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