dvr/app/jni/prboom/gl_main.c
2016-03-03 22:28:59 +00:00

2751 lines
92 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
*
*---------------------------------------------------------------------
*/
#include "z_zone.h"
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#ifndef CALLBACK
#define CALLBACK
#endif
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <SDL.h>
#include <SDL_opengles.h>
#include "doomtype.h"
#include "w_wad.h"
#include "m_argv.h"
#include "d_event.h"
#include "v_video.h"
#include "doomstat.h"
#include "r_bsp.h"
#include "r_main.h"
#include "r_draw.h"
#include "r_sky.h"
#include "r_plane.h"
#include "r_data.h"
#include "r_things.h"
#include "r_fps.h"
#include "p_maputl.h"
#include "m_bbox.h"
#include "lprintf.h"
#include "gl_intern.h"
#include "gl_struct.h"
extern int tran_filter_pct;
#define USE_VERTEX_ARRAYS
typedef GLfloat GLdouble;
boolean use_fog=false;
int gl_nearclip=5;
char *gl_tex_filter_string;
int gl_tex_filter;
int gl_mipmap_filter;
int gl_drawskys=true;
int gl_sortsprites=true;
int gl_texture_filter_anisotropic = 0;
int gl_use_paletted_texture = 0;
int gl_use_shared_texture_palette = 0;
int gl_paletted_texture = 0;
int gl_shared_texture_palette = 0;
int gl_sprite_offset; // item out of floor offset Mead 8/13/03
float r_stereo_offset = 0.0f;
GLuint gld_DisplayList=0;
int fog_density=200;
static float extra_red=0.0f;
static float extra_green=0.0f;
static float extra_blue=0.0f;
static float extra_alpha=0.0f;
GLfloat gl_whitecolor[4]={1.0f,1.0f,1.0f,1.0f};
#define MAP_COEFF 128.0f
#define MAP_SCALE (MAP_COEFF*(float)FRACUNIT)
/*
* lookuptable for lightvalues
* calculated as follow:
* floatlight=(1.0-exp((light^3)*gamma)) / (1.0-exp(1.0*gamma));
* gamma=-0,2;-2,0;-4,0;-6,0;-8,0
* light=0,0 .. 1,0
*/
static const float lighttable[5][256] =
{
{
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0.02069f,0.02159f,0.02251f,0.02346f,0.02444f,0.02544f,0.02647f,0.02753f,0.02862f,0.02973f,
0.03088f,0.03205f,0.03325f,0.03448f,0.03575f,0.03704f,0.03836f,0.03971f,0.04110f,0.04252f,
0.04396f,0.04545f,0.04696f,0.04851f,0.05009f,0.05171f,0.05336f,0.05504f,0.05676f,0.05852f,
0.06031f,0.06214f,0.06400f,0.06590f,0.06784f,0.06981f,0.07183f,0.07388f,0.07597f,0.07810f,
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0.10421f,0.10684f,0.10951f,0.11223f,0.11499f,0.11779f,0.12064f,0.12354f,0.12648f,0.12946f,
0.13250f,0.13558f,0.13871f,0.14188f,0.14511f,0.14838f,0.15170f,0.15507f,0.15850f,0.16197f,
0.16549f,0.16906f,0.17268f,0.17635f,0.18008f,0.18386f,0.18769f,0.19157f,0.19551f,0.19950f,
0.20354f,0.20764f,0.21179f,0.21600f,0.22026f,0.22458f,0.22896f,0.23339f,0.23788f,0.24242f,
0.24702f,0.25168f,0.25640f,0.26118f,0.26602f,0.27091f,0.27587f,0.28089f,0.28596f,0.29110f,
0.29630f,0.30156f,0.30688f,0.31226f,0.31771f,0.32322f,0.32879f,0.33443f,0.34013f,0.34589f,
0.35172f,0.35761f,0.36357f,0.36960f,0.37569f,0.38185f,0.38808f,0.39437f,0.40073f,0.40716f,
0.41366f,0.42022f,0.42686f,0.43356f,0.44034f,0.44718f,0.45410f,0.46108f,0.46814f,0.47527f,
0.48247f,0.48974f,0.49709f,0.50451f,0.51200f,0.51957f,0.52721f,0.53492f,0.54271f,0.55058f,
0.55852f,0.56654f,0.57463f,0.58280f,0.59105f,0.59937f,0.60777f,0.61625f,0.62481f,0.63345f,
0.64217f,0.65096f,0.65984f,0.66880f,0.67783f,0.68695f,0.69615f,0.70544f,0.71480f,0.72425f,
0.73378f,0.74339f,0.75308f,0.76286f,0.77273f,0.78268f,0.79271f,0.80283f,0.81304f,0.82333f,
0.83371f,0.84417f,0.85472f,0.86536f,0.87609f,0.88691f,0.89781f,0.90880f,0.91989f,0.93106f,
0.94232f,0.95368f,0.96512f,0.97665f,0.98828f,1.00000
},
{
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0.02974f,0.03123f,0.03277f,0.03436f,0.03600f,0.03768f,0.03942f,0.04120f,0.04304f,0.04493f,
0.04687f,0.04886f,0.05091f,0.05301f,0.05517f,0.05738f,0.05964f,0.06196f,0.06434f,0.06677f,
0.06926f,0.07181f,0.07441f,0.07707f,0.07979f,0.08257f,0.08541f,0.08831f,0.09126f,0.09428f,
0.09735f,0.10048f,0.10368f,0.10693f,0.11025f,0.11362f,0.11706f,0.12056f,0.12411f,0.12773f,
0.13141f,0.13515f,0.13895f,0.14281f,0.14673f,0.15072f,0.15476f,0.15886f,0.16303f,0.16725f,
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0.21759f,0.22251f,0.22748f,0.23251f,0.23760f,0.24274f,0.24793f,0.25318f,0.25848f,0.26383f,
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0.45087f,0.45741f,0.46398f,0.47057f,0.47717f,0.48379f,0.49042f,0.49707f,0.50373f,0.51041f,
0.51709f,0.52378f,0.53048f,0.53718f,0.54389f,0.55061f,0.55732f,0.56404f,0.57075f,0.57747f,
0.58418f,0.59089f,0.59759f,0.60429f,0.61097f,0.61765f,0.62432f,0.63098f,0.63762f,0.64425f,
0.65086f,0.65746f,0.66404f,0.67060f,0.67714f,0.68365f,0.69015f,0.69662f,0.70307f,0.70948f,
0.71588f,0.72224f,0.72857f,0.73488f,0.74115f,0.74739f,0.75359f,0.75976f,0.76589f,0.77199f,
0.77805f,0.78407f,0.79005f,0.79599f,0.80189f,0.80774f,0.81355f,0.81932f,0.82504f,0.83072f,
0.83635f,0.84194f,0.84747f,0.85296f,0.85840f,0.86378f,0.86912f,0.87441f,0.87964f,0.88482f,
0.88995f,0.89503f,0.90005f,0.90502f,0.90993f,0.91479f,0.91959f,0.92434f,0.92903f,0.93366f,
0.93824f,0.94276f,0.94723f,0.95163f,0.95598f,0.96027f,0.96451f,0.96868f,0.97280f,0.97686f,
0.98086f,0.98481f,0.98869f,0.99252f,0.99629f,1.00000f
},
{
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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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0.70726f,0.71375f,0.72017f,0.72653f,0.73282f,0.73905f,0.74522f,0.75131f,0.75734f,0.76330f,
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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
},
{
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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,
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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
},
{
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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==&sectors[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==&sectors[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==&sectors[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==&sectors[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==&sectors[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==&sectors[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=&sectorloops[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=&sectorloops[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=&sectors[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);
}