld_vertexes=NULL;
|
||
|
GLTexcoord *gld_texcoords=NULL;
|
||
|
|
||
|
static void gld_AddGlobalVertexes(int count)
|
||
|
{
|
||
|
if ((gld_num_vertexes+count)>=gld_max_vertexes)
|
||
|
{
|
||
|
gld_max_vertexes+=count+1024;
|
||
|
gld_vertexes=Z_Realloc(gld_vertexes,gld_max_vertexes*sizeof(GLVertex),PU_LEVEL,0);
|
||
|
gld_texcoords=Z_Realloc(gld_texcoords,gld_max_vertexes*sizeof(GLTexcoord),PU_LEVEL,0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* GLLoopDef is the struct for one loop. A loop is a list of vertexes
|
||
|
* for triangles, which is calculated by the gluTesselator in gld_PrecalculateSector
|
||
|
* and in gld_PreprocessCarvedFlat
|
||
|
*/
|
||
|
typedef struct
|
||
|
{
|
||
|
GLenum mode; // GL_TRIANGLES, GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN
|
||
|
int vertexcount; // number of vertexes in this loop
|
||
|
int vertexindex; // index into vertex list
|
||
|
} GLLoopDef;
|
||
|
|
||
|
// GLSector is the struct for a sector with a list of loops.
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
int loopcount; // number of loops for this sector
|
||
|
GLLoopDef *loops; // the loops itself
|
||
|
} GLSector;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
GLLoopDef loop; // the loops itself
|
||
|
} GLSubSector;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
float x1,x2;
|
||
|
float z1,z2;
|
||
|
} GLSeg;
|
||
|
|
||
|
GLSeg *gl_segs=NULL;
|
||
|
|
||
|
#define GLDWF_TOP 1
|
||
|
#define GLDWF_M1S 2
|
||
|
#define GLDWF_M2S 3
|
||
|
#define GLDWF_BOT 4
|
||
|
#define GLDWF_SKY 5
|
||
|
#define GLDWF_SKYFLIP 6
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
GLSeg *glseg;
|
||
|
float ytop,ybottom;
|
||
|
float ul,ur,vt,vb;
|
||
|
float light;
|
||
|
float alpha;
|
||
|
float skyymid;
|
||
|
float skyyaw;
|
||
|
GLTexture *gltexture;
|
||
|
byte flag;
|
||
|
} GLWall;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
int sectornum;
|
||
|
float light; // the lightlevel of the flat
|
||
|
float uoffs,voffs; // the texture coordinates
|
||
|
float z; // the z position of the flat (height)
|
||
|
GLTexture *gltexture;
|
||
|
boolean ceiling;
|
||
|
} GLFlat;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
int cm;
|
||
|
float x,y,z;
|
||
|
float vt,vb;
|
||
|
float ul,ur;
|
||
|
float x1,y1;
|
||
|
float x2,y2;
|
||
|
float light;
|
||
|
fixed_t scale;
|
||
|
GLTexture *gltexture;
|
||
|
boolean shadow;
|
||
|
boolean trans;
|
||
|
} GLSprite;
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
GLDIT_NONE,
|
||
|
GLDIT_WALL,
|
||
|
GLDIT_FLAT,
|
||
|
GLDIT_SPRITE
|
||
|
} GLDrawItemType;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
GLDrawItemType itemtype;
|
||
|
int itemcount;
|
||
|
int firstitemindex;
|
||
|
byte rendermarker;
|
||
|
} GLDrawItem;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
GLWall *walls;
|
||
|
int num_walls;
|
||
|
int max_walls;
|
||
|
GLFlat *flats;
|
||
|
int num_flats;
|
||
|
int max_flats;
|
||
|
GLSprite *sprites;
|
||
|
int num_sprites;
|
||
|
int max_sprites;
|
||
|
GLDrawItem *drawitems;
|
||
|
int num_drawitems;
|
||
|
int max_drawitems;
|
||
|
} GLDrawInfo;
|
||
|
|
||
|
static GLDrawInfo gld_drawinfo;
|
||
|
|
||
|
// this is the list for all sectors to the loops
|
||
|
static GLSector *sectorloops;
|
||
|
|
||
|
byte rendermarker=0;
|
||
|
static byte *sectorrendered; // true if sector rendered (only here for malloc)
|
||
|
static byte *segrendered; // true if sector rendered (only here for malloc)
|
||
|
|
||
|
static FILE *levelinfo;
|
||
|
|
||
|
/*****************************
|
||
|
*
|
||
|
* FLATS
|
||
|
*
|
||
|
*****************************/
|
||
|
|
||
|
/* proff - 05/15/2000
|
||
|
* The idea and algorithm to compute the flats with nodes and subsectors is
|
||
|
* originaly from JHexen. I have redone it.
|
||
|
*/
|
||
|
|
||
|
#define FIX2DBL(x) ((double)(x))
|
||
|
#define MAX_CC_SIDES 64
|
||
|
|
||
|
static boolean gld_PointOnSide(vertex_t *p, divline_t *d)
|
||
|
{
|
||
|
// We'll return false if the point c is on the left side.
|
||
|
return ((FIX2DBL(d->y)-FIX2DBL(p->y))*FIX2DBL(d->dx)-(FIX2DBL(d->x)-FIX2DBL(p->x))*FIX2DBL(d->dy) >= 0);
|
||
|
}
|
||
|
|
||
|
// Lines start-end and fdiv must intersect.
|
||
|
static void gld_CalcIntersectionVertex(vertex_t *s, vertex_t *e, divline_t *d, vertex_t *i)
|
||
|
{
|
||
|
double ax = FIX2DBL(s->x), ay = FIX2DBL(s->y), bx = FIX2DBL(e->x), by = FIX2DBL(e->y);
|
||
|
double cx = FIX2DBL(d->x), cy = FIX2DBL(d->y), dx = cx+FIX2DBL(d->dx), dy = cy+FIX2DBL(d->dy);
|
||
|
double r = ((ay-cy)*(dx-cx)-(ax-cx)*(dy-cy)) / ((bx-ax)*(dy-cy)-(by-ay)*(dx-cx));
|
||
|
i->x = (fixed_t)((double)s->x + r*((double)e->x-(double)s->x));
|
||
|
i->y = (fixed_t)((double)s->y + r*((double)e->y-(double)s->y));
|
||
|
}
|
||
|
|
||
|
#undef FIX2DBL
|
||
|
|
||
|
// Returns a pointer to the list of points. It must be used.
|
||
|
//
|
||
|
static vertex_t *gld_FlatEdgeClipper(int *numpoints, vertex_t *points, int numclippers, divline_t *clippers)
|
||
|
{
|
||
|
unsigned char sidelist[MAX_CC_SIDES];
|
||
|
int i, k, num = *numpoints;
|
||
|
|
||
|
// We'll clip the polygon with each of the divlines. The left side of
|
||
|
// each divline is discarded.
|
||
|
for(i=0; i<numclippers; i++)
|
||
|
{
|
||
|
divline_t *curclip = &clippers[i];
|
||
|
|
||
|
// First we'll determine the side of each vertex. Points are allowed
|
||
|
// to be on the line.
|
||
|
for(k=0; k<num; k++)
|
||
|
sidelist[k] = gld_PointOnSide(&points[k], curclip);
|
||
|
|
||
|
for(k=0; k<num; k++)
|
||
|
{
|
||
|
int startIdx = k, endIdx = k+1;
|
||
|
// Check the end index.
|
||
|
if(endIdx == num) endIdx = 0; // Wrap-around.
|
||
|
// Clipping will happen when the ends are on different sides.
|
||
|
if(sidelist[startIdx] != sidelist[endIdx])
|
||
|
{
|
||
|
vertex_t newvert;
|
||
|
|
||
|
gld_CalcIntersectionVertex(&points[startIdx], &points[endIdx], curclip, &newvert);
|
||
|
|
||
|
// Add the new vertex. Also modify the sidelist.
|
||
|
points = (vertex_t*)Z_Realloc(points,(++num)*sizeof(vertex_t),PU_LEVEL,0);
|
||
|
if(num >= MAX_CC_SIDES)
|
||
|
I_Error("gld_FlatEdgeClipper: Too many points in carver");
|
||
|
|
||
|
// Make room for the new vertex.
|
||
|
memmove(&points[endIdx+1], &points[endIdx],
|
||
|
(num - endIdx-1)*sizeof(vertex_t));
|
||
|
memcpy(&points[endIdx], &newvert, sizeof(newvert));
|
||
|
|
||
|
memmove(&sidelist[endIdx+1], &sidelist[endIdx], num-endIdx-1);
|
||
|
sidelist[endIdx] = 1;
|
||
|
|
||
|
// Skip over the new vertex.
|
||
|
k++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Now we must discard the points that are on the wrong side.
|
||
|
for(k=0; k<num; k++)
|
||
|
if(!sidelist[k])
|
||
|
{
|
||
|
memmove(&points[k], &points[k+1], (num - k-1)*sizeof(vertex_t));
|
||
|
memmove(&sidelist[k], &sidelist[k+1], num - k-1);
|
||
|
num--;
|
||
|
k--;
|
||
|
}
|
||
|
}
|
||
|
// Screen out consecutive identical points.
|
||
|
for(i=0; i<num; i++)
|
||
|
{
|
||
|
int previdx = i-1;
|
||
|
if(previdx < 0) previdx = num - 1;
|
||
|
if(points[i].x == points[previdx].x
|
||
|
&& points[i].y == points[previdx].y)
|
||
|
{
|
||
|
// This point (i) must be removed.
|
||
|
memmove(&points[i], &points[i+1], sizeof(vertex_t)*(num-i-1));
|
||
|
num--;
|
||
|
i--;
|
||
|
}
|
||
|
}
|
||
|
*numpoints = num;
|
||
|
return points;
|
||
|
}
|
||
|
|
||
|
static void gld_FlatConvexCarver(int ssidx, int num, divline_t *list)
|
||
|
{
|
||
|
subsector_t *ssec=&subsectors[ssidx];
|
||
|
int numclippers = num+ssec->numlines;
|
||
|
divline_t *clippers;
|
||
|
int i, numedgepoints;
|
||
|
vertex_t *edgepoints;
|
||
|
|
||
|
clippers=(divline_t*)Z_Malloc(numclippers*sizeof(divline_t),PU_LEVEL,0);
|
||
|
if (!clippers)
|
||
|
return;
|
||
|
for(i=0; i<num; i++)
|
||
|
{
|
||
|
clippers[i].x = list[num-i-1].x;
|
||
|
clippers[i].y = list[num-i-1].y;
|
||
|
clippers[i].dx = list[num-i-1].dx;
|
||
|
clippers[i].dy = list[num-i-1].dy;
|
||
|
}
|
||
|
for(i=num; i<numclippers; i++)
|
||
|
{
|
||
|
seg_t *seg = &segs[ssec->firstline+i-num];
|
||
|
clippers[i].x = seg->v1->x;
|
||
|
clippers[i].y = seg->v1->y;
|
||
|
clippers[i].dx = seg->v2->x-seg->v1->x;
|
||
|
clippers[i].dy = seg->v2->y-seg->v1->y;
|
||
|
}
|
||
|
|
||
|
// Setup the 'worldwide' polygon.
|
||
|
numedgepoints = 4;
|
||
|
edgepoints = (vertex_t*)Z_Malloc(numedgepoints*sizeof(vertex_t),PU_LEVEL,0);
|
||
|
|
||
|
edgepoints[0].x = INT_MIN;
|
||
|
edgepoints[0].y = INT_MAX;
|
||
|
|
||
|
edgepoints[1].x = INT_MAX;
|
||
|
edgepoints[1].y = INT_MAX;
|
||
|
|
||
|
edgepoints[2].x = INT_MAX;
|
||
|
edgepoints[2].y = INT_MIN;
|
||
|
|
||
|
edgepoints[3].x = INT_MIN;
|
||
|
edgepoints[3].y = INT_MIN;
|
||
|
|
||
|
// Do some clipping, <snip> <snip>
|
||
|
edgepoints = gld_FlatEdgeClipper(&numedgepoints, edgepoints, numclippers, clippers);
|
||
|
|
||
|
if(!numedgepoints)
|
||
|
{
|
||
|
if (levelinfo) fprintf(levelinfo, "All carved away: subsector %i - sector %i\n", ssec-subsectors, ssec->sector->iSectorID);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(numedgepoints >= 3)
|
||
|
{
|
||
|
gld_AddGlobalVertexes(numedgepoints);
|
||
|
if ((gld_vertexes) && (gld_texcoords))
|
||
|
{
|
||
|
int currentsector=ssec->sector->iSectorID;
|
||
|
|
||
|
sectorloops[ currentsector ].loopcount++;
|
||
|
sectorloops[ currentsector ].loops=Z_Realloc(sectorloops[currentsector].loops,sizeof(GLLoopDef)*sectorloops[currentsector].loopcount, PU_LEVEL, 0);
|
||
|
sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].mode=GL_TRIANGLE_FAN;
|
||
|
sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexcount=numedgepoints;
|
||
|
sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexindex=gld_num_vertexes;
|
||
|
|
||
|
for(i = 0; i < numedgepoints; i++)
|
||
|
{
|
||
|
gld_texcoords[gld_num_vertexes].u = ( (float)edgepoints[i].x/(float)FRACUNIT)/64.0f;
|
||
|
gld_texcoords[gld_num_vertexes].v = (-(float)edgepoints[i].y/(float)FRACUNIT)/64.0f;
|
||
|
gld_vertexes[gld_num_vertexes].x = -(float)edgepoints[i].x/MAP_SCALE;
|
||
|
gld_vertexes[gld_num_vertexes].y = 0.0f;
|
||
|
gld_vertexes[gld_num_vertexes].z = (float)edgepoints[i].y/MAP_SCALE;
|
||
|
gld_num_vertexes++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// We're done, free the edgepoints memory.
|
||
|
Z_Free(edgepoints);
|
||
|
Z_Free(clippers);
|
||
|
}
|
||
|
|
||
|
static void gld_CarveFlats(int bspnode, int numdivlines, divline_t *divlines, boolean *sectorclosed)
|
||
|
{
|
||
|
node_t *nod;
|
||
|
divline_t *childlist, *dl;
|
||
|
int childlistsize = numdivlines+1;
|
||
|
|
||
|
// If this is a subsector we are dealing with, begin carving with the
|
||
|
// given list.
|
||
|
if(bspnode & NF_SUBSECTOR)
|
||
|
{
|
||
|
// We have arrived at a subsector. The divline list contains all
|
||
|
// the partition lines that carve out the subsector.
|
||
|
// special case for trivial maps (no nodes, single subsector)
|
||
|
int ssidx = (numnodes != 0) ? bspnode & (~NF_SUBSECTOR) : 0;
|
||
|
|
||
|
if (!sectorclosed[subsectors[ssidx].sector->iSectorID])
|
||
|
gld_FlatConvexCarver(ssidx, numdivlines, divlines);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Get a pointer to the node.
|
||
|
nod = nodes + bspnode;
|
||
|
|
||
|
// Allocate a new list for each child.
|
||
|
childlist = (divline_t*)Z_Malloc(childlistsize*sizeof(divline_t),PU_LEVEL,0);
|
||
|
|
||
|
// Copy the previous lines.
|
||
|
if(divlines) memcpy(childlist,divlines,numdivlines*sizeof(divline_t));
|
||
|
|
||
|
dl = childlist + numdivlines;
|
||
|
dl->x = nod->x;
|
||
|
dl->y = nod->y;
|
||
|
// The right child gets the original line (LEFT side clipped).
|
||
|
dl->dx = nod->dx;
|
||
|
dl->dy = nod->dy;
|
||
|
gld_CarveFlats(nod->children[0],childlistsize,childlist,sectorclosed);
|
||
|
|
||
|
// The left side. We must reverse the line, otherwise the wrong
|
||
|
// side would get clipped.
|
||
|
dl->dx = -nod->dx;
|
||
|
dl->dy = -nod->dy;
|
||
|
gld_CarveFlats(nod->children[1],childlistsize,childlist,sectorclosed);
|
||
|
|
||
|
// We are finishing with this node, free the allocated list.
|
||
|
Z_Free(childlist);
|
||
|
}
|
||
|
|
||
|
#ifdef USE_GLU_TESS
|
||
|
|
||
|
static int currentsector; // the sector which is currently tesselated
|
||
|
|
||
|
// ntessBegin
|
||
|
//
|
||
|
// called when the tesselation of a new loop starts
|
||
|
|
||
|
static void CALLBACK ntessBegin( GLenum type )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if (levelinfo)
|
||
|
{
|
||
|
if (type==GL_TRIANGLES)
|
||
|
fprintf(levelinfo, "\t\tBegin: GL_TRIANGLES\n");
|
||
|
else
|
||
|
if (type==GL_TRIANGLE_FAN)
|
||
|
fprintf(levelinfo, "\t\tBegin: GL_TRIANGLE_FAN\n");
|
||
|
else
|
||
|
if (type==GL_TRIANGLE_STRIP)
|
||
|
fprintf(levelinfo, "\t\tBegin: GL_TRIANGLE_STRIP\n");
|
||
|
else
|
||
|
fprintf(levelinfo, "\t\tBegin: unknown\n");
|
||
|
}
|
||
|
#endif
|
||
|
// increase loopcount for currentsector
|
||
|
sectorloops[ currentsector ].loopcount++;
|
||
|
// reallocate to get space for another loop
|
||
|
// PU_LEVEL is used, so this gets freed before a new level is loaded
|
||
|
sectorloops[ currentsector ].loops=Z_Realloc(sectorloops[currentsector].loops,sizeof(GLLoopDef)*sectorloops[currentsector].loopcount, PU_LEVEL, 0);
|
||
|
// set initial values for current loop
|
||
|
// currentloop is -> sectorloops[currentsector].loopcount-1
|
||
|
sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].mode=type;
|
||
|
sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexcount=0;
|
||
|
sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexindex=gld_num_vertexes;
|
||
|
}
|
||
|
|
||
|
// ntessError
|
||
|
//
|
||
|
// called when the tesselation failes (DEBUG only)
|
||
|
|
||
|
static void CALLBACK ntessError(GLenum error)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
const GLubyte *estring;
|
||
|
estring = gluErrorString(error);
|
||
|
fprintf(levelinfo, "\t\tTessellation Error: %s\n", estring);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// ntessCombine
|
||
|
//
|
||
|
// called when the two or more vertexes are on the same coordinate
|
||
|
|
||
|
static void CALLBACK ntessCombine( GLdouble coords[3], vertex_t *vert[4], GLfloat w[4], void **dataOut )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if (levelinfo)
|
||
|
{
|
||
|
fprintf(levelinfo, "\t\tVertexCombine Coords: x %10.5f, y %10.5f z %10.5f\n", coords[0], coords[1], coords[2]);
|
||
|
if (vert[0]) fprintf(levelinfo, "\t\tVertexCombine Vert1 : x %10i, y %10i p %p\n", vert[0]->x>>FRACBITS, vert[0]->y>>FRACBITS, vert[0]);
|
||
|
if (vert[1]) fprintf(levelinfo, "\t\tVertexCombine Vert2 : x %10i, y %10i p %p\n", vert[1]->x>>FRACBITS, vert[1]->y>>FRACBITS, vert[1]);
|
||
|
if (vert[2]) fprintf(levelinfo, "\t\tVertexCombine Vert3 : x %10i, y %10i p %p\n", vert[2]->x>>FRACBITS, vert[2]->y>>FRACBITS, vert[2]);
|
||
|
if (vert[3]) fprintf(levelinfo, "\t\tVertexCombine Vert4 : x %10i, y %10i p %p\n", vert[3]->x>>FRACBITS, vert[3]->y>>FRACBITS, vert[3]);
|
||
|
}
|
||
|
#endif
|
||
|
// just return the first vertex, because all vertexes are on the same coordinate
|
||
|
*dataOut = vert[0];
|
||
|
}
|
||
|
|
||
|
// ntessVertex
|
||
|
//
|
||
|
// called when a vertex is found
|
||
|
|
||
|
static void CALLBACK ntessVertex( vertex_t *vert )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if (levelinfo)
|
||
|
fprintf(levelinfo, "\t\tVertex : x %10i, y %10i\n", vert->x>>FRACBITS, vert->y>>FRACBITS);
|
||
|
#endif
|
||
|
// increase vertex count
|
||
|
sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexcount++;
|
||
|
|
||
|
// increase vertex count
|
||
|
gld_AddGlobalVertexes(1);
|
||
|
// add the new vertex (vert is the second argument of gluTessVertex)
|
||
|
gld_texcoords[gld_num_vertexes].u=( (float)vert->x/(float)FRACUNIT)/64.0f;
|
||
|
gld_texcoords[gld_num_vertexes].v=(-(float)vert->y/(float)FRACUNIT)/64.0f;
|
||
|
gld_vertexes[gld_num_vertexes].x=-(float)vert->x/MAP_SCALE;
|
||
|
gld_vertexes[gld_num_vertexes].y=0.0f;
|
||
|
gld_vertexes[gld_num_vertexes].z= (float)vert->y/MAP_SCALE;
|
||
|
gld_num_vertexes++;
|
||
|
}
|
||
|
|
||
|
// ntessEnd
|
||
|
//
|
||
|
// called when the tesselation of a the current loop ends (DEBUG only)
|
||
|
|
||
|
static void CALLBACK ntessEnd( void )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if (levelinfo)
|
||
|
fprintf(levelinfo, "\t\tEnd loopcount %i vertexcount %i\n", sectorloops[currentsector].loopcount, sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexcount);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// gld_PrecalculateSector
|
||
|
//
|
||
|
// this calculates the loops for the sector "num"
|
||
|
//
|
||
|
// how does it work?
|
||
|
// first I have to credit Michael 'Kodak' Ryssen for the usage of the
|
||
|
// glu tesselation functions. the rest of this stuff is entirely done by me (proff).
|
||
|
// if there are any similarities, then they are implications of the algorithm.
|
||
|
//
|
||
|
// I'm starting with the first line of the current sector. I take it's ending vertex and
|
||
|
// add it to the tesselator. the current line is marked as used. then I'm searching for
|
||
|
// the next line which connects to the current line. if there is more than one line, I
|
||
|
// choose the one with the smallest angle to the current. if there is no next line, I
|
||
|
// start a new loop and take the first unused line in the sector. after all lines are
|
||
|
// processed, the polygon is tesselated.
|
||
|
|
||
|
static void gld_PrecalculateSector(int num)
|
||
|
{
|
||
|
int i;
|
||
|
boolean *lineadded=NULL;
|
||
|
int linecount;
|
||
|
int currentline;
|
||
|
int oldline;
|
||
|
int currentloop;
|
||
|
int bestline;
|
||
|
int bestlinecount;
|
||
|
vertex_t *startvertex;
|
||
|
vertex_t *currentvertex;
|
||
|
angle_t lineangle;
|
||
|
angle_t angle;
|
||
|
angle_t bestangle;
|
||
|
sector_t *backsector;
|
||
|
GLUtesselator *tess;
|
||
|
double *v=NULL;
|
||
|
int maxvertexnum;
|
||
|
int vertexnum;
|
||
|
|
||
|
currentsector=num;
|
||
|
lineadded=Z_Malloc(sectors[num].linecount*sizeof(boolean),PU_LEVEL,0);
|
||
|
if (!lineadded)
|
||
|
{
|
||
|
if (levelinfo) fclose(levelinfo);
|
||
|
return;
|
||
|
}
|
||
|
// init tesselator
|
||
|
tess=gluNewTess();
|
||
|
if (!tess)
|
||
|
{
|
||
|
if (levelinfo) fclose(levelinfo);
|
||
|
Z_Free(lineadded);
|
||
|
return;
|
||
|
}
|
||
|
// set callbacks
|
||
|
gluTessCallback(tess, GLU_TESS_BEGIN, ntessBegin);
|
||
|
gluTessCallback(tess, GLU_TESS_VERTEX, ntessVertex);
|
||
|
gluTessCallback(tess, GLU_TESS_ERROR, ntessError);
|
||
|
gluTessCallback(tess, GLU_TESS_COMBINE, ntessCombine);
|
||
|
gluTessCallback(tess, GLU_TESS_END, ntessEnd);
|
||
|
if (levelinfo) fprintf(levelinfo, "sector %i, %i lines in sector\n", num, sectors[num].linecount);
|
||
|
// remove any line which has both sides in the same sector (i.e. Doom2 Map01 Sector 1)
|
||
|
for (i=0; i<sectors[num].linecount; i++)
|
||
|
{
|
||
|
lineadded[i]=false;
|
||
|
if (sectors[num].lines[i]->sidenum[0]!=NO_INDEX)
|
||
|
if (sectors[num].lines[i]->sidenum[1]!=NO_INDEX)
|
||
|
if (sides[sectors[num].lines[i]->sidenum[0]].sector
|
||
|
==sides[sectors[num].lines[i]->sidenum[1]].sector)
|
||
|
{
|
||
|
lineadded[i]=true;
|
||
|
if (levelinfo) fprintf(levelinfo, "line %4i (iLineID %4i) has both sides in same sector (removed)\n", i, sectors[num].lines[i]->iLineID);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// initialize variables
|
||
|
linecount=sectors[num].linecount;
|
||
|
oldline=0;
|
||
|
currentline=0;
|
||
|
startvertex=sectors[num].lines[currentline]->v2;
|
||
|
currentloop=0;
|
||
|
vertexnum=0;
|
||
|
maxvertexnum=0;
|
||
|
// start tesselator
|
||
|
if (levelinfo) fprintf(levelinfo, "gluTessBeginPolygon\n");
|
||
|
gluTessBeginPolygon(tess, NULL);
|
||
|
if (levelinfo) fprintf(levelinfo, "\tgluTessBeginContour\n");
|
||
|
gluTessBeginContour(tess);
|
||
|
while (linecount)
|
||
|
{
|
||
|
// if there is no connected line, then start new loop
|
||
|
if ((oldline==currentline) || (startvertex==currentvertex))
|
||
|
{
|
||
|
currentline=-1;
|
||
|
for (i=0; i<sectors[num].linecount; i++)
|
||
|
if (!lineadded[i])
|
||
|
{
|
||
|
currentline=i;
|
||
|
currentloop++;
|
||
|
if ((sectors[num].lines[currentline]->sidenum[0]!=NO_INDEX) ? (sides[sectors[num].lines[currentline]->sidenum[0]].sector==§ors[num]) : false)
|
||
|
startvertex=sectors[num].lines[currentline]->v1;
|
||
|
else
|
||
|
startvertex=sectors[num].lines[currentline]->v2;
|
||
|
if (levelinfo) fprintf(levelinfo, "\tNew Loop %3i\n", currentloop);
|
||
|
if (oldline!=0)
|
||
|
{
|
||
|
if (levelinfo) fprintf(levelinfo, "\tgluTessEndContour\n");
|
||
|
gluTessEndContour(tess);
|
||
|
// if (levelinfo) fprintf(levelinfo, "\tgluNextContour\n");
|
||
|
// gluNextContour(tess, GLU_CW);
|
||
|
if (levelinfo) fprintf(levelinfo, "\tgluTessBeginContour\n");
|
||
|
gluTessBeginContour(tess);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (currentline==-1)
|
||
|
break;
|
||
|
// add current line
|
||
|
lineadded[currentline]=true;
|
||
|
// check if currentsector is on the front side of the line ...
|
||
|
if ((sectors[num].lines[currentline]->sidenum[0]!=NO_INDEX) ? (sides[sectors[num].lines[currentline]->sidenum[0]].sector==§ors[num]) : false)
|
||
|
{
|
||
|
// v2 is ending vertex
|
||
|
currentvertex=sectors[num].lines[currentline]->v2;
|
||
|
// calculate the angle of this line for use below
|
||
|
lineangle = R_PointToAngle2(sectors[num].lines[currentline]->v1->x,sectors[num].lines[currentline]->v1->y,sectors[num].lines[currentline]->v2->x,sectors[num].lines[currentline]->v2->y);
|
||
|
lineangle=(lineangle>>ANGLETOFINESHIFT)*360/8192;
|
||
|
if (lineangle>=180)
|
||
|
lineangle=lineangle-360;
|
||
|
if (levelinfo) fprintf(levelinfo, "\t\tAdded Line %4i to Loop, iLineID %5i, Angle: %4i, flipped false\n", currentline, sectors[num].lines[currentline]->iLineID, lineangle);
|
||
|
}
|
||
|
else // ... or on the back side
|
||
|
{
|
||
|
// v1 is ending vertex
|
||
|
currentvertex=sectors[num].lines[currentline]->v1;
|
||
|
// calculate the angle of this line for use below
|
||
|
lineangle = R_PointToAngle2(sectors[num].lines[currentline]->v2->x,sectors[num].lines[currentline]->v2->y,sectors[num].lines[currentline]->v1->x,sectors[num].lines[currentline]->v1->y);
|
||
|
lineangle=(lineangle>>ANGLETOFINESHIFT)*360/8192;
|
||
|
if (lineangle>=180)
|
||
|
lineangle=lineangle-360;
|
||
|
if (levelinfo) fprintf(levelinfo, "\t\tAdded Line %4i to Loop, iLineID %5i, Angle: %4i, flipped true\n", currentline, sectors[num].lines[currentline]->iLineID, lineangle);
|
||
|
}
|
||
|
if (vertexnum>=maxvertexnum)
|
||
|
{
|
||
|
maxvertexnum+=512;
|
||
|
v=Z_Realloc(v,maxvertexnum*3*sizeof(double),PU_LEVEL,0);
|
||
|
}
|
||
|
// calculate coordinates for the glu tesselation functions
|
||
|
v[vertexnum*3+0]=-(double)currentvertex->x/(double)MAP_SCALE;
|
||
|
v[vertexnum*3+1]=0.0;
|
||
|
v[vertexnum*3+2]= (double)currentvertex->y/(double)MAP_SCALE;
|
||
|
// add the vertex to the tesselator, currentvertex is the pointer to the vertexlist of doom
|
||
|
// v[vertexnum] is the GLdouble array of the current vertex
|
||
|
if (levelinfo) fprintf(levelinfo, "\t\tgluTessVertex(%i, %i)\n",currentvertex->x>>FRACBITS,currentvertex->y>>FRACBITS);
|
||
|
gluTessVertex(tess, &v[vertexnum*3], currentvertex);
|
||
|
// increase vertexindex
|
||
|
vertexnum++;
|
||
|
// decrease linecount of current sector
|
||
|
linecount--;
|
||
|
// find the next line
|
||
|
oldline=currentline; // if this isn't changed at the end of the search, a new loop will start
|
||
|
bestline=-1; // set to start values
|
||
|
bestlinecount=0;
|
||
|
// set backsector if there is one
|
||
|
if (sectors[num].lines[currentline]->sidenum[1]!=NO_INDEX)
|
||
|
backsector=sides[sectors[num].lines[currentline]->sidenum[1]].sector;
|
||
|
else
|
||
|
backsector=NULL;
|
||
|
// search through all lines of the current sector
|
||
|
for (i=0; i<sectors[num].linecount; i++)
|
||
|
if (!lineadded[i]) // if the line isn't already added ...
|
||
|
// check if one of the vertexes is the same as the current vertex
|
||
|
if ((sectors[num].lines[i]->v1==currentvertex) || (sectors[num].lines[i]->v2==currentvertex))
|
||
|
{
|
||
|
// calculate the angle of this best line candidate
|
||
|
if ((sectors[num].lines[i]->sidenum[0]!=NO_INDEX) ? (sides[sectors[num].lines[i]->sidenum[0]].sector==§ors[num]) : false)
|
||
|
angle = R_PointToAngle2(sectors[num].lines[i]->v1->x,sectors[num].lines[i]->v1->y,sectors[num].lines[i]->v2->x,sectors[num].lines[i]->v2->y);
|
||
|
else
|
||
|
angle = R_PointToAngle2(sectors[num].lines[i]->v2->x,sectors[num].lines[i]->v2->y,sectors[num].lines[i]->v1->x,sectors[num].lines[i]->v1->y);
|
||
|
angle=(angle>>ANGLETOFINESHIFT)*360/8192;
|
||
|
if (angle>=180)
|
||
|
angle=angle-360;
|
||
|
// check if line is flipped ...
|
||
|
if ((sectors[num].lines[i]->sidenum[0]!=NO_INDEX) ? (sides[sectors[num].lines[i]->sidenum[0]].sector==§ors[num]) : false)
|
||
|
{
|
||
|
// when the line is not flipped and startvertex is not the currentvertex then skip this line
|
||
|
if (sectors[num].lines[i]->v1!=currentvertex)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// when the line is flipped and endvertex is not the currentvertex then skip this line
|
||
|
if (sectors[num].lines[i]->v2!=currentvertex)
|
||
|
continue;
|
||
|
}
|
||
|
// set new best line candidate
|
||
|
if (bestline==-1) // if this is the first one ...
|
||
|
{
|
||
|
bestline=i;
|
||
|
bestangle=lineangle-angle;
|
||
|
bestlinecount++;
|
||
|
}
|
||
|
else
|
||
|
// check if the angle between the current line and this best line candidate is smaller then
|
||
|
// the angle of the last candidate
|
||
|
if (D_abs(lineangle-angle)<D_abs(bestangle))
|
||
|
{
|
||
|
bestline=i;
|
||
|
bestangle=lineangle-angle;
|
||
|
bestlinecount++;
|
||
|
}
|
||
|
}
|
||
|
if (bestline!=-1) // if a line is found, make it the current line
|
||
|
{
|
||
|
currentline=bestline;
|
||
|
if (bestlinecount>1)
|
||
|
if (levelinfo) fprintf(levelinfo, "\t\tBestlinecount: %4i\n", bestlinecount);
|
||
|
}
|
||
|
}
|
||
|
// let the tesselator calculate the loops
|
||
|
if (levelinfo) fprintf(levelinfo, "\tgluTessEndContour\n");
|
||
|
gluTessEndContour(tess);
|
||
|
if (levelinfo) fprintf(levelinfo, "gluTessEndPolygon\n");
|
||
|
gluTessEndPolygon(tess);
|
||
|
// clean memory
|
||
|
gluDeleteTess(tess);
|
||
|
Z_Free(v);
|
||
|
Z_Free(lineadded);
|
||
|
}
|
||
|
|
||
|
#endif /* USE_GLU_TESS */
|
||
|
|
||
|
/********************************************
|
||
|
* Name : gld_GetSubSectorVertices *
|
||
|
* created : 08/13/00 *
|
||
|
* modified : 09/18/00, adapted for PrBoom *
|
||
|
* author : figgi *
|
||
|
* what : prepares subsectorvertices *
|
||
|
* (glnodes only) *
|
||
|
********************************************/
|
||
|
|
||
|
void gld_GetSubSectorVertices(boolean *sectorclosed)
|
||
|
{
|
||
|
int i, j;
|
||
|
int numedgepoints;
|
||
|
subsector_t* ssector;
|
||
|
|
||
|
for(i = 0; i < numsubsectors; i++)
|
||
|
{
|
||
|
ssector = &subsectors[i];
|
||
|
|
||
|
if (sectorclosed[ssector->sector->iSectorID])
|
||
|
continue;
|
||
|
|
||
|
numedgepoints = ssector->numlines;
|
||
|
|
||
|
gld_AddGlobalVertexes(numedgepoints);
|
||
|
|
||
|
if ((gld_vertexes) && (gld_texcoords))
|
||
|
{
|
||
|
int currentsector = ssector->sector->iSectorID;
|
||
|
|
||
|
sectorloops[currentsector].loopcount++;
|
||
|
sectorloops[currentsector].loops = Z_Realloc(sectorloops[currentsector].loops,sizeof(GLLoopDef)*sectorloops[currentsector].loopcount, PU_LEVEL, 0);
|
||
|
sectorloops[currentsector].loops[sectorloops[currentsector].loopcount-1].mode = GL_TRIANGLE_FAN;
|
||
|
sectorloops[currentsector].loops[sectorloops[currentsector].loopcount-1].vertexcount = numedgepoints;
|
||
|
sectorloops[currentsector].loops[sectorloops[currentsector].loopcount-1].vertexindex = gld_num_vertexes;
|
||
|
for(j = 0; j < numedgepoints; j++)
|
||
|
{
|
||
|
gld_texcoords[gld_num_vertexes].u =( (float)(segs[ssector->firstline + j].v1->x)/FRACUNIT)/64.0f;
|
||
|
gld_texcoords[gld_num_vertexes].v =(-(float)(segs[ssector->firstline + j].v1->y)/FRACUNIT)/64.0f;
|
||
|
gld_vertexes[gld_num_vertexes].x = -(float)(segs[ssector->firstline + j].v1->x)/MAP_SCALE;
|
||
|
gld_vertexes[gld_num_vertexes].y = 0.0f;
|
||
|
gld_vertexes[gld_num_vertexes].z = (float)(segs[ssector->firstline + j].v1->y)/MAP_SCALE;
|
||
|
gld_num_vertexes++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void gld_PrepareSectorSpecialEffects(int num)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// the following is for specialeffects. see r_bsp.c in R_Subsector
|
||
|
sectors[num].no_toptextures=true;
|
||
|
sectors[num].no_bottomtextures=true;
|
||
|
for (i=0; i<sectors[num].linecount; i++)
|
||
|
{
|
||
|
if ( (sectors[num].lines[i]->sidenum[0]!=NO_INDEX) &&
|
||
|
(sectors[num].lines[i]->sidenum[1]!=NO_INDEX) )
|
||
|
{
|
||
|
if (sides[sectors[num].lines[i]->sidenum[0]].toptexture!=NO_TEXTURE)
|
||
|
sectors[num].no_toptextures=false;
|
||
|
if (sides[sectors[num].lines[i]->sidenum[0]].bottomtexture!=NO_TEXTURE)
|
||
|
sectors[num].no_bottomtextures=false;
|
||
|
if (sides[sectors[num].lines[i]->sidenum[1]].toptexture!=NO_TEXTURE)
|
||
|
sectors[num].no_toptextures=false;
|
||
|
if (sides[sectors[num].lines[i]->sidenum[1]].bottomtexture!=NO_TEXTURE)
|
||
|
sectors[num].no_bottomtextures=false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sectors[num].no_toptextures=false;
|
||
|
sectors[num].no_bottomtextures=false;
|
||
|
}
|
||
|
}
|
||
|
#ifdef _DEBUG
|
||
|
if (sectors[num].no_toptextures)
|
||
|
lprintf(LO_INFO,"Sector %i has no toptextures\n",num);
|
||
|
if (sectors[num].no_bottomtextures)
|
||
|
lprintf(LO_INFO,"Sector %i has no bottomtextures\n",num);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// gld_PreprocessLevel
|
||
|
//
|
||
|
// this checks all sectors if they are closed and calls gld_PrecalculateSector to
|
||
|
// calculate the loops for every sector
|
||
|
// the idea to check for closed sectors is from DEU. check next commentary
|
||
|
/*
|
||
|
Note from RQ:
|
||
|
This is a very simple idea, but it works! The first test (above)
|
||
|
checks that all Sectors are closed. But if a closed set of LineDefs
|
||
|
is moved out of a Sector and has all its "external" SideDefs pointing
|
||
|
to that Sector instead of the new one, then we need a second test.
|
||
|
That's why I check if the SideDefs facing each other are bound to
|
||
|
the same Sector.
|
||
|
|
||
|
Other note from RQ:
|
||
|
Nowadays, what makes the power of a good editor is its automatic tests.
|
||
|
So, if you are writing another Doom editor, you will probably want
|
||
|
to do the same kind of tests in your program. Fine, but if you use
|
||
|
these ideas, don't forget to credit DEU... Just a reminder... :-)
|
||
|
*/
|
||
|
// so I credited DEU
|
||
|
|
||
|
void gld_PreprocessSectors(void)
|
||
|
{
|
||
|
boolean *sectorclosed;
|
||
|
int i;
|
||
|
#ifdef USE_GLU_TESS // figgi
|
||
|
char *vertexcheck;
|
||
|
int v1num;
|
||
|
int v2num;
|
||
|
int j;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
levelinfo=fopen("levelinfo.txt","a");
|
||
|
if (levelinfo)
|
||
|
{
|
||
|
if (gamemode==commercial)
|
||
|
fprintf(levelinfo,"MAP%02i\n",gamemap);
|
||
|
else
|
||
|
fprintf(levelinfo,"E%iM%i\n",gameepisode,gamemap);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
sectorclosed=Z_Malloc(numsectors*sizeof(boolean),PU_LEVEL,0);
|
||
|
if (!sectorclosed)
|
||
|
I_Error("gld_PreprocessSectors: Not enough memory for array sectorclosed");
|
||
|
memset(sectorclosed, 0, sizeof(boolean)*numsectors);
|
||
|
|
||
|
sectorloops=Z_Malloc(sizeof(GLSector)*numsectors,PU_LEVEL,0);
|
||
|
if (!sectorloops)
|
||
|
I_Error("gld_PreprocessSectors: Not enough memory for array sectorloops");
|
||
|
memset(sectorloops, 0, sizeof(GLSector)*numsectors);
|
||
|
|
||
|
sectorrendered=Z_Malloc(numsectors*sizeof(byte),PU_LEVEL,0);
|
||
|
if (!sectorrendered)
|
||
|
I_Error("gld_PreprocessSectors: Not enough memory for array sectorrendered");
|
||
|
memset(sectorrendered, 0, numsectors*sizeof(byte));
|
||
|
|
||
|
segrendered=Z_Malloc(numsegs*sizeof(byte),PU_LEVEL,0);
|
||
|
if (!segrendered)
|
||
|
I_Error("gld_PreprocessSectors: Not enough memory for array segrendered");
|
||
|
memset(segrendered, 0, numsegs*sizeof(byte));
|
||
|
|
||
|
gld_vertexes=NULL;
|
||
|
gld_texcoords=NULL;
|
||
|
gld_max_vertexes=0;
|
||
|
gld_num_vertexes=0;
|
||
|
gld_AddGlobalVertexes(numvertexes*2);
|
||
|
|
||
|
#ifdef USE_GLU_TESS
|
||
|
vertexcheck=Z_Malloc(numvertexes*sizeof(char),PU_LEVEL,0);
|
||
|
if (!vertexcheck)
|
||
|
{
|
||
|
if (levelinfo) fclose(levelinfo);
|
||
|
I_Error("gld_PreprocessSectors: Not enough memory for array vertexcheck");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for (i=0; i<numsectors; i++)
|
||
|
{
|
||
|
memset(vertexcheck,0,numvertexes*sizeof(char));
|
||
|
for (j=0; j<sectors[i].linecount; j++)
|
||
|
{
|
||
|
v1num=((int)sectors[i].lines[j]->v1-(int)vertexes)/sizeof(vertex_t);
|
||
|
v2num=((int)sectors[i].lines[j]->v2-(int)vertexes)/sizeof(vertex_t);
|
||
|
if ((v1num>=numvertexes) || (v2num>=numvertexes))
|
||
|
continue;
|
||
|
if (sectors[i].lines[j]->sidenum[0]!=NO_INDEX)
|
||
|
if (sides[sectors[i].lines[j]->sidenum[0]].sector==§ors[i])
|
||
|
{
|
||
|
vertexcheck[v1num]|=1;
|
||
|
vertexcheck[v2num]|=2;
|
||
|
}
|
||
|
if (sectors[i].lines[j]->sidenum[1]!=NO_INDEX)
|
||
|
if (sides[sectors[i].lines[j]->sidenum[1]].sector==§ors[i])
|
||
|
{
|
||
|
vertexcheck[v1num]|=2;
|
||
|
vertexcheck[v2num]|=1;
|
||
|
}
|
||
|
}
|
||
|
if (sectors[i].linecount<3)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
lprintf(LO_ERROR, "sector %i is not closed! %i lines in sector\n", i, sectors[i].linecount);
|
||
|
#endif
|
||
|
if (levelinfo) fprintf(levelinfo, "sector %i is not closed! %i lines in sector\n", i, sectors[i].linecount);
|
||
|
sectorclosed[i]=false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sectorclosed[i]=true;
|
||
|
for (j=0; j<numvertexes; j++)
|
||
|
{
|
||
|
if ((vertexcheck[j]==1) || (vertexcheck[j]==2))
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
lprintf(LO_ERROR, "sector %i is not closed at vertex %i ! %i lines in sector\n", i, j, sectors[i].linecount);
|
||
|
#endif
|
||
|
if (levelinfo) fprintf(levelinfo, "sector %i is not closed at vertex %i ! %i lines in sector\n", i, j, sectors[i].linecount);
|
||
|
sectorclosed[i]=false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// figgi -- adapted for glnodes
|
||
|
if (sectorclosed[i])
|
||
|
gld_PrecalculateSector(i);
|
||
|
}
|
||
|
Z_Free(vertexcheck);
|
||
|
#endif /* USE_GLU_TESS */
|
||
|
|
||
|
for (i=0; i<numsectors; i++)
|
||
|
gld_PrepareSectorSpecialEffects(i);
|
||
|
|
||
|
// figgi -- adapted for glnodes
|
||
|
if (nodesVersion == 0)
|
||
|
gld_CarveFlats(numnodes-1, 0, 0, sectorclosed);
|
||
|
else
|
||
|
gld_GetSubSectorVertices(sectorclosed);
|
||
|
|
||
|
if (levelinfo) fclose(levelinfo);
|
||
|
Z_Free(sectorclosed);
|
||
|
}
|
||
|
|
||
|
static float roll = 0.0f;
|
||
|
static float yaw = 0.0f;
|
||
|
static float inv_yaw = 0.0f;
|
||
|
static float pitch = 0.0f;
|
||
|
|
||
|
#define __glPi 3.14159265358979323846
|
||
|
|
||
|
static void infinitePerspective(GLdouble fovy, GLdouble aspect, GLdouble znear)
|
||
|
{
|
||
|
GLdouble left, right, bottom, top;
|
||
|
GLdouble m[16];
|
||
|
|
||
|
top = znear * tan(fovy * __glPi / 360.0);
|
||
|
bottom = -top;
|
||
|
left = bottom * aspect;
|
||
|
right = top * aspect;
|
||
|
|
||
|
//qglFrustum(left, right, bottom, top, znear, zfar);
|
||
|
|
||
|
m[ 0] = (2 * znear) / (right - left);
|
||
|
m[ 4] = 0;
|
||
|
m[ 8] = (right + left) / (right - left);
|
||
|
m[12] = 0;
|
||
|
|
||
|
m[ 1] = 0;
|
||
|
m[ 5] = (2 * znear) / (top - bottom);
|
||
|
m[ 9] = (top + bottom) / (top - bottom);
|
||
|
m[13] = 0;
|
||
|
|
||
|
m[ 2] = 0;
|
||
|
m[ 6] = 0;
|
||
|
//m[10] = - (zfar + znear) / (zfar - znear);
|
||
|
//m[14] = - (2 * zfar * znear) / (zfar - znear);
|
||
|
m[10] = -1;
|
||
|
m[14] = -2 * znear;
|
||
|
|
||
|
m[ 3] = 0;
|
||
|
m[ 7] = 0;
|
||
|
m[11] = -1;
|
||
|
m[15] = 0;
|
||
|
|
||
|
glMultMatrixd(m);
|
||
|
}
|
||
|
|
||
|
void gld_StartDrawScene()
|
||
|
{
|
||
|
float trY ;
|
||
|
float xCamera,yCamera;
|
||
|
|
||
|
extern int screenblocks;
|
||
|
int height;
|
||
|
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
if (gl_shared_texture_palette)
|
||
|
glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
|
||
|
#endif
|
||
|
gld_SetPalette(-1);
|
||
|
|
||
|
if (screenblocks == 11)
|
||
|
height = SCREENHEIGHT;
|
||
|
else if (screenblocks == 10)
|
||
|
height = SCREENHEIGHT;
|
||
|
else
|
||
|
height = (screenblocks*SCREENHEIGHT/10) & ~7;
|
||
|
|
||
|
glViewport(viewwindowx, SCREENHEIGHT-(height+viewwindowy-((height-viewheight)/2)), viewwidth, height);
|
||
|
glScissor(viewwindowx, SCREENHEIGHT-(viewheight+viewwindowy), viewwidth, viewheight);
|
||
|
glEnable(GL_SCISSOR_TEST);
|
||
|
// Player coordinates
|
||
|
xCamera=-(float)viewx/MAP_SCALE;
|
||
|
yCamera=(float)viewy/MAP_SCALE;
|
||
|
trY=(float)viewz/MAP_SCALE;
|
||
|
|
||
|
yaw=270.0f-(float)(viewangle>>ANGLETOFINESHIFT)*360.0f/FINEANGLES;
|
||
|
inv_yaw=-90.0f+(float)(viewangle>>ANGLETOFINESHIFT)*360.0f/FINEANGLES;
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
#else
|
||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||
|
#endif
|
||
|
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
|
||
|
infinitePerspective(90.0f, 320.0f/200.0f, (float)gl_nearclip/100.0f);
|
||
|
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
glRotatef(roll, 0.0f, 0.0f, 1.0f);
|
||
|
glRotatef(pitch, 1.0f, 0.0f, 0.0f);
|
||
|
glRotatef(yaw, 0.0f, 1.0f, 0.0f);
|
||
|
glTranslatef(-xCamera, -trY + r_stereo_offset, -yCamera);
|
||
|
|
||
|
if (use_fog)
|
||
|
glEnable(GL_FOG);
|
||
|
else
|
||
|
glDisable(GL_FOG);
|
||
|
rendermarker++;
|
||
|
gld_drawinfo.num_walls=0;
|
||
|
gld_drawinfo.num_flats=0;
|
||
|
gld_drawinfo.num_sprites=0;
|
||
|
gld_drawinfo.num_drawitems=0;
|
||
|
}
|
||
|
|
||
|
void gld_EndDrawScene(void)
|
||
|
{
|
||
|
player_t *player = &players[displayplayer];
|
||
|
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
glDisable(GL_POLYGON_SMOOTH);
|
||
|
#endif
|
||
|
|
||
|
glViewport(0, 0, SCREENWIDTH, SCREENHEIGHT);
|
||
|
glDisable(GL_FOG);
|
||
|
gld_Set2DMode();
|
||
|
|
||
|
if (viewangleoffset <= 1024<<ANGLETOFINESHIFT ||
|
||
|
viewangleoffset >=-1024<<ANGLETOFINESHIFT)
|
||
|
{ // don't draw on side views
|
||
|
R_DrawPlayerSprites();
|
||
|
}
|
||
|
if (player->fixedcolormap == 32) {
|
||
|
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||
|
glColor4f(1,1,1,1);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
last_gltexture = NULL;
|
||
|
last_cm = -1;
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glVertex2f( 0.0f, 0.0f);
|
||
|
glVertex2f( 0.0f, (float)SCREENHEIGHT);
|
||
|
glVertex2f( (float)SCREENWIDTH, 0.0f);
|
||
|
glVertex2f( (float)SCREENWIDTH, (float)SCREENHEIGHT);
|
||
|
glEnd();
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
}
|
||
|
if (extra_alpha>0.0f)
|
||
|
{
|
||
|
glDisable(GL_ALPHA_TEST);
|
||
|
glColor4f(extra_red, extra_green, extra_blue, extra_alpha);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
last_gltexture = NULL;
|
||
|
last_cm = -1;
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glVertex2f( 0.0f, 0.0f);
|
||
|
glVertex2f( 0.0f, (float)SCREENHEIGHT);
|
||
|
glVertex2f( (float)SCREENWIDTH, 0.0f);
|
||
|
glVertex2f( (float)SCREENWIDTH, (float)SCREENHEIGHT);
|
||
|
glEnd();
|
||
|
glEnable(GL_ALPHA_TEST);
|
||
|
}
|
||
|
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
glColor3f(1.0f,1.0f,1.0f);
|
||
|
glDisable(GL_SCISSOR_TEST);
|
||
|
if (gl_shared_texture_palette)
|
||
|
glDisable(GL_SHARED_TEXTURE_PALETTE_EXT);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
static void gld_AddDrawItem(GLDrawItemType itemtype, int itemindex)
|
||
|
{
|
||
|
if (gld_drawinfo.num_drawitems>=gld_drawinfo.max_drawitems)
|
||
|
{
|
||
|
gld_drawinfo.max_drawitems+=64;
|
||
|
gld_drawinfo.drawitems=Z_Realloc(gld_drawinfo.drawitems,gld_drawinfo.max_drawitems*sizeof(GLDrawItem),PU_LEVEL,0);
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].itemtype=itemtype;
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].itemcount=1;
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].firstitemindex=itemindex;
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].rendermarker=rendermarker;
|
||
|
return;
|
||
|
}
|
||
|
if (gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].rendermarker!=rendermarker)
|
||
|
{
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].itemtype=GLDIT_NONE;
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].rendermarker=rendermarker;
|
||
|
}
|
||
|
if (gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].itemtype!=itemtype)
|
||
|
{
|
||
|
if (gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].itemtype!=GLDIT_NONE)
|
||
|
gld_drawinfo.num_drawitems++;
|
||
|
if (gld_drawinfo.num_drawitems>=gld_drawinfo.max_drawitems)
|
||
|
{
|
||
|
gld_drawinfo.max_drawitems+=64;
|
||
|
gld_drawinfo.drawitems=Z_Realloc(gld_drawinfo.drawitems,gld_drawinfo.max_drawitems*sizeof(GLDrawItem),PU_LEVEL,0);
|
||
|
}
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].itemtype=itemtype;
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].itemcount=1;
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].firstitemindex=itemindex;
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].rendermarker=rendermarker;
|
||
|
return;
|
||
|
}
|
||
|
gld_drawinfo.drawitems[gld_drawinfo.num_drawitems].itemcount++;
|
||
|
}
|
||
|
|
||
|
/*****************
|
||
|
* *
|
||
|
* Walls *
|
||
|
* *
|
||
|
*****************/
|
||
|
|
||
|
static void gld_DrawWall(GLWall *wall)
|
||
|
{
|
||
|
if ( (!gl_drawskys) && (wall->flag>=GLDWF_SKY) )
|
||
|
wall->gltexture=NULL;
|
||
|
gld_BindTexture(wall->gltexture);
|
||
|
if (!wall->gltexture)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
glColor4f(1.0f,0.0f,0.0f,1.0f);
|
||
|
#endif
|
||
|
}
|
||
|
if (wall->flag>=GLDWF_SKY)
|
||
|
{
|
||
|
if ( wall->gltexture )
|
||
|
{
|
||
|
glMatrixMode(GL_TEXTURE);
|
||
|
glPushMatrix();
|
||
|
if ((wall->flag&GLDWF_SKYFLIP)==GLDWF_SKYFLIP)
|
||
|
glScalef(-128.0f/(float)wall->gltexture->buffer_width,200.0f/320.0f*2.0f,1.0f);
|
||
|
else
|
||
|
glScalef(128.0f/(float)wall->gltexture->buffer_width,200.0f/320.0f*2.0f,1.0f);
|
||
|
glTranslatef(wall->skyyaw,wall->skyymid,0.0f);
|
||
|
}
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glVertex3f(wall->glseg->x1,wall->ytop,wall->glseg->z1);
|
||
|
glVertex3f(wall->glseg->x1,wall->ybottom,wall->glseg->z1);
|
||
|
glVertex3f(wall->glseg->x2,wall->ytop,wall->glseg->z2);
|
||
|
glVertex3f(wall->glseg->x2,wall->ybottom,wall->glseg->z2);
|
||
|
glEnd();
|
||
|
if ( wall->gltexture )
|
||
|
{
|
||
|
glPopMatrix();
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gld_StaticLightAlpha(wall->light, wall->alpha);
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glTexCoord2f(wall->ul,wall->vt); glVertex3f(wall->glseg->x1,wall->ytop,wall->glseg->z1);
|
||
|
glTexCoord2f(wall->ul,wall->vb); glVertex3f(wall->glseg->x1,wall->ybottom,wall->glseg->z1);
|
||
|
glTexCoord2f(wall->ur,wall->vt); glVertex3f(wall->glseg->x2,wall->ytop,wall->glseg->z2);
|
||
|
glTexCoord2f(wall->ur,wall->vb); glVertex3f(wall->glseg->x2,wall->ybottom,wall->glseg->z2);
|
||
|
glEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#define LINE seg->linedef
|
||
|
#define CALC_Y_VALUES(w, lineheight, floor_height, ceiling_height)\
|
||
|
(w).ytop=((float)(ceiling_height)/(float)MAP_SCALE)+0.001f;\
|
||
|
(w).ybottom=((float)(floor_height)/(float)MAP_SCALE)-0.001f;\
|
||
|
lineheight=((float)fabs(((ceiling_height)/(float)FRACUNIT)-((floor_height)/(float)FRACUNIT)))
|
||
|
|
||
|
#define OU(w,seg) (((float)((seg)->sidedef->textureoffset+(seg)->offset)/(float)FRACUNIT)/(float)(w).gltexture->buffer_width)
|
||
|
#define OV(w,seg) (((float)((seg)->sidedef->rowoffset)/(float)FRACUNIT)/(float)(w).gltexture->buffer_height)
|
||
|
#define OV_PEG(w,seg,v_offset) (OV((w),(seg))-(((float)(v_offset)/(float)FRACUNIT)/(float)(w).gltexture->buffer_height))
|
||
|
|
||
|
#define CALC_TEX_VALUES_TOP(w, seg, peg, linelength, lineheight)\
|
||
|
(w).flag=GLDWF_TOP;\
|
||
|
(w).ul=OU((w),(seg))+(0.0f);\
|
||
|
(w).ur=OU((w),(seg))+((linelength)/(float)(w).gltexture->buffer_width);\
|
||
|
(peg)?\
|
||
|
(\
|
||
|
(w).vb=OV((w),(seg))+((float)(w).gltexture->height/(float)(w).gltexture->tex_height),\
|
||
|
(w).vt=((w).vb-((float)(lineheight)/(float)(w).gltexture->buffer_height))\
|
||
|
):(\
|
||
|
(w).vt=OV((w),(seg))+(0.0f),\
|
||
|
(w).vb=OV((w),(seg))+((float)(lineheight)/(float)(w).gltexture->buffer_height)\
|
||
|
)
|
||
|
|
||
|
#define CALC_TEX_VALUES_MIDDLE1S(w, seg, peg, linelength, lineheight)\
|
||
|
(w).flag=GLDWF_M1S;\
|
||
|
(w).ul=OU((w),(seg))+(0.0f);\
|
||
|
(w).ur=OU((w),(seg))+((linelength)/(float)(w).gltexture->buffer_width);\
|
||
|
(peg)?\
|
||
|
(\
|
||
|
(w).vb=OV((w),(seg))+((float)(w).gltexture->height/(float)(w).gltexture->tex_height),\
|
||
|
(w).vt=((w).vb-((float)(lineheight)/(float)(w).gltexture->buffer_height))\
|
||
|
):(\
|
||
|
(w).vt=OV((w),(seg))+(0.0f),\
|
||
|
(w).vb=OV((w),(seg))+((float)(lineheight)/(float)(w).gltexture->buffer_height)\
|
||
|
)
|
||
|
|
||
|
#define CALC_TEX_VALUES_MIDDLE2S(w, seg, peg, linelength, lineheight)\
|
||
|
(w).flag=GLDWF_M2S;\
|
||
|
(w).ul=OU((w),(seg))+(0.0f);\
|
||
|
(w).ur=OU((w),(seg))+((linelength)/(float)(w).gltexture->buffer_width);\
|
||
|
(peg)?\
|
||
|
(\
|
||
|
(w).vb=((float)(w).gltexture->height/(float)(w).gltexture->tex_height),\
|
||
|
(w).vt=((w).vb-((float)(lineheight)/(float)(w).gltexture->buffer_height))\
|
||
|
):(\
|
||
|
(w).vt=(0.0f),\
|
||
|
(w).vb=((float)(lineheight)/(float)(w).gltexture->buffer_height)\
|
||
|
)
|
||
|
|
||
|
#define CALC_TEX_VALUES_BOTTOM(w, seg, peg, linelength, lineheight, v_offset)\
|
||
|
(w).flag=GLDWF_BOT;\
|
||
|
(w).ul=OU((w),(seg))+(0.0f);\
|
||
|
(w).ur=OU((w),(seg))+((linelength)/(float)(w).gltexture->realtexwidth);\
|
||
|
(peg)?\
|
||
|
(\
|
||
|
(w).vb=OV_PEG((w),(seg),(v_offset))+((float)(w).gltexture->height/(float)(w).gltexture->tex_height),\
|
||
|
(w).vt=((w).vb-((float)(lineheight)/(float)(w).gltexture->buffer_height))\
|
||
|
):(\
|
||
|
(w).vt=OV((w),(seg))+(0.0f),\
|
||
|
(w).vb=OV((w),(seg))+((float)(lineheight)/(float)(w).gltexture->buffer_height)\
|
||
|
)
|
||
|
|
||
|
// e6y
|
||
|
// Sky textures with a zero index should be forced
|
||
|
// See third episode of requiem.wad
|
||
|
#define SKYTEXTURE(sky1,sky2)\
|
||
|
if ((sky1) & PL_SKYFLAT)\
|
||
|
{\
|
||
|
const line_t *l = &lines[sky1 & ~PL_SKYFLAT];\
|
||
|
const side_t *s = *l->sidenum + sides;\
|
||
|
wall.gltexture=gld_RegisterTexture(texturetranslation[s->toptexture], false, texturetranslation[s->toptexture]==skytexture);\
|
||
|
wall.skyyaw=-2.0f*((-(float)((viewangle+s->textureoffset)>>ANGLETOFINESHIFT)*360.0f/FINEANGLES)/90.0f);\
|
||
|
wall.skyymid = 200.0f/319.5f*(((float)s->rowoffset/(float)FRACUNIT - 28.0f)/100.0f);\
|
||
|
wall.flag = l->special==272 ? GLDWF_SKY : GLDWF_SKYFLIP;\
|
||
|
}\
|
||
|
else\
|
||
|
if ((sky2) & PL_SKYFLAT)\
|
||
|
{\
|
||
|
const line_t *l = &lines[sky2 & ~PL_SKYFLAT];\
|
||
|
const side_t *s = *l->sidenum + sides;\
|
||
|
wall.gltexture=gld_RegisterTexture(texturetranslation[s->toptexture], false, texturetranslation[s->toptexture]==skytexture);\
|
||
|
wall.skyyaw=-2.0f*((-(float)((viewangle+s->textureoffset)>>ANGLETOFINESHIFT)*360.0f/FINEANGLES)/90.0f);\
|
||
|
wall.skyymid = 200.0f/319.5f*(((float)s->rowoffset/(float)FRACUNIT - 28.0f)/100.0f);\
|
||
|
wall.flag = l->special==272 ? GLDWF_SKY : GLDWF_SKYFLIP;\
|
||
|
}\
|
||
|
else\
|
||
|
{\
|
||
|
wall.gltexture=gld_RegisterTexture(skytexture, false, true);\
|
||
|
wall.skyyaw=-2.0f*((yaw+90.0f)/90.0f);\
|
||
|
wall.skyymid = 200.0f/319.5f*((100.0f)/100.0f);\
|
||
|
wall.flag = GLDWF_SKY;\
|
||
|
};
|
||
|
|
||
|
#define ADDWALL(wall)\
|
||
|
{\
|
||
|
if (gld_drawinfo.num_walls>=gld_drawinfo.max_walls)\
|
||
|
{\
|
||
|
gld_drawinfo.max_walls+=128;\
|
||
|
gld_drawinfo.walls=Z_Realloc(gld_drawinfo.walls,gld_drawinfo.max_walls*sizeof(GLWall),PU_LEVEL,0);\
|
||
|
}\
|
||
|
gld_AddDrawItem(GLDIT_WALL, gld_drawinfo.num_walls);\
|
||
|
gld_drawinfo.walls[gld_drawinfo.num_walls++]=*wall;\
|
||
|
};
|
||
|
|
||
|
void gld_AddWall(seg_t *seg)
|
||
|
{
|
||
|
GLWall wall;
|
||
|
GLTexture *temptex;
|
||
|
sector_t *frontsector;
|
||
|
sector_t *backsector;
|
||
|
sector_t ftempsec; // needed for R_FakeFlat
|
||
|
sector_t btempsec; // needed for R_FakeFlat
|
||
|
float lineheight;
|
||
|
int rellight = 0;
|
||
|
|
||
|
if (!segrendered)
|
||
|
return;
|
||
|
if (segrendered[seg->iSegID]==rendermarker)
|
||
|
return;
|
||
|
segrendered[seg->iSegID]=rendermarker;
|
||
|
if (!seg->frontsector)
|
||
|
return;
|
||
|
frontsector=R_FakeFlat(seg->frontsector, &ftempsec, NULL, NULL, false); // for boom effects
|
||
|
if (!frontsector)
|
||
|
return;
|
||
|
wall.glseg=&gl_segs[seg->iSegID];
|
||
|
|
||
|
rellight = seg->linedef->dx==0? +8 : seg->linedef->dy==0 ? -8 : 0;
|
||
|
wall.light=gld_CalcLightLevel(frontsector->lightlevel+rellight+(extralight<<5));
|
||
|
wall.alpha=1.0f;
|
||
|
wall.gltexture=NULL;
|
||
|
|
||
|
if (!seg->backsector) /* onesided */
|
||
|
{
|
||
|
if (frontsector->ceilingpic==skyflatnum)
|
||
|
{
|
||
|
wall.ytop=255.0f;
|
||
|
wall.ybottom=(float)frontsector->ceilingheight/MAP_SCALE;
|
||
|
SKYTEXTURE(frontsector->sky,frontsector->sky);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
if (frontsector->floorpic==skyflatnum)
|
||
|
{
|
||
|
wall.ytop=(float)frontsector->floorheight/MAP_SCALE;
|
||
|
wall.ybottom=-255.0f;
|
||
|
SKYTEXTURE(frontsector->sky,frontsector->sky);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
temptex=gld_RegisterTexture(texturetranslation[seg->sidedef->midtexture], true, false);
|
||
|
if (temptex)
|
||
|
{
|
||
|
wall.gltexture=temptex;
|
||
|
CALC_Y_VALUES(wall, lineheight, frontsector->floorheight, frontsector->ceilingheight);
|
||
|
CALC_TEX_VALUES_MIDDLE1S(
|
||
|
wall, seg, (LINE->flags & ML_DONTPEGBOTTOM)>0,
|
||
|
segs[seg->iSegID].length, lineheight
|
||
|
);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
}
|
||
|
else /* twosided */
|
||
|
{
|
||
|
int floor_height,ceiling_height;
|
||
|
|
||
|
backsector=R_FakeFlat(seg->backsector, &btempsec, NULL, NULL, true); // for boom effects
|
||
|
if (!backsector)
|
||
|
return;
|
||
|
/* toptexture */
|
||
|
ceiling_height=frontsector->ceilingheight;
|
||
|
floor_height=backsector->ceilingheight;
|
||
|
if (frontsector->ceilingpic==skyflatnum)
|
||
|
{
|
||
|
wall.ytop=255.0f;
|
||
|
if (
|
||
|
// e6y
|
||
|
// Fix for HOM in the starting area on Memento Mori map29 and on map30.
|
||
|
// old code: (backsector->ceilingheight==backsector->floorheight) &&
|
||
|
(backsector->ceilingheight==backsector->floorheight||(backsector->ceilingheight<=frontsector->floorheight)) &&
|
||
|
(backsector->ceilingpic==skyflatnum)
|
||
|
)
|
||
|
{
|
||
|
wall.ybottom=(float)backsector->floorheight/MAP_SCALE;
|
||
|
SKYTEXTURE(frontsector->sky,backsector->sky);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( (texturetranslation[seg->sidedef->toptexture]!=NO_TEXTURE) )
|
||
|
{
|
||
|
// e6y
|
||
|
// It corrects some problem with sky, but I do not remember which one
|
||
|
// old code: wall.ybottom=(float)frontsector->ceilingheight/MAP_SCALE;
|
||
|
wall.ybottom=(float)MAX(frontsector->ceilingheight,backsector->ceilingheight)/MAP_SCALE;
|
||
|
|
||
|
SKYTEXTURE(frontsector->sky,backsector->sky);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
else
|
||
|
if ( (backsector->ceilingheight <= frontsector->floorheight) ||
|
||
|
(backsector->ceilingpic != skyflatnum) )
|
||
|
{
|
||
|
wall.ybottom=(float)backsector->ceilingheight/MAP_SCALE;
|
||
|
SKYTEXTURE(frontsector->sky,backsector->sky);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (floor_height<ceiling_height)
|
||
|
{
|
||
|
if (!((frontsector->ceilingpic==skyflatnum) && (backsector->ceilingpic==skyflatnum)))
|
||
|
{
|
||
|
temptex=gld_RegisterTexture(texturetranslation[seg->sidedef->toptexture], true, false);
|
||
|
if (temptex)
|
||
|
{
|
||
|
wall.gltexture=temptex;
|
||
|
CALC_Y_VALUES(wall, lineheight, floor_height, ceiling_height);
|
||
|
CALC_TEX_VALUES_TOP(
|
||
|
wall, seg, (LINE->flags & (ML_DONTPEGBOTTOM | ML_DONTPEGTOP))==0,
|
||
|
segs[seg->iSegID].length, lineheight
|
||
|
);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* midtexture */
|
||
|
//e6y
|
||
|
if (comp[comp_maskedanim])
|
||
|
temptex=gld_RegisterTexture(seg->sidedef->midtexture, true, false);
|
||
|
else
|
||
|
// e6y
|
||
|
// Animated middle textures with a zero index should be forced
|
||
|
// See spacelab.wad (http://www.doomworld.com/idgames/index.php?id=6826)
|
||
|
temptex=gld_RegisterTexture(texturetranslation[seg->sidedef->midtexture], true, true);
|
||
|
|
||
|
if (temptex && seg->sidedef->midtexture != NO_TEXTURE)
|
||
|
{
|
||
|
wall.gltexture=temptex;
|
||
|
if ( (LINE->flags & ML_DONTPEGBOTTOM) >0)
|
||
|
{
|
||
|
if (seg->backsector->ceilingheight<=seg->frontsector->floorheight)
|
||
|
goto bottomtexture;
|
||
|
floor_height=MAX(seg->frontsector->floorheight,seg->backsector->floorheight)+(seg->sidedef->rowoffset);
|
||
|
ceiling_height=floor_height+(wall.gltexture->realtexheight<<FRACBITS);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (seg->backsector->ceilingheight<=seg->frontsector->floorheight)
|
||
|
goto bottomtexture;
|
||
|
ceiling_height=MIN(seg->frontsector->ceilingheight,seg->backsector->ceilingheight)+(seg->sidedef->rowoffset);
|
||
|
floor_height=ceiling_height-(wall.gltexture->realtexheight<<FRACBITS);
|
||
|
}
|
||
|
// e6y
|
||
|
// The fix for wrong middle texture drawing
|
||
|
// if it exceeds the boundaries of its floor and ceiling
|
||
|
|
||
|
/*CALC_Y_VALUES(wall, lineheight, floor_height, ceiling_height);
|
||
|
CALC_TEX_VALUES_MIDDLE2S(
|
||
|
wall, seg, (LINE->flags & ML_DONTPEGBOTTOM)>0,
|
||
|
segs[seg->iSegID].length, lineheight
|
||
|
);*/
|
||
|
{
|
||
|
int floormax, ceilingmin, linelen;
|
||
|
float mip;
|
||
|
mip = (float)wall.gltexture->realtexheight/(float)wall.gltexture->buffer_height;
|
||
|
// if ( (texturetranslation[seg->sidedef->bottomtexture]!=R_TextureNumForName("-")) )
|
||
|
if (seg->sidedef->bottomtexture)
|
||
|
floormax=MAX(seg->frontsector->floorheight,seg->backsector->floorheight);
|
||
|
else
|
||
|
floormax=floor_height;
|
||
|
if (seg->sidedef->toptexture)
|
||
|
ceilingmin=MIN(seg->frontsector->ceilingheight,seg->backsector->ceilingheight);
|
||
|
else
|
||
|
ceilingmin=ceiling_height;
|
||
|
linelen=abs(ceiling_height-floor_height);
|
||
|
wall.ytop=((float)MIN(ceilingmin, ceiling_height)/(float)MAP_SCALE);
|
||
|
wall.ybottom=((float)MAX(floormax, floor_height)/(float)MAP_SCALE);
|
||
|
wall.flag=GLDWF_M2S;
|
||
|
wall.ul=OU((wall),(seg))+(0.0f);
|
||
|
wall.ur=OU(wall,(seg))+((segs[seg->iSegID].length)/(float)wall.gltexture->buffer_width);
|
||
|
if (floormax<=floor_height)
|
||
|
#ifdef USE_GLU_IMAGESCALE
|
||
|
wall.vb=1.0f;
|
||
|
#else // USE_GLU_IMAGESCALE
|
||
|
wall.vb=mip*1.0f;
|
||
|
#endif // USE_GLU_IMAGESCALE
|
||
|
else
|
||
|
wall.vb=mip*((float)(ceiling_height - floormax))/linelen;
|
||
|
if (ceilingmin>=ceiling_height)
|
||
|
wall.vt=0.0f;
|
||
|
else
|
||
|
wall.vt=mip*((float)(ceiling_height - ceilingmin))/linelen;
|
||
|
}
|
||
|
|
||
|
if (seg->linedef->tranlump >= 0 && general_translucency)
|
||
|
wall.alpha=(float)tran_filter_pct/100.0f;
|
||
|
ADDWALL(&wall);
|
||
|
wall.alpha=1.0f;
|
||
|
}
|
||
|
bottomtexture:
|
||
|
/* bottomtexture */
|
||
|
ceiling_height=backsector->floorheight;
|
||
|
floor_height=frontsector->floorheight;
|
||
|
if (frontsector->floorpic==skyflatnum)
|
||
|
{
|
||
|
wall.ybottom=-255.0f;
|
||
|
if (
|
||
|
(backsector->ceilingheight==backsector->floorheight) &&
|
||
|
(backsector->floorpic==skyflatnum)
|
||
|
)
|
||
|
{
|
||
|
wall.ytop=(float)backsector->floorheight/MAP_SCALE;
|
||
|
SKYTEXTURE(frontsector->sky,backsector->sky);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( (texturetranslation[seg->sidedef->bottomtexture]!=NO_TEXTURE) )
|
||
|
{
|
||
|
wall.ytop=(float)frontsector->floorheight/MAP_SCALE;
|
||
|
SKYTEXTURE(frontsector->sky,backsector->sky);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
else
|
||
|
if ( (backsector->floorheight >= frontsector->ceilingheight) ||
|
||
|
(backsector->floorpic != skyflatnum) )
|
||
|
{
|
||
|
wall.ytop=(float)backsector->floorheight/MAP_SCALE;
|
||
|
SKYTEXTURE(frontsector->sky,backsector->sky);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (floor_height<ceiling_height)
|
||
|
{
|
||
|
temptex=gld_RegisterTexture(texturetranslation[seg->sidedef->bottomtexture], true, false);
|
||
|
if (temptex)
|
||
|
{
|
||
|
wall.gltexture=temptex;
|
||
|
CALC_Y_VALUES(wall, lineheight, floor_height, ceiling_height);
|
||
|
CALC_TEX_VALUES_BOTTOM(
|
||
|
wall, seg, (LINE->flags & ML_DONTPEGBOTTOM)>0,
|
||
|
segs[seg->iSegID].length, lineheight,
|
||
|
floor_height-frontsector->ceilingheight
|
||
|
);
|
||
|
ADDWALL(&wall);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#undef LINE
|
||
|
#undef CALC_Y_VALUES
|
||
|
#undef OU
|
||
|
#undef OV
|
||
|
#undef OV_PEG
|
||
|
#undef CALC_TEX_VALUES_TOP
|
||
|
#undef CALC_TEX_VALUES_MIDDLE1S
|
||
|
#undef CALC_TEX_VALUES_MIDDLE2S
|
||
|
#undef CALC_TEX_VALUES_BOTTOM
|
||
|
#undef SKYTEXTURE
|
||
|
#undef ADDWALL
|
||
|
|
||
|
static void gld_PreprocessSegs(void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
gl_segs=Z_Malloc(numsegs*sizeof(GLSeg),PU_LEVEL,0);
|
||
|
for (i=0; i<numsegs; i++)
|
||
|
{
|
||
|
gl_segs[i].x1=-(float)segs[i].v1->x/(float)MAP_SCALE;
|
||
|
gl_segs[i].z1= (float)segs[i].v1->y/(float)MAP_SCALE;
|
||
|
gl_segs[i].x2=-(float)segs[i].v2->x/(float)MAP_SCALE;
|
||
|
gl_segs[i].z2= (float)segs[i].v2->y/(float)MAP_SCALE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************
|
||
|
* *
|
||
|
* Flats *
|
||
|
* *
|
||
|
*****************/
|
||
|
|
||
|
static void gld_DrawFlat(GLFlat *flat)
|
||
|
{
|
||
|
int loopnum; // current loop number
|
||
|
GLLoopDef *currentloop; // the current loop
|
||
|
#ifndef USE_VERTEX_ARRAYS
|
||
|
int vertexnum;
|
||
|
#endif
|
||
|
|
||
|
gld_BindFlat(flat->gltexture);
|
||
|
gld_StaticLight(flat->light);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glPushMatrix();
|
||
|
glTranslatef(0.0f,flat->z,0.0f);
|
||
|
glMatrixMode(GL_TEXTURE);
|
||
|
glPushMatrix();
|
||
|
glTranslatef(flat->uoffs/64.0f,flat->voffs/64.0f,0.0f);
|
||
|
if (flat->sectornum>=0)
|
||
|
{
|
||
|
// go through all loops of this sector
|
||
|
#ifndef USE_VERTEX_ARRAYS
|
||
|
for (loopnum=0; loopnum<sectorloops[flat->sectornum].loopcount; loopnum++)
|
||
|
{
|
||
|
// set the current loop
|
||
|
currentloop=§orloops[flat->sectornum].loops[loopnum];
|
||
|
if (!currentloop)
|
||
|
continue;
|
||
|
// set the mode (GL_TRIANGLES, GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN)
|
||
|
glBegin(currentloop->mode);
|
||
|
// go through all vertexes of this loop
|
||
|
for (vertexnum=currentloop->vertexindex; vertexnum<(currentloop->vertexindex+currentloop->vertexcount); vertexnum++)
|
||
|
{
|
||
|
// set texture coordinate of this vertex
|
||
|
glTexCoord2fv(&gld_texcoords[vertexnum*2]);
|
||
|
// set vertex coordinate
|
||
|
glVertex3fv(&gld_vertexes[vertexnum*3]);
|
||
|
}
|
||
|
// end of loop
|
||
|
glEnd();
|
||
|
}
|
||
|
#else
|
||
|
for (loopnum=0; loopnum<sectorloops[flat->sectornum].loopcount; loopnum++)
|
||
|
{
|
||
|
// set the current loop
|
||
|
currentloop=§orloops[flat->sectornum].loops[loopnum];
|
||
|
glDrawArrays(currentloop->mode,currentloop->vertexindex,currentloop->vertexcount);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
glPopMatrix();
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
|
||
|
// gld_AddFlat
|
||
|
//
|
||
|
// This draws on flat for the sector "num"
|
||
|
// The ceiling boolean indicates if the flat is a floor(false) or a ceiling(true)
|
||
|
|
||
|
static void gld_AddFlat(int sectornum, boolean ceiling, visplane_t *plane)
|
||
|
{
|
||
|
sector_t *sector; // the sector we want to draw
|
||
|
sector_t tempsec; // needed for R_FakeFlat
|
||
|
int floorlightlevel; // killough 3/16/98: set floor lightlevel
|
||
|
int ceilinglightlevel; // killough 4/11/98
|
||
|
GLFlat flat;
|
||
|
|
||
|
if (sectornum<0)
|
||
|
return;
|
||
|
flat.sectornum=sectornum;
|
||
|
sector=§ors[sectornum]; // get the sector
|
||
|
sector=R_FakeFlat(sector, &tempsec, &floorlightlevel, &ceilinglightlevel, false); // for boom effects
|
||
|
flat.ceiling=ceiling;
|
||
|
if (!ceiling) // if it is a floor ...
|
||
|
{
|
||
|
if (sector->floorpic == skyflatnum) // don't draw if sky
|
||
|
return;
|
||
|
// get the texture. flattranslation is maintained by doom and
|
||
|
// contains the number of the current animation frame
|
||
|
flat.gltexture=gld_RegisterFlat(flattranslation[sector->floorpic], true);
|
||
|
if (!flat.gltexture)
|
||
|
return;
|
||
|
// get the lightlevel from floorlightlevel
|
||
|
flat.light=gld_CalcLightLevel(floorlightlevel+(extralight<<5));
|
||
|
// calculate texture offsets
|
||
|
flat.uoffs=(float)sector->floor_xoffs/(float)FRACUNIT;
|
||
|
flat.voffs=(float)sector->floor_yoffs/(float)FRACUNIT;
|
||
|
}
|
||
|
else // if it is a ceiling ...
|
||
|
{
|
||
|
if (sector->ceilingpic == skyflatnum) // don't draw if sky
|
||
|
return;
|
||
|
// get the texture. flattranslation is maintained by doom and
|
||
|
// contains the number of the current animation frame
|
||
|
flat.gltexture=gld_RegisterFlat(flattranslation[sector->ceilingpic], true);
|
||
|
if (!flat.gltexture)
|
||
|
return;
|
||
|
// get the lightlevel from ceilinglightlevel
|
||
|
flat.light=gld_CalcLightLevel(ceilinglightlevel+(extralight<<5));
|
||
|
// calculate texture offsets
|
||
|
flat.uoffs=(float)sector->ceiling_xoffs/(float)FRACUNIT;
|
||
|
flat.voffs=(float)sector->ceiling_yoffs/(float)FRACUNIT;
|
||
|
}
|
||
|
|
||
|
// get height from plane
|
||
|
flat.z=(float)plane->height/MAP_SCALE;
|
||
|
|
||
|
if (gld_drawinfo.num_flats>=gld_drawinfo.max_flats)
|
||
|
{
|
||
|
gld_drawinfo.max_flats+=128;
|
||
|
gld_drawinfo.flats=Z_Realloc(gld_drawinfo.flats,gld_drawinfo.max_flats*sizeof(GLFlat),PU_LEVEL,0);
|
||
|
}
|
||
|
gld_AddDrawItem(GLDIT_FLAT, gld_drawinfo.num_flats);
|
||
|
gld_drawinfo.flats[gld_drawinfo.num_flats++]=flat;
|
||
|
}
|
||
|
|
||
|
void gld_AddPlane(int subsectornum, visplane_t *floor, visplane_t *ceiling)
|
||
|
{
|
||
|
subsector_t *subsector;
|
||
|
|
||
|
// check if all arrays are allocated
|
||
|
if (!sectorrendered)
|
||
|
return;
|
||
|
|
||
|
subsector = &subsectors[subsectornum];
|
||
|
if (!subsector)
|
||
|
return;
|
||
|
if (sectorrendered[subsector->sector->iSectorID]!=rendermarker) // if not already rendered
|
||
|
{
|
||
|
// render the floor
|
||
|
if (floor)
|
||
|
gld_AddFlat(subsector->sector->iSectorID, false, floor);
|
||
|
// render the ceiling
|
||
|
if (ceiling)
|
||
|
gld_AddFlat(subsector->sector->iSectorID, true, ceiling);
|
||
|
// set rendered true
|
||
|
sectorrendered[subsector->sector->iSectorID]=rendermarker;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************
|
||
|
* *
|
||
|
* Sprites *
|
||
|
* *
|
||
|
*****************/
|
||
|
|
||
|
static void gld_DrawSprite(GLSprite *sprite)
|
||
|
{
|
||
|
gld_BindPatch(sprite->gltexture,sprite->cm);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glPushMatrix();
|
||
|
// Bring items up out of floor by configurable amount times .01 Mead 8/13/03
|
||
|
glTranslatef(sprite->x,sprite->y+ (.01f * (float)gl_sprite_offset),sprite->z);
|
||
|
glRotatef(inv_yaw,0.0f,1.0f,0.0f);
|
||
|
if(sprite->shadow)
|
||
|
{
|
||
|
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
//glColor4f(0.2f,0.2f,0.2f,(float)tran_filter_pct/100.0f);
|
||
|
glAlphaFunc(GL_GEQUAL,0.1f);
|
||
|
glColor4f(0.2f,0.2f,0.2f,0.33f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(sprite->trans)
|
||
|
gld_StaticLightAlpha(sprite->light,(float)tran_filter_pct/100.0f);
|
||
|
else
|
||
|
gld_StaticLight(sprite->light);
|
||
|
}
|
||
|
glBegin(GL_TRIANGLE_STRIP);
|
||
|
glTexCoord2f(sprite->ul, sprite->vt); glVertex3f(sprite->x1, sprite->y1, 0.0f);
|
||
|
glTexCoord2f(sprite->ur, sprite->vt); glVertex3f(sprite->x2, sprite->y1, 0.0f);
|
||
|
glTexCoord2f(sprite->ul, sprite->vb); glVertex3f(sprite->x1, sprite->y2, 0.0f);
|
||
|
glTexCoord2f(sprite->ur, sprite->vb); glVertex3f(sprite->x2, sprite->y2, 0.0f);
|
||
|
glEnd();
|
||
|
|
||
|
glPopMatrix();
|
||
|
|
||
|
if(sprite->shadow)
|
||
|
{
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glAlphaFunc(GL_GEQUAL,0.5f);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void gld_AddSprite(vissprite_t *vspr)
|
||
|
{
|
||
|
mobj_t *pSpr=vspr->thing;
|
||
|
GLSprite sprite;
|
||
|
float voff,hoff;
|
||
|
|
||
|
sprite.scale=vspr->scale;
|
||
|
if (pSpr->frame & FF_FULLBRIGHT)
|
||
|
sprite.light = 1.0f;
|
||
|
else
|
||
|
sprite.light = gld_CalcLightLevel(pSpr->subsector->sector->lightlevel+(extralight<<5));
|
||
|
sprite.cm=CR_LIMIT+(int)((pSpr->flags & MF_TRANSLATION) >> (MF_TRANSSHIFT));
|
||
|
sprite.gltexture=gld_RegisterPatch(vspr->patch+firstspritelump,sprite.cm);
|
||
|
if (!sprite.gltexture)
|
||
|
return;
|
||
|
sprite.shadow = (pSpr->flags & MF_SHADOW) != 0;
|
||
|
sprite.trans = (pSpr->flags & MF_TRANSLUCENT) != 0;
|
||
|
if (movement_smooth)
|
||
|
{
|
||
|
sprite.x = (float)(-pSpr->PrevX + FixedMul (tic_vars.frac, -pSpr->x - (-pSpr->PrevX)))/MAP_SCALE;
|
||
|
sprite.y = (float)(pSpr->PrevZ + FixedMul (tic_vars.frac, pSpr->z - pSpr->PrevZ))/MAP_SCALE;
|
||
|
sprite.z = (float)(pSpr->PrevY + FixedMul (tic_vars.frac, pSpr->y - pSpr->PrevY))/MAP_SCALE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sprite.x=-(float)pSpr->x/MAP_SCALE;
|
||
|
sprite.y= (float)pSpr->z/MAP_SCALE;
|
||
|
sprite.z= (float)pSpr->y/MAP_SCALE;
|
||
|
}
|
||
|
|
||
|
sprite.vt=0.0f;
|
||
|
sprite.vb=(float)sprite.gltexture->height/(float)sprite.gltexture->tex_height;
|
||
|
if (vspr->flip)
|
||
|
{
|
||
|
sprite.ul=0.0f;
|
||
|
sprite.ur=(float)sprite.gltexture->width/(float)sprite.gltexture->tex_width;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sprite.ul=(float)sprite.gltexture->width/(float)sprite.gltexture->tex_width;
|
||
|
sprite.ur=0.0f;
|
||
|
}
|
||
|
hoff=(float)sprite.gltexture->leftoffset/(float)(MAP_COEFF);
|
||
|
voff=(float)sprite.gltexture->topoffset/(float)(MAP_COEFF);
|
||
|
sprite.x1=hoff-((float)sprite.gltexture->realtexwidth/(float)(MAP_COEFF));
|
||
|
sprite.x2=hoff;
|
||
|
sprite.y1=voff;
|
||
|
sprite.y2=voff-((float)sprite.gltexture->realtexheight/(float)(MAP_COEFF));
|
||
|
|
||
|
if (gld_drawinfo.num_sprites>=gld_drawinfo.max_sprites)
|
||
|
{
|
||
|
gld_drawinfo.max_sprites+=128;
|
||
|
gld_drawinfo.sprites=Z_Realloc(gld_drawinfo.sprites,gld_drawinfo.max_sprites*sizeof(GLSprite),PU_LEVEL,0);
|
||
|
}
|
||
|
gld_AddDrawItem(GLDIT_SPRITE, gld_drawinfo.num_sprites);
|
||
|
gld_drawinfo.sprites[gld_drawinfo.num_sprites++]=sprite;
|
||
|
}
|
||
|
|
||
|
/*****************
|
||
|
* *
|
||
|
* Draw *
|
||
|
* *
|
||
|
*****************/
|
||
|
|
||
|
void gld_DrawScene(player_t *player)
|
||
|
{
|
||
|
int i,j,k,count;
|
||
|
fixed_t max_scale;
|
||
|
|
||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
glEnableClientState(GL_VERTEX_ARRAY);
|
||
|
rendered_visplanes = rendered_segs = rendered_vissprites = 0;
|
||
|
for (i=gld_drawinfo.num_drawitems; i>=0; i--)
|
||
|
{
|
||
|
switch (gld_drawinfo.drawitems[i].itemtype)
|
||
|
{
|
||
|
case GLDIT_FLAT:
|
||
|
// enable backside removing
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
// floors
|
||
|
glCullFace(GL_FRONT);
|
||
|
for (j=(gld_drawinfo.drawitems[i].itemcount-1); j>=0; j--)
|
||
|
if (!gld_drawinfo.flats[j+gld_drawinfo.drawitems[i].firstitemindex].ceiling)
|
||
|
{
|
||
|
rendered_visplanes++;
|
||
|
gld_DrawFlat(&gld_drawinfo.flats[j+gld_drawinfo.drawitems[i].firstitemindex]);
|
||
|
}
|
||
|
// ceilings
|
||
|
glCullFace(GL_BACK);
|
||
|
for (j=(gld_drawinfo.drawitems[i].itemcount-1); j>=0; j--)
|
||
|
if (gld_drawinfo.flats[j+gld_drawinfo.drawitems[i].firstitemindex].ceiling)
|
||
|
{
|
||
|
rendered_visplanes++;
|
||
|
gld_DrawFlat(&gld_drawinfo.flats[j+gld_drawinfo.drawitems[i].firstitemindex]);
|
||
|
}
|
||
|
// disable backside removing
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
for (i=gld_drawinfo.num_drawitems; i>=0; i--)
|
||
|
{
|
||
|
switch (gld_drawinfo.drawitems[i].itemtype)
|
||
|
{
|
||
|
case GLDIT_WALL:
|
||
|
count=0;
|
||
|
for (k=GLDWF_TOP; k<=GLDWF_SKYFLIP; k++)
|
||
|
{
|
||
|
if (count>=gld_drawinfo.drawitems[i].itemcount)
|
||
|
continue;
|
||
|
if ( (gl_drawskys) && (k>=GLDWF_SKY) )
|
||
|
{
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
if (comp[comp_skymap] && gl_shared_texture_palette)
|
||
|
glDisable(GL_SHARED_TEXTURE_PALETTE_EXT);
|
||
|
glEnable(GL_TEXTURE_GEN_S);
|
||
|
glEnable(GL_TEXTURE_GEN_T);
|
||
|
glEnable(GL_TEXTURE_GEN_Q);
|
||
|
#endif
|
||
|
glColor4fv(gl_whitecolor);
|
||
|
}
|
||
|
for (j=(gld_drawinfo.drawitems[i].itemcount-1); j>=0; j--)
|
||
|
if (gld_drawinfo.walls[j+gld_drawinfo.drawitems[i].firstitemindex].flag==k)
|
||
|
{
|
||
|
rendered_segs++;
|
||
|
count++;
|
||
|
gld_DrawWall(&gld_drawinfo.walls[j+gld_drawinfo.drawitems[i].firstitemindex]);
|
||
|
}
|
||
|
if (gl_drawskys)
|
||
|
{
|
||
|
#ifndef GL_VERSION_ES_CM_1_0
|
||
|
glDisable(GL_TEXTURE_GEN_Q);
|
||
|
glDisable(GL_TEXTURE_GEN_T);
|
||
|
glDisable(GL_TEXTURE_GEN_S);
|
||
|
if (comp[comp_skymap] && gl_shared_texture_palette)
|
||
|
glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case GLDIT_SPRITE:
|
||
|
if (gl_sortsprites)
|
||
|
{
|
||
|
do
|
||
|
{
|
||
|
max_scale=INT_MAX;
|
||
|
k=-1;
|
||
|
for (j=(gld_drawinfo.drawitems[i].itemcount-1); j>=0; j--)
|
||
|
if (gld_drawinfo.sprites[j+gld_drawinfo.drawitems[i].firstitemindex].scale<max_scale)
|
||
|
{
|
||
|
max_scale=gld_drawinfo.sprites[j+gld_drawinfo.drawitems[i].firstitemindex].scale;
|
||
|
k=j+gld_drawinfo.drawitems[i].firstitemindex;
|
||
|
}
|
||
|
if (k>=0)
|
||
|
{
|
||
|
rendered_vissprites++;
|
||
|
gld_DrawSprite(&gld_drawinfo.sprites[k]);
|
||
|
gld_drawinfo.sprites[k].scale=INT_MAX;
|
||
|
}
|
||
|
} while (max_scale!=INT_MAX);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for (j=(gld_drawinfo.drawitems[i].itemcount-1); j>=0; j--,rendered_vissprites++)
|
||
|
gld_DrawSprite(&gld_drawinfo.sprites[j+gld_drawinfo.drawitems[i].firstitemindex]);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
glDisableClientState(GL_VERTEX_ARRAY);
|
||
|
}
|
||
|
|
||
|
void gld_PreprocessLevel(void)
|
||
|
{
|
||
|
if (precache)
|
||
|
gld_Precache();
|
||
|
gld_PreprocessSectors();
|
||
|
gld_PreprocessSegs();
|
||
|
memset(&gld_drawinfo,0,sizeof(GLDrawInfo));
|
||
|
glTexCoordPointer(2,GL_FLOAT,0,gld_texcoords);
|
||
|
glVertexPointer(3,GL_FLOAT,0,gld_vertexes);
|
||
|
}
|