raze/polymer/build/src/polymer.c

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// blah
#ifdef POLYMOST
#include "polymer.h"
// CVARS
int pr_scissorstest = 1;
int pr_fov = 426; // appears to be the classic setting.
int pr_showportals = 0;
int pr_verbosity = 1; // 0: silent, 1: errors and one-times, 2: multiple-times, 3: flood
int pr_wireframe = 0;
// DATA
_prsector *prsectors[MAXSECTORS];
_prwall *prwalls[MAXWALLS];
GLfloat skybox[16];
// CONTROL
float pos[3];
float *frustumstack;
int frustumstacksize = 0;
char *frustumsizes;
GLint *projectedportals;
int maxfrustumcount = 0;
int frustumdepth = 0;
int frustumstackposition = 0;
int *curportal;
//float frustumnorms[5];
GLfloat *clippedportalpoints = NULL;
float *distances = NULL;
int maxclippedportalpointcount = 0;
int clippedportalpointcount;
GLfloat triangle[9];
GLdouble modelviewmatrix[16];
GLdouble projectionmatrix[16];
GLint viewport[4];
int updatesectors = 1;
GLUtesselator* prtess;
int tempverticescount;
GLdouble tempvertice[3];
short cursky;
// EXTERNAL FUNCTIONS
int polymer_init(void)
{
int i;
if (pr_verbosity >= 1) OSD_Printf("Initalizing Polymer subsystem...\n");
i = 0;
while (i < MAXSECTORS)
{
prsectors[i] = NULL;
i++;
}
i = 0;
while (i < MAXWALLS)
{
prwalls[i] = NULL;
i++;
}
prtess = bgluNewTess();
if (prtess == 0)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Tesselator initialization failed.\n");
return (0);
}
if (frustumstacksize == 0)
{
frustumstacksize = 20; // 5 planes, 4 components
frustumstack = malloc(frustumstacksize * sizeof(float));
if (!frustumstack)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Cannot allocate initial frustum stack : malloc failed.\n");
frustumstacksize = 0;
return (0);
}
}
if (maxfrustumcount == 0)
{
maxfrustumcount = 1;
frustumsizes = malloc (maxfrustumcount * sizeof(char));
projectedportals = malloc(maxfrustumcount * 4 * sizeof(GLint));
if (!frustumsizes || !projectedportals)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Cannot allocate initial frustum size record : malloc failed.\n");
maxfrustumcount = 0;
return (0);
}
}
if (maxclippedportalpointcount == 0)
{
maxclippedportalpointcount = 4;
clippedportalpoints = calloc(maxclippedportalpointcount, sizeof(GLfloat) * 3);
distances = calloc(maxclippedportalpointcount, sizeof(float));
if (!clippedportalpoints || !distances)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Cannot allocate initial clipping memory : malloc failed.\n");
maxclippedportalpointcount = 0;
return (0);
}
}
polymer_loadboard();
polymer_initskybox();
if (pr_verbosity >= 1) OSD_Printf("PR : Initialization complete.\n");
return (1);
}
void polymer_glinit(void)
{
float a;
bglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
bglClearStencil(0);
bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
bglViewport(0, 0, xdim, ydim);
bglGetIntegerv(GL_VIEWPORT, viewport);
// texturing
bglEnable(GL_TEXTURE_2D);
bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
bglEnable(GL_DEPTH_TEST);
bglDepthFunc(GL_LEQUAL);
if (pr_wireframe)
bglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
bglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
bglMatrixMode(GL_PROJECTION);
bglLoadIdentity();
bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 0.001f, 1000000.0f);
// get the new projection matrix
bglGetDoublev(GL_PROJECTION_MATRIX, projectionmatrix);
bglMatrixMode(GL_MODELVIEW);
bglLoadIdentity();
bglEnableClientState(GL_VERTEX_ARRAY);
bglEnableClientState(GL_TEXTURE_COORD_ARRAY);
bglDisable(GL_FOG);
bglFogi(GL_FOG_MODE, GL_EXP2);
//glFogfv(GL_FOG_COLOR, fogColor);
bglEnable(GL_FOG);
a = (1 - ((float)(visibility) / 512.0f)) / 10.0f;
bglFogf(GL_FOG_DENSITY, 0.1f - a);
bglFogf(GL_FOG_START, 0.0f);
bglFogf(GL_FOG_END, 1000000.0f);
bglEnable(GL_CULL_FACE);
bglCullFace(GL_BACK);
if (pr_scissorstest)
bglEnable(GL_SCISSOR_TEST);
}
void polymer_loadboard(void)
{
int i;
i = 0;
while (i < numsectors)
{
polymer_initsector(i);
polymer_updatesector(i);
i++;
}
i = 0;
while (i < numwalls)
{
polymer_initwall(i);
polymer_updatewall(i);
i++;
}
polymer_getsky();
if (pr_verbosity >= 1) OSD_Printf("PR : Board loaded.\n");
}
void polymer_drawrooms(int daposx, int daposy, int daposz, short daang, int dahoriz, short dacursectnum, int root)
{
int i, j;
float ang, horizang, tiltang;
_point2d ref;
sectortype *sec;
walltype *wal;
short drawnsectors, fov;
if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
ang = (float)(daang) / (2048.0f / 360.0f);
horizang = (float)(100 - dahoriz) / (512.0f / 180.0f);
tiltang = (gtang * 90.0f);
fov = (pr_fov * (float)xdim / (float)ydim * 1) / 2;
pos[0] = daposy;
pos[1] = -daposz;
pos[2] = -daposx;
bglMatrixMode(GL_MODELVIEW);
bglLoadIdentity();
bglRotatef(tiltang, 0.0f, 0.0f, -1.0f);
bglRotatef(horizang, 1.0f, 0.0f, 0.0f);
bglRotatef(ang, 0.0f, 1.0f, 0.0f);
bglDisable(GL_DEPTH_TEST);
bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
polymer_drawartsky(cursky);
bglEnable(GL_DEPTH_TEST);
bglScalef(1.0f / 1000.0f, 1.0f / 16000.0f, 1.0f / 1000.0f);
bglTranslatef(-pos[0], -pos[1], -pos[2]);
// get the new modelview
bglGetDoublev(GL_MODELVIEW_MATRIX, modelviewmatrix);
polymer_extractfrustum(modelviewmatrix, projectionmatrix);
if (pr_scissorstest)
{
memcpy(projectedportals, viewport, sizeof(GLint) * 4);
bglScissor(projectedportals[0],
viewport[3] - projectedportals[3],
projectedportals[2] - projectedportals[0],
projectedportals[3] - projectedportals[1]);
}
frustumsizes[0] = 5;
frustumdepth = 0;
frustumstackposition = 0;
// game tic
if (updatesectors)
{
i = 0;
while (i < numsectors)
{
polymer_updatesector(i);
i++;
}
i = 0;
while (i < numwalls)
{
polymer_updatewall(i);
i++;
}
updatesectors = 0;
}
// external view (editor)
if (dacursectnum == -1)
{
i = 0;
while (i < numsectors)
{
polymer_drawsector(i);
i++;
}
i = 0;
while (i < numwalls)
{
polymer_drawwall(i);
i++;
}
return;
}
// unflag all sectors
i = 0;
while (i < numsectors)
{
prsectors[i]->drawingstate = 0;
i++;
}
i = 0;
while (i < numwalls)
{
prwalls[i]->drawn = 0;
i++;
}
// stupid waste of performance - the position doesn't match the sector number when running from a sector to another
updatesector(daposx, daposy, &dacursectnum);
// GO
polymer_drawroom(dacursectnum);
if (pr_verbosity >= 3) OSD_Printf("PR : Rooms drawn.\n");
}
void polymer_rotatesprite(int sx, int sy, int z, short a, short picnum, signed char dashade, char dapalnum, char dastat, int cx1, int cy1, int cx2, int cy2)
{
}
void polymer_drawmaskwall(int damaskwallcnt)
{
OSD_Printf("PR : Masked wall %i...\n", damaskwallcnt);
}
void polymer_drawsprite(int snum)
{
OSD_Printf("PR : Sprite %i...\n", snum);
}
// SECTORS
int polymer_initsector(short sectnum)
{
sectortype *sec;
_prsector* s;
int i;
if (pr_verbosity >= 2) OSD_Printf("PR : Initalizing sector %i...\n", sectnum);
sec = &sector[sectnum];
s = malloc(sizeof(_prsector));
if (s == NULL)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Cannot initialize sector %i : malloc failed.\n", sectnum);
return (0);
}
s->verts = calloc(sec->wallnum, sizeof(GLdouble) * 3);
s->floorbuffer = calloc(sec->wallnum, sizeof(GLfloat) * 5);
s->ceilbuffer = calloc(sec->wallnum, sizeof(GLfloat) * 5);
if ((s->verts == NULL) || (s->floorbuffer == NULL) || (s->ceilbuffer == NULL))
{
if (pr_verbosity >= 1) OSD_Printf("PR : Cannot initialize geometry of sector %i : malloc failed.\n", sectnum);
return (0);
}
s->floorindices = s->ceilindices = NULL;
s->controlstate = s->drawingstate = 0;
prsectors[sectnum] = s;
if (pr_verbosity >= 2) OSD_Printf("PR : Initalized sector %i.\n", sectnum);
return (1);
}
int polymer_updatesector(short sectnum)
{
_prsector* s;
sectortype *sec;
walltype *wal;
int i, j;
int ceilz, florz;
int tex, tey;
float secangcos, secangsin, scalecoef;
int ang;
short curstat, curpicnum;
char curxpanning, curypanning;
GLfloat* curbuffer;
GLuint *curglpic, *curfbglpic;
pthtyp* pth;
s = prsectors[sectnum];
sec = &sector[sectnum];
wal = &wall[sec->wallptr];
secangcos = secangsin = 0;
if (s == NULL)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Can't update uninitialized sector %i.\n", sectnum);
return (-1);
}
s->controlstate = 0;
if ((sec->floorstat & 64) || (sec->ceilingstat & 64))
{
ang = (getangle(wall[wal->point2].x - wal->x, wall[wal->point2].y - wal->y) + 512) & 2047;
secangcos = (float)(sintable[(ang+512)&2047]) / 16383.0f;
secangsin = (float)(sintable[ang&2047]) / 16383.0f;
}
// geometry
i = 0;
while (i < sec->wallnum)
{
if ((-wal->x != s->verts[(i*3)+2]))
{
s->verts[(i*3)+2] = s->floorbuffer[(i*5)+2] = s->ceilbuffer[(i*5)+2] = -wal->x;
s->controlstate |= 2;
}
if ((wal->y != s->verts[i*3]))
{
s->verts[i*3] = s->floorbuffer[i*5] = s->ceilbuffer[i*5] = wal->y;
s->controlstate |= 2;
}
getzsofslope(sectnum, wal->x, wal->y, &ceilz, &florz);
s->verts[(i*3)+1] = 0;
s->floorbuffer[(i*5)+1] = -florz;
s->ceilbuffer[(i*5)+1] = -ceilz;
j = 2;
curstat = sec->floorstat;
curbuffer = s->floorbuffer;
curpicnum = sec->floorpicnum;
curxpanning = sec->floorxpanning;
curypanning = sec->floorypanning;
while (j)
{
if (j == 1)
{
curstat = sec->ceilingstat;
curbuffer = s->ceilbuffer;
curpicnum = sec->ceilingpicnum;
curxpanning = sec->ceilingxpanning;
curypanning = sec->ceilingypanning;
}
if (picanm[curpicnum]&192) curpicnum += animateoffs(curpicnum,sectnum);
if (!waloff[curpicnum])
loadtile(curpicnum);
tex = (curstat & 64) ? ((wal->x - wall[sec->wallptr].x) * secangsin) + ((-wal->y - -wall[sec->wallptr].y) * secangcos) : wal->x;
tey = (curstat & 64) ? ((wal->x - wall[sec->wallptr].x) * secangcos) - ((wall[sec->wallptr].y - wal->y) * secangsin) : -wal->y;
if (curstat & 4)
swaplong(&tex, &tey);
if (curstat & 16) tex = -tex;
if (curstat & 32) tey = -tey;
scalecoef = (curstat & 8) ? 8.0f : 16.0f;
curbuffer[(i*5)+3] = ((float)(tex) / (scalecoef * tilesizx[curpicnum])) + ((float)(curxpanning) / 256.0f);
curbuffer[(i*5)+4] = ((float)(tey) / (scalecoef * tilesizy[curpicnum])) + ((float)(curypanning) / 256.0f);
j--;
}
//attributes
j = 2;
curbuffer = s->floorcolor;
curstat = sec->floorshade;
curxpanning = sec->floorpal;
curpicnum = sec->floorpicnum;
curglpic = &s->floorglpic;
curfbglpic = &s->floorfbglpic;
while (j > 0)
{
if (j == 1)
{
curbuffer = s->ceilcolor;
curstat = sec->ceilingshade;
curxpanning = sec->ceilingpal;
curpicnum = sec->ceilingpicnum;
curglpic = &s->ceilglpic;
curfbglpic = &s->ceilfbglpic;
}
if (picanm[curpicnum]&192) curpicnum += animateoffs(curpicnum,sectnum);
if (!waloff[curpicnum])
loadtile(curpicnum);
curbuffer[0] = curbuffer[1] = curbuffer[2] = ((float)(numpalookups-min(max(curstat,0),numpalookups)))/((float)numpalookups);
curbuffer[3] = 1.0f;
pth = gltexcache(curpicnum,curxpanning,0);
if (pth && (pth->flags & 2) && (pth->palnum != curxpanning))
{
curbuffer[0] *= (float)hictinting[curxpanning].r / 255.0;
curbuffer[1] *= (float)hictinting[curxpanning].g / 255.0;
curbuffer[2] *= (float)hictinting[curxpanning].b / 255.0;
}
*curglpic = (pth) ? pth->glpic : 0;
if (pth && (pth->flags & 16))
*curfbglpic = pth->ofb->glpic;
else
*curfbglpic = 0;
j--;
}
i++;
wal = &wall[sec->wallptr + i];
}
if (s->controlstate & 2)
{
polymer_buildfloor(sectnum);
s->controlstate ^= 2;
}
if (pr_verbosity >= 3) OSD_Printf("PR : Updated sector %i.\n", sectnum);
return (0);
}
void PR_CALLBACK polymer_tesscombine(GLdouble v[3], GLdouble *data[4], GLfloat weight[4], GLdouble **out)
{
// This callback is called by the tesselator when it detects an intersection between contours (HELLO ROTATING SPOTLIGHT IN E1L1).
GLdouble* ptr;
tempvertice[0] = v[0];
tempvertice[1] = v[1];
tempvertice[2] = v[2];
ptr = tempvertice;
*out = tempvertice;
if (pr_verbosity >= 2) OSD_Printf("PR : Created additional geometry for sector tesselation.\n");
}
void PR_CALLBACK polymer_tesserror(GLenum error)
{
// This callback is called by the tesselator whenever it raises an error.
if (pr_verbosity >= 1) OSD_Printf("PR : Tesselation error number %i reported : %s.\n", error, bgluErrorString(errno));
}
void PR_CALLBACK polymer_tessedgeflag(GLenum error)
{
// Passing an edgeflag callback forces the tesselator to output a triangle list
return;
}
void PR_CALLBACK polymer_tessvertex(void* vertex, void* sector)
{
_prsector* s;
s = (_prsector*)sector;
if (s->curindice >= s->indicescount)
{
if (pr_verbosity >= 2) OSD_Printf("PR : Indice overflow, extending the indices list... !\n");
s->indicescount++;
s->floorindices = realloc(s->floorindices, s->indicescount * sizeof(GLushort));
s->ceilindices = realloc(s->ceilindices, s->indicescount * sizeof(GLushort));
}
s->ceilindices[s->curindice] = (int)vertex;
s->curindice++;
}
int polymer_buildfloor(short sectnum)
{
// This function tesselates the floor/ceiling of a sector and stores the triangles in a display list.
_prsector* s;
sectortype *sec;
int i;
if (pr_verbosity >= 2) OSD_Printf("PR : Tesselating floor of sector %i...\n", sectnum);
s = prsectors[sectnum];
sec = &sector[sectnum];
if (s == NULL)
return (-1);
if (s->floorindices == NULL)
{
s->indicescount = (sec->wallnum - 2) * 3;
s->floorindices = calloc(s->indicescount, sizeof(GLushort));
s->ceilindices = calloc(s->indicescount, sizeof(GLushort));
}
s->curindice = 0;
bgluTessCallback(prtess, GLU_TESS_VERTEX_DATA, polymer_tessvertex);
bgluTessCallback(prtess, GLU_TESS_EDGE_FLAG, polymer_tessedgeflag);
//bgluTessCallback(prtess, GLU_TESS_COMBINE, polymer_tesscombine);
bgluTessCallback(prtess, GLU_TESS_ERROR, polymer_tesserror);
bgluTessProperty(prtess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE);
bgluTessBeginPolygon(prtess, s);
bgluTessBeginContour(prtess);
i = 0;
while (i < sec->wallnum)
{
bgluTessVertex(prtess, s->verts + (3 * i), (void *)i);
if ((i != (sec->wallnum - 1)) && ((sec->wallptr + i) > wall[sec->wallptr + i].point2))
{
bgluTessEndContour(prtess);
bgluTessBeginContour(prtess);
}
i++;
}
bgluTessEndContour(prtess);
bgluTessEndPolygon(prtess);
i = 0;
while (i < s->indicescount)
{
s->floorindices[s->indicescount - i - 1] = s->ceilindices[i];
i++;
}
if (pr_verbosity >= 2) OSD_Printf("PR : Tesselated floor of sector %i.\n", sectnum);
return (1);
}
void polymer_drawsector(short sectnum)
{
sectortype *sec, *nextsec;
walltype *wal;
_prsector* s;
int i;
int zdiff;
if (pr_verbosity >= 3) OSD_Printf("PR : Drawing sector %i...\n", sectnum);
sec = &sector[sectnum];
wal = &wall[sec->wallptr];
s = prsectors[sectnum];
if (prsectors[sectnum] == NULL)
{
polymer_initsector(sectnum);
polymer_updatesector(sectnum);
}
// floor
if (!(sec->floorstat & 1))
{
bglBindTexture(GL_TEXTURE_2D, s->floorglpic);
bglColor4f(s->floorcolor[0], s->floorcolor[1], s->floorcolor[2], s->floorcolor[3]);
bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), s->floorbuffer);
bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &s->floorbuffer[3]);
bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
if (s->floorfbglpic)
{
bglBindTexture(GL_TEXTURE_2D, s->floorfbglpic);
bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
}
}
// ceiling
if (!(sec->ceilingstat & 1))
{
bglBindTexture(GL_TEXTURE_2D, s->ceilglpic);
bglColor4f(s->ceilcolor[0], s->ceilcolor[1], s->ceilcolor[2], s->ceilcolor[3]);
bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), s->ceilbuffer);
bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &s->ceilbuffer[3]);
bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->ceilindices);
if (s->ceilfbglpic)
{
bglBindTexture(GL_TEXTURE_2D, s->ceilfbglpic);
bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
}
}
if (pr_verbosity >= 3) OSD_Printf("PR : Finished drawing sector %i...\n", sectnum);
}
// WALLS
int polymer_initwall(short wallnum)
{
_prwall *w;
if (pr_verbosity >= 2) OSD_Printf("PR : Initalizing wall %i...\n", wallnum);
w = malloc(sizeof(_prwall));
if (w == NULL)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Cannot initialize wall %i : malloc failed.\n", wallnum);
return (0);
}
w->invalidate = w->underover = 0;
w->wallbuffer = w->overbuffer = w->portal = NULL;
prwalls[wallnum] = w;
if (pr_verbosity >= 2) OSD_Printf("PR : Initalized wall %i.\n", wallnum);
return (1);
}
void polymer_updatewall(short wallnum)
{
short nwallnum, nnwallnum, curpicnum;
char curxpanning, curypanning;
walltype *wal;
sectortype *sec, *nsec;
_prwall *w;
_prsector *s, *ns;
pthtyp* pth;
int xref, yref, xdif, ydif;
float ypancoef, dist;
int i;
wal = &wall[wallnum];
sec = &sector[sectorofwall(wallnum)];
w = prwalls[wallnum];
s = prsectors[sectorofwall(wallnum)];
if (w->wallbuffer == NULL)
w->wallbuffer = calloc(4, sizeof(GLfloat) * 5);
w->underover = 0;
w->wallcolor[0] = w->wallcolor[1] = w->wallcolor[2] = ((float)(numpalookups-min(max(wal->shade,0),numpalookups)))/((float)numpalookups);
w->wallcolor[3] = 1.0f;
if (wal->cstat & 8)
xref = 1;
else
xref = 0;
if (wal->nextsector == -1)
{
memcpy(w->wallbuffer, &s->floorbuffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->wallbuffer[5], &s->floorbuffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->wallbuffer[10], &s->ceilbuffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->wallbuffer[15], &s->ceilbuffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3);
curpicnum = wal->picnum;
if (picanm[curpicnum]&192) curpicnum += animateoffs(curpicnum,wallnum+16384);
if (!waloff[curpicnum])
loadtile(curpicnum);
pth = gltexcache(curpicnum, wal->pal, 0);
w->wallglpic = pth ? pth->glpic : 0;
if (pth && (pth->flags & 16))
w->wallfbglpic = pth->ofb->glpic;
else
w->wallfbglpic = 0;
if (pth && (pth->flags & 2) && (pth->palnum != wal->pal))
{
w->wallcolor[0] *= (float)hictinting[wal->pal].r / 255.0;
w->wallcolor[1] *= (float)hictinting[wal->pal].g / 255.0;
w->wallcolor[2] *= (float)hictinting[wal->pal].b / 255.0;
}
if (wal->cstat & 4)
yref = sec->floorz;
else
yref = sec->ceilingz;
if (wal->ypanning)
{
ypancoef = (float)(pow2long[picsiz[curpicnum] >> 4]);
if (ypancoef < tilesizy[curpicnum])
ypancoef *= 2;
ypancoef *= (float)(wal->ypanning) / (256.0f * (float)(tilesizy[curpicnum]));
}
else
ypancoef = 0;
i = 0;
while (i < 4)
{
if ((i == 0) || (i == 3))
dist = xref;
else
dist = (xref == 0);
w->wallbuffer[(i * 5) + 3] = ((dist * 8.0f * wal->xrepeat) + wal->xpanning) / (float)(tilesizx[curpicnum]);
w->wallbuffer[(i * 5) + 4] = (-(float)(yref + w->wallbuffer[(i * 5) + 1]) / ((tilesizy[curpicnum] * 2048.0f) / (float)(wal->yrepeat))) + ypancoef;
if (wal->cstat & 256) w->wallbuffer[(i * 5) + 4] = -w->wallbuffer[(i * 5) + 4];
i++;
}
w->underover |= 1;
}
else
{
nwallnum = wal->nextwall;
nnwallnum = wall[nwallnum].point2;
nsec = &sector[wal->nextsector];
ns = prsectors[wal->nextsector];
if (((s->floorbuffer[((wallnum - sec->wallptr) * 5) + 1] != ns->floorbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]) ||
(s->floorbuffer[((wal->point2 - sec->wallptr) * 5) + 1] != ns->floorbuffer[((nwallnum - nsec->wallptr) * 5) + 1])) &&
(s->floorbuffer[((wallnum - sec->wallptr) * 5) + 1] <= ns->floorbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]))
{
memcpy(w->wallbuffer, &s->floorbuffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->wallbuffer[5], &s->floorbuffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->wallbuffer[10], &ns->floorbuffer[(nwallnum - nsec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->wallbuffer[15], &ns->floorbuffer[(nnwallnum - nsec->wallptr) * 5], sizeof(GLfloat) * 3);
if (wal->cstat & 2)
{
curpicnum = wall[nwallnum].picnum;
curxpanning = wall[nwallnum].xpanning;
curypanning = wall[nwallnum].ypanning;
}
else
{
curpicnum = wal->picnum;
curxpanning = wal->xpanning;
curypanning = wal->ypanning;
}
if (picanm[curpicnum]&192) curpicnum += animateoffs(curpicnum,wallnum+16384);
if (!waloff[curpicnum])
loadtile(curpicnum);
pth = gltexcache(curpicnum, wal->pal, 0);
w->wallglpic = pth ? pth->glpic : 0;
if (pth && (pth->flags & 16))
w->wallfbglpic = pth->ofb->glpic;
else
w->wallfbglpic = 0;
if (pth && (pth->flags & 2) && (pth->palnum != wal->pal))
{
w->wallcolor[0] *= (float)hictinting[wal->pal].r / 255.0;
w->wallcolor[1] *= (float)hictinting[wal->pal].g / 255.0;
w->wallcolor[2] *= (float)hictinting[wal->pal].b / 255.0;
}
if ((!(wal->cstat & 2) && (wal->cstat & 4)) || ((wal->cstat & 2) && (wall[nwallnum].cstat & 4)))
yref = sec->ceilingz;
else
yref = nsec->floorz;
if (curypanning)
{
ypancoef = (float)(pow2long[picsiz[curpicnum] >> 4]);
if (ypancoef < tilesizy[curpicnum])
ypancoef *= 2;
ypancoef *= (float)(curypanning) / (256.0f * (float)(tilesizy[curpicnum]));
}
else
ypancoef = 0;
i = 0;
while (i < 4)
{
if ((i == 0) || (i == 3))
dist = xref;
else
dist = (xref == 0);
w->wallbuffer[(i * 5) + 3] = ((dist * 8.0f * wal->xrepeat) + curxpanning) / (float)(tilesizx[curpicnum]);
w->wallbuffer[(i * 5) + 4] = (-(float)(yref + w->wallbuffer[(i * 5) + 1]) / ((tilesizy[curpicnum] * 2048.0f) / (float)(wal->yrepeat))) + ypancoef;
if (wal->cstat & 256) w->wallbuffer[(i * 5) + 4] = -w->wallbuffer[(i * 5) + 4];
i++;
}
if (!((sec->floorstat & 1) && (nsec->floorstat & 1)))
w->underover |= 1;
}
if (((s->ceilbuffer[((wallnum - sec->wallptr) * 5) + 1] != ns->ceilbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]) ||
(s->ceilbuffer[((wal->point2 - sec->wallptr) * 5) + 1] != ns->ceilbuffer[((nwallnum - nsec->wallptr) * 5) + 1])) &&
(s->ceilbuffer[((wallnum - sec->wallptr) * 5) + 1] >= ns->ceilbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]))
{
if (w->overbuffer == NULL)
w->overbuffer = calloc(4, sizeof(GLfloat) * 5);
memcpy(w->overbuffer, &ns->ceilbuffer[(nnwallnum - nsec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->overbuffer[5], &ns->ceilbuffer[(nwallnum - nsec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->overbuffer[10], &s->ceilbuffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->overbuffer[15], &s->ceilbuffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3);
if ((wal->cstat & 16) || (wal->overpicnum == 0))
curpicnum = wal->picnum;
else
curpicnum = wal->picnum;
if (picanm[curpicnum]&192) curpicnum += animateoffs(curpicnum,wallnum+16384);
if (!waloff[curpicnum])
loadtile(curpicnum);
pth = gltexcache(curpicnum, wal->pal, 0);
w->overglpic = pth ? pth->glpic : 0;
if (pth && (pth->flags & 16))
w->overfbglpic = pth->ofb->glpic;
else
w->overfbglpic = 0;
memcpy(w->overcolor, w->wallcolor, sizeof(GLfloat) * 4);
if (pth && (pth->flags & 2) && (pth->palnum != wal->pal))
{
w->overcolor[0] *= (float)hictinting[wal->pal].r / 255.0;
w->overcolor[1] *= (float)hictinting[wal->pal].g / 255.0;
w->overcolor[2] *= (float)hictinting[wal->pal].b / 255.0;
}
if (wal->cstat & 4)
yref = sec->ceilingz;
else
yref = nsec->ceilingz;
if (wal->ypanning)
{
ypancoef = (float)(pow2long[picsiz[curpicnum] >> 4]);
if (ypancoef < tilesizy[curpicnum])
ypancoef *= 2;
ypancoef *= (float)(wal->ypanning) / (256.0f * (float)(tilesizy[curpicnum]));
}
else
ypancoef = 0;
i = 0;
while (i < 4)
{
if ((i == 0) || (i == 3))
dist = xref;
else
dist = (xref == 0);
w->overbuffer[(i * 5) + 3] = ((dist * 8.0f * wal->xrepeat) + wal->xpanning) / (float)(tilesizx[curpicnum]);
w->overbuffer[(i * 5) + 4] = (-(float)(yref + w->overbuffer[(i * 5) + 1]) / ((tilesizy[curpicnum] * 2048.0f) / (float)(wal->yrepeat))) + ypancoef;
if (wal->cstat & 256) w->overbuffer[(i * 5) + 4] = -w->overbuffer[(i * 5) + 4];
i++;
}
if (!((sec->ceilingstat & 1) && (nsec->ceilingstat & 1)))
w->underover |= 2;
}
}
if (w->portal == NULL)
w->portal = calloc(4, sizeof(GLfloat) * 3);
memcpy(w->portal, &s->floorbuffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->portal[3], &s->floorbuffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->portal[6], &s->ceilbuffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3);
memcpy(&w->portal[9], &s->ceilbuffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3);
if (pr_verbosity >= 3) OSD_Printf("PR : Updated wall %i.\n", wallnum);
}
void polymer_drawwall(short wallnum)
{
_prwall *w;
if (pr_verbosity >= 3) OSD_Printf("PR : Drawing wall %i...\n", wallnum);
w = prwalls[wallnum];
if (w->underover & 1)
{
bglBindTexture(GL_TEXTURE_2D, w->wallglpic);
bglColor4f(w->wallcolor[0], w->wallcolor[1], w->wallcolor[2], w->wallcolor[3]);
bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), w->wallbuffer);
bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &w->wallbuffer[3]);
bglDrawArrays(GL_QUADS, 0, 4);
if (w->wallfbglpic)
{
bglBindTexture(GL_TEXTURE_2D, w->wallfbglpic);
bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
bglDrawArrays(GL_QUADS, 0, 4);
}
}
if (w->underover & 2)
{
bglBindTexture(GL_TEXTURE_2D, w->overglpic);
bglColor4f(w->overcolor[0], w->overcolor[1], w->overcolor[2], w->overcolor[3]);
bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), w->overbuffer);
bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &w->overbuffer[3]);
bglDrawArrays(GL_QUADS, 0, 4);
if (w->overfbglpic)
{
bglBindTexture(GL_TEXTURE_2D, w->overfbglpic);
bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
bglDrawArrays(GL_QUADS, 0, 4);
}
}
if (pr_verbosity >= 3) OSD_Printf("PR : Finished drawing wall %i...\n", wallnum);
}
// HSR
void polymer_portaltofrustum(GLfloat* portal, int portalpointcount, GLfloat* pos, GLfloat* frustum)
{
int i;
memcpy(&triangle[3], pos, sizeof(GLfloat) * 3);
i = 0;
while (i < portalpointcount)
{
memcpy(&triangle[0], &portal[i * 3], sizeof(GLfloat) * 3);
if (i != (portalpointcount - 1))
memcpy(&triangle[6], &portal[(i+1) * 3], sizeof(GLfloat) * 3);
else
memcpy(&triangle[6], &portal[0], sizeof(GLfloat) * 3);
polymer_triangletoplane(triangle, &frustum[i*4]);
i++;
}
//near
//memcpy(&triangle[3], &portal[(i-2) * 3], sizeof(GLfloat) * 3);
//polymer_triangletoplane(triangle, &frustum[i*4]);
}
void polymer_triangletoplane(GLfloat* triangle, GLfloat* plane)
{
GLfloat vec1[3], vec2[3];
vec1[0] = triangle[3] - triangle[0];
vec1[1] = triangle[4] - triangle[1];
vec1[2] = triangle[5] - triangle[2];
vec2[0] = triangle[6] - triangle[0];
vec2[1] = triangle[7] - triangle[1];
vec2[2] = triangle[8] - triangle[2];
polymer_crossproduct(vec1, vec2, plane);
plane[3] = -(plane[0] * triangle[0] + plane[1] * triangle[1] + plane[2] * triangle[2]);
}
void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out)
{
out[0] = in_a[1] * in_b[2] - in_a[2] * in_b[1];
out[1] = in_a[2] * in_b[0] - in_a[0] * in_b[2];
out[2] = in_a[0] * in_b[1] - in_a[1] * in_b[0];
}
void polymer_extractfrustum(GLdouble* modelview, GLdouble* projection)
{
GLdouble matrix[16];
int i;
bglMatrixMode(GL_TEXTURE);
bglLoadMatrixd(projection);
bglMultMatrixd(modelview);
bglGetDoublev(GL_TEXTURE_MATRIX, matrix);
bglLoadIdentity();
i = 0;
while (i < 4)
{
frustumstack[i] = matrix[(4 * i) + 3] + matrix[4 * i]; // left
frustumstack[i + 4] = matrix[(4 * i) + 3] - matrix[4 * i]; // right
frustumstack[i + 8] = matrix[(4 * i) + 3] - matrix[(4 * i) + 1]; // top
frustumstack[i + 12] = matrix[(4 * i) + 3] + matrix[(4 * i) + 1]; // bottom
frustumstack[i + 16] = matrix[(4 * i) + 3] + matrix[(4 * i) + 2]; // near
i++;
}
i = 0;
/*while (i < 5)
{
// frustum plane norms
frustumnorms[i] = sqrt((frustum[(i * 4) + 0] * frustum[(i * 4) + 0]) +
(frustum[(i * 4) + 1] * frustum[(i * 4) + 1]) +
(frustum[(i * 4) + 2] * frustum[(i * 4) + 2]));
i++;
}*/
if (pr_verbosity >= 3) OSD_Printf("PR : Frustum extracted.\n");
}
void polymer_drawroom(short sectnum)
{
int i, j, secwallcount, curwallcount, walclips;
sectortype *sec;
walltype *wal;
if (pr_verbosity >= 3) OSD_Printf("PR : Drawing room %d.\n", sectnum);
sec = &sector[sectnum];
wal = &wall[sec->wallptr];
secwallcount = sec->wallnum;
// first draw the sector
polymer_drawsector(sectnum);
prsectors[sectnum]->drawingstate = 1;
i = 0;
while (i < secwallcount)
{
walclips = 0;
curwallcount = 1;
if ((prwalls[sec->wallptr + i]->drawn == 0) &&
(wallvisible(sec->wallptr + i)) &&
(walclips |= polymer_portalinfrustum(sec->wallptr + i)))
{
if ((wal->nextsector != -1) && (prsectors[wal->nextsector]->drawingstate == 0))
{
// check for contigous walls with the same nextsector
if ((i == 0) &&
(wal->nextsector == wall[sec->wallptr + secwallcount - 1].nextsector) &&
(prwalls[sec->wallptr + secwallcount - 1]->drawn == 0) &&
(wallvisible(sec->wallptr + secwallcount - 1)) &&
(walclips |= polymer_portalinfrustum(sec->wallptr + secwallcount - 1)))
{
j = secwallcount - 2;
while ((j > 1) &&
(wall[sec->wallptr + j].nextsector == wal->nextsector) &&
(prwalls[sec->wallptr + j]->drawn == 0) &&
(wallvisible(sec->wallptr + j)) &&
(walclips |= polymer_portalinfrustum(sec->wallptr + j)))
j--;
secwallcount = i = j + 1;
curwallcount += sec->wallnum - secwallcount;
}
j = i + 1;
while ((wall[sec->wallptr + j].nextsector == wal->nextsector) &&
(prwalls[sec->wallptr + j]->drawn == 0) &&
(wallvisible(sec->wallptr + j)) &&
(walclips |= polymer_portalinfrustum(sec->wallptr + j)))
j++;
curwallcount += j - i - 1;
}
j = 0;
while (j < curwallcount)
{
prwalls[sec->wallptr + ((i + j) % sec->wallnum)]->drawn = 1;
j++;
}
if ((wal->nextsector != -1) && (prsectors[wal->nextsector]->drawingstate == 0))
{
clippedportalpointcount = 4 + ((curwallcount - 1) * 2);
// generate the portal from all the walls
if (curwallcount == 1)
memcpy(clippedportalpoints, prwalls[sec->wallptr + i]->portal, sizeof(float) * 4 * 3);
else
{
if (clippedportalpointcount > maxclippedportalpointcount)
{
clippedportalpoints = realloc(clippedportalpoints, sizeof(GLfloat) * 3 * clippedportalpointcount);
distances = realloc(distances, sizeof(float) * clippedportalpointcount);
maxclippedportalpointcount = clippedportalpointcount;
}
j = 0;
while (j < curwallcount)
{
memcpy(&clippedportalpoints[j * 3],
&prwalls[sec->wallptr + ((i + j) % sec->wallnum)]->portal[0],
sizeof(GLfloat) * 3);
memcpy(&clippedportalpoints[(clippedportalpointcount - j - 1) * 3],
&prwalls[sec->wallptr + ((i + j) % sec->wallnum)]->portal[9],
sizeof(GLfloat) * 3);
j++;
}
memcpy(&clippedportalpoints[j * 3],
&prwalls[sec->wallptr + ((i + j - 1) % sec->wallnum)]->portal[3],
sizeof(GLfloat) * 3);
memcpy(&clippedportalpoints[(clippedportalpointcount - j - 1) * 3],
&prwalls[sec->wallptr + ((i + j - 1) % sec->wallnum)]->portal[6],
sizeof(GLfloat) * 3);
}
if (walclips > 1) // the wall intersected at least one plane and needs to be clipped
clippedportalpointcount = polymer_cliptofrustum(sec->wallptr + i);
if (pr_showportals)
{
bglDisable(GL_FOG);
bglDisable(GL_TEXTURE_2D);
bglColor4f(0.0f, 1.0f, 0.0f, 1.0f);
bglBegin(GL_LINE_LOOP);
j = 0;
while (j < clippedportalpointcount)
{
bglVertex3fv(&clippedportalpoints[j*3]);
j++;
}
bglEnd();
bglEnable(GL_FOG);
bglEnable(GL_TEXTURE_2D);
}
if (frustumstacksize <= (frustumstackposition + (frustumsizes[frustumdepth] + clippedportalpointcount + 1) * 4))
{
frustumstacksize += clippedportalpointcount * 4;
frustumstack = realloc(frustumstack, sizeof(GLfloat) * frustumstacksize);
}
if (maxfrustumcount == (frustumdepth + 1))
{
maxfrustumcount++;
frustumsizes = realloc(frustumsizes, sizeof(char) * maxfrustumcount);
projectedportals = realloc(projectedportals, maxfrustumcount * 4 * sizeof(GLint));
}
// push a new frustum on the stack
frustumstackposition += frustumsizes[frustumdepth] * 4;
frustumdepth++;
frustumsizes[frustumdepth] = clippedportalpointcount;
// calculate the new frustum data
polymer_portaltofrustum(clippedportalpoints, clippedportalpointcount, pos, &frustumstack[frustumstackposition]);
if (pr_scissorstest)
{
// project the scissor
curportal = &projectedportals[frustumdepth * 4];
polymer_getportal(clippedportalpoints, clippedportalpointcount, curportal);
bglScissor(curportal[0] - 1, viewport[3] - curportal[3] - 1, curportal[2] - curportal[0] + 2, curportal[3] - curportal[1] + 2);
// draw the new scissor
if (pr_showportals)
polymer_drawportal(curportal);
}
// recurse
polymer_drawroom(wal->nextsector);
if (pr_verbosity >= 3) OSD_Printf("PR : Popping...\n");
frustumdepth--;
frustumstackposition -= frustumsizes[frustumdepth] * 4;
if (pr_scissorstest)
{
// pop the scissor
curportal = &projectedportals[frustumdepth * 4];
bglScissor(curportal[0] - 1, viewport[3] - curportal[3] - 1, curportal[2] - curportal[0] + 2, curportal[3] - curportal[1] + 2);
}
}
j = 0;
while (j < curwallcount)
{
polymer_drawwall(sec->wallptr + ((i + j) % sec->wallnum));
prwalls[sec->wallptr + ((i + j) % sec->wallnum)]->drawn = 0;
j++;
}
}
i += curwallcount;
if (i > sec->wallnum)
i = i % sec->wallnum;
wal = &wall[sec->wallptr + i];
}
prsectors[sectnum]->drawingstate = 0;
}
int polymer_portalinfrustum(short wallnum)
{
int i, j, k, result;
float sqdist, *frustum;
_prwall *w;
frustum = &frustumstack[frustumstackposition];
w = prwalls[wallnum];
i = result = 0;
while (i < frustumsizes[frustumdepth])
{
j = k = 0;
while (j < 4)
{
sqdist = frustum[(i * 4) + 0] * w->portal[(j * 3) + 0] +
frustum[(i * 4) + 1] * w->portal[(j * 3) + 1] +
frustum[(i * 4) + 2] * w->portal[(j * 3) + 2] +
frustum[(i * 4) + 3];
if (sqdist < 0)
k++;
j++;
}
if (k == 4)
return (0); // OUT !
if (k != 0)
result |= 2<<i;
i++;
}
result |= 1;
return (result);
}
float polymer_pointdistancetoplane(GLfloat* point, GLfloat* plane)
{
float result, t;
result = plane[0] * point[0] +
plane[1] * point[1] +
plane[2] * point[2] +
plane[3];
return (result);
}
float polymer_pointdistancetopoint(GLfloat* point1, GLfloat* point2)
{
return ((point2[0] - point1[0]) * (point2[0] - point1[0]) +
(point2[1] - point1[1]) * (point2[1] - point1[1]) +
(point2[2] - point1[2]) * (point2[2] - point1[2]));
}
void polymer_lineplaneintersection(GLfloat *point1, GLfloat *point2, float dist1, float dist2, GLfloat *output)
{
GLfloat result[3];
float s;
s = dist1 / (dist1 - dist2);
result[0] = point1[0] + (s * (point2[0] - point1[0]));
result[1] = point1[1] + (s * (point2[1] - point1[1]));
result[2] = point1[2] + (s * (point2[2] - point1[2]));
memcpy(output, result, sizeof(GLfloat) * 3);
}
int polymer_cliptofrustum(short wallnum)
{
// sutherland-hofnman polygon clipping algorithm against all planes of the frustum
GLfloat intersect[3], *frustum;
int i, j, k, l, m, result, exitpoint;
exitpoint = 0; // annoying "warning: 'exitpoint' may be used uninialized in this function"
frustum = &frustumstack[frustumstackposition];
result = clippedportalpointcount; // 4 points to start with
if (pr_verbosity >= 3) OSD_Printf("PR : Clipping wall %d...\n", wallnum);
//memcpy(clippedportalpoints, prwalls[wallnum]->portal, sizeof(GLfloat) * 3 * 4);
i = 0;
while (i < frustumsizes[frustumdepth])
{
if ((frustumdepth == 0) && (i == frustumsizes[frustumdepth] - 1))
{
// don't near-clip with the viewing frustum
i++;
continue;
}
// frustum planes
j = k = 0;
m = -1;
while (j < result)
{
distances[j] = polymer_pointdistancetoplane(&clippedportalpoints[j * 3], &frustum[i * 4]);
if (distances[j] < 0)
k = 1; // at least one is outside
if ((distances[j] > 0) && (m < 0))
m = j; // first point inside
j++;
}
if ((k) && (m != -1))
{
// divide and conquer while we may
j = m;
while ((j != m) || (k))
{
if (k)
{
k = 0;
if (pr_verbosity >= 3) OSD_Printf("PR : Clipping against frustum plane %d starting with point %d...\n", i, m);
}
l = j + 1; // L is next point
if (l == result)
l = 0;
if ((distances[j] >= 0) && (distances[l] < 0))
{
// case 1 : line exits the plane -> compute intersection
polymer_lineplaneintersection(&clippedportalpoints[j * 3], &clippedportalpoints[l * 3], distances[j], distances[l], intersect);
exitpoint = l;
if (pr_verbosity >= 3) OSD_Printf("PR : %d: EXIT\n", j);
}
else if ((distances[j] < 0) && (distances[l] < 0))
{
// case 2 : line is totally outside the plane
if (j != exitpoint)
{
// if we didn't just exit we need to delete this point forever
result--;
if (j != result)
{
memmove(&clippedportalpoints[j * 3], &clippedportalpoints[l * 3], (result - j) * sizeof(GLfloat) * 3);
memmove(&distances[j], &distances[l], (result - j) * sizeof(float));
if (m >= l)
{
m--;
}
l--;
}
if (l == result)
l = 0;
}
else
memcpy(&clippedportalpoints[j * 3], intersect, sizeof(GLfloat) * 3); // replace point by intersection from previous entry
if (pr_verbosity >= 3) OSD_Printf("PR : %d: IN\n", j);
}
else if ((distances[j] < 0) && (distances[l] >= 0))
{
// case 3 : we're going back into the plane -> replace current point with intersection
if (j == exitpoint)
{
// if we just exited a point is created
if (result == maxclippedportalpointcount)
{
clippedportalpoints = realloc(clippedportalpoints, sizeof(GLfloat) * 3 * (maxclippedportalpointcount + 1));
distances = realloc(distances, sizeof(float) * (maxclippedportalpointcount + 1));
maxclippedportalpointcount++;
}
if ((result - 1) != j)
{
memmove(&clippedportalpoints[(l + 1) * 3], &clippedportalpoints[l * 3], (result - l) * sizeof(GLfloat) * 3);
memmove(&distances[l + 1], &distances[l], (result - l) * sizeof(float));
if (m >= l)
m++;
}
result++;
polymer_lineplaneintersection(&clippedportalpoints[j * 3], &clippedportalpoints[l * 3], distances[j], distances[l], &clippedportalpoints[(j + 1) * 3]);
memcpy(&clippedportalpoints[j * 3], intersect, sizeof(GLfloat) * 3); // replace point by intersection from previous entry
if ((l) && (l != m))
l++; // if not at the end of the list, skip the point we just created
}
else
polymer_lineplaneintersection(&clippedportalpoints[j * 3], &clippedportalpoints[l * 3], distances[j], distances[l], &clippedportalpoints[j * 3]);
if (pr_verbosity >= 3) OSD_Printf("PR : %d: ENTER\n", j);
}
else
if (pr_verbosity >= 3) OSD_Printf("PR : %d: OUT\n", j);
j = l; // L
}
}
if (pr_verbosity >= 3) OSD_Printf("PR : Plane %d finished, result : %d.\n", i, result);
i++;
}
// pruning duplicates
i = 0;
while (i < result)
{
if (i == (result - 1))
intersect[0] = polymer_pointdistancetopoint(&clippedportalpoints[i*3], &clippedportalpoints[0]);
else
intersect[0] = polymer_pointdistancetopoint(&clippedportalpoints[i*3], &clippedportalpoints[(i+1)*3]);
if (intersect[0] < 1)
{
if (i == (result - 1))
result--;
else
{
result--;
memmove(&clippedportalpoints[i*3], &clippedportalpoints[(i+1)*3], (result - i) * sizeof(GLfloat) * 3);
continue;
}
}
i++;
}
return (result);
}
void polymer_getportal(GLfloat* portalpoints, int portalpointcount, GLint* output)
{
GLdouble result[3];
int i;
bgluProject(portalpoints[0], portalpoints[1], portalpoints[2], modelviewmatrix, projectionmatrix, viewport, &(result[0]), &(result[1]), &(result[2]));
result[1] = viewport[3] - result[1];
output[0] = (GLint)result[0];
output[1] = (GLint)result[1];
output[2] = (GLint)result[0];
output[3] = (GLint)result[1];
i = 1;
while (i < portalpointcount)
{
bgluProject(portalpoints[(i * 3)], portalpoints[(i * 3) + 1], portalpoints[(i * 3) + 2], modelviewmatrix, projectionmatrix, viewport, &(result[0]), &(result[1]), &(result[2]));
result[1] = viewport[3] - result[1];
if (((GLint)result[0]) < output[0])
output[0] = (GLint)result[0];
if (((GLint)result[0]) > output[2])
output[2] = (GLint)result[0];
if (((GLint)result[1]) < output[1])
output[1] = (GLint)result[1];
if (((GLint)result[1]) > output[3])
output[3] = (GLint)result[1];
i++;
}
}
void polymer_drawportal(int *portal)
{
bglMatrixMode(GL_PROJECTION);
bglPushMatrix();
bglLoadIdentity();
bglOrtho(0, xdim, ydim, 0, 0, 1);
bglMatrixMode(GL_MODELVIEW);
bglPushMatrix();
bglLoadIdentity();
bglColor4f(1.0f, (1.0f - 0.1 * (frustumdepth-1)), (1.0f - 0.1 * (frustumdepth-1)), 1.0f);
bglDisable(GL_TEXTURE_2D);
bglBegin(GL_LINE_LOOP);
bglVertex3f(portal[0], portal[1], 0.0f);
bglVertex3f(portal[0], portal[3], 0.0f);
bglVertex3f(portal[2], portal[3], 0.0f);
bglVertex3f(portal[2], portal[1], 0.0f);
bglEnd();
bglEnable(GL_TEXTURE_2D);
bglPopMatrix();
bglMatrixMode(GL_PROJECTION);
bglPopMatrix();
bglMatrixMode(GL_MODELVIEW);
}
// SKIES
void polymer_initskybox(void)
{
GLfloat halfsqrt2 = 0.70710678f;
skybox[0] = -1.0f; skybox[1] = 0.0f; // 0
skybox[2] = -halfsqrt2; skybox[3] = halfsqrt2; // 1
skybox[4] = 0.0f; skybox[5] = 1.0f; // 2
skybox[6] = halfsqrt2; skybox[7] = halfsqrt2; // 3
skybox[8] = 1.0f; skybox[9] = 0.0f; // 4
skybox[10] = halfsqrt2; skybox[11] = -halfsqrt2; // 5
skybox[12] = 0.0f; skybox[13] = -1.0f; // 6
skybox[14] = -halfsqrt2; skybox[15] = -halfsqrt2; // 7
/*skybox[0] = -1.0f; skybox[1] = 0.0f; // 0
skybox[2] = -1.0f; skybox[3] = 1.0; // 1
skybox[4] = 0.0f; skybox[5] = 1.0f; // 2
skybox[6] = 1.0f; skybox[7] = 1.0f; // 3
skybox[8] = 1.0f; skybox[9] = 0.0f; // 4
skybox[10] = 1.0; skybox[11] = -1.0; // 5
skybox[12] = 0.0f; skybox[13] = -1.0f; // 6
skybox[14] = -1.0; skybox[15] = -1.0; // 7*/
}
void polymer_getsky(void)
{
int i;
i = 0;
while (i < numsectors)
{
if (sector[i].ceilingstat & 1)
{
cursky = sector[i].ceilingpicnum;
return;
}
i++;
}
}
void polymer_drawskyquad(int p1, int p2, GLfloat height)
{
bglBegin(GL_QUADS);
bglTexCoord2f(0.0f, 0.0f);
//OSD_Printf("PR: drawing %f %f %f\n", skybox[(p1 * 2) + 1], height, skybox[p1 * 2]);
bglVertex3f(skybox[(p1 * 2) + 1], height, skybox[p1 * 2]);
bglTexCoord2f(0.0f, 1.0f);
//OSD_Printf("PR: drawing %f %f %f\n", skybox[(p1 * 2) + 1], -height, skybox[p1 * 2]);
bglVertex3f(skybox[(p1 * 2) + 1], -height, skybox[p1 * 2]);
bglTexCoord2f(1.0f, 1.0f);
//OSD_Printf("PR: drawing %f %f %f\n", skybox[(p2 * 2) + 1], -height, skybox[p2 * 2]);
bglVertex3f(skybox[(p2 * 2) + 1], -height, skybox[p2 * 2]);
bglTexCoord2f(1.0f, 0.0f);
//OSD_Printf("PR: drawing %f %f %f\n", skybox[(p2 * 2) + 1], height, skybox[p2 * 2]);
bglVertex3f(skybox[(p2 * 2) + 1], height, skybox[p2 * 2]);
bglEnd();
}
void polymer_drawartsky(short tilenum)
{
pthtyp* pth;
GLuint glpics[5];
int i, j;
GLfloat height = 2.45f / 2.0f;
i = 0;
while (i < 5)
{
if (!waloff[tilenum + i])
loadtile(tilenum + i);
pth = gltexcache(tilenum + i, 0, 0);
glpics[i] = pth ? pth->glpic : 0;
i++;
}
i = 0;
j = (1<<pskybits);
while (i < j)
{
bglBindTexture(GL_TEXTURE_2D, glpics[pskyoff[i]]);
polymer_drawskyquad(i, (i + 1) & (j - 1), height);
i++;
}
}
#endif