ew-engine/hq engine src/gl_mirror.c

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2006-10-08 00:00:00 +00:00
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// FIXME: add this to rscript + fix skybox problem
// Modified for use with tomazquake by BramBo
#include "quakedef.h"
// glmsurface_t == msurface_t
// bloody mirrors
qboolean mirror;
mplane_t *mirror_plane;
cvar_t r_mirroralpha = {"r_mirroralpha","1", true};
msurface_t *mirrorchain = NULL;
qboolean mirror_render; // true when reflections are being rendered
void Mirror_Scale (void)
{
if (mirror_plane->normal[2])
glScalef ( 1,-1, 1);
else
glScalef (-1, 1, 1);
glCullFace(GL_BACK);
}
void Mirror_Clear (void)
{
if (gl_clear.value)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 0.5;//XFX
glDepthFunc (GL_LEQUAL);
//glDepthFunc (GL_ALWAYS);
}
/*
=============
R_Mirror
code written by MH - http://mhquake.quakesrc.org/
=============
*/
extern cvar_t gl_multitexture;
float r_base_world_matrix[16];
void R_RenderScene (void);
void R_Mirror (void)
{
float d;
msurface_t *s;
entity_t *ent;
float mirror_alpha;
glpoly_t *p;
float *v;
int i;
// these should stay the same for all mirror planes
vec3_t oldvieworg;
vec3_t oldviewangles;
vec3_t oldvpn;
// don't have infinite reflections if 2 mirrors are facing each other (looks ugly but
// better than hanging the engine)
mirror_render = true;
ent = &cl_entities[cl.viewentity];
if (cl_numvisedicts < MAX_VISEDICTS)
{
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
}
memcpy (r_base_world_matrix, r_world_matrix, sizeof (r_base_world_matrix));
VectorCopy (r_refdef.vieworg, oldvieworg);
VectorCopy (r_refdef.viewangles, oldviewangles);
VectorCopy (vpn, oldvpn);
// r_mirroralpha values of more than about 0.65 don't really look well or have any effect
mirror_alpha = r_mirroralpha.value * (1.0 / 1.5);
for (s = mirrorchain; s; s = s->texturechain)
{
mirror_plane = s->plane;
d = PlaneDiff (oldvieworg, mirror_plane);
VectorMA (oldvieworg, -2 * d, mirror_plane->normal, r_refdef.vieworg);
d = DotProduct (oldvpn, mirror_plane->normal);
VectorMA (oldvpn, -2 * d, mirror_plane->normal, vpn);
r_refdef.viewangles[0] = -asin (vpn[2]) / M_PI * 180;
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0]) / M_PI * 180;
r_refdef.viewangles[2] = -oldviewangles[2];
gldepthmin = 0.5;
gldepthmax = 1;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
// everything to do with the render has been moved into r_renderscene, so that the
// full render reflects properly in the skybox...
R_RenderScene ();
gldepthmin = 0;
gldepthmax = 0.5;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
glMatrixMode (GL_PROJECTION);
if (mirror_plane->normal[2])
glScalef (1, -1, 1);
else
glScalef (-1, 1, 1);
glCullFace (GL_FRONT);
glMatrixMode (GL_MODELVIEW);
glLoadMatrixf (r_base_world_matrix);
glColor4f (1, 1, 1, mirror_alpha);
glBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
p = s->polys;
v = p->verts[0];
glBegin (GL_POLYGON);
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2fv (&v[3]);
glVertex3fv (v);
}
glEnd ();
glColor4f (1, 1, 1, 1);
}
mirrorchain = NULL;
mirror = false;
mirror_render = false;
}