ew-engine/mq engine src/gl_warp.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.
*/
#include "quakedef.h"
extern model_t *loadmodel;
extern cvar_t gl_subdivide_size;
int shinytexture;
msurface_t *warpface;
float turbsin[] =
{
#include "gl_warp_sin.h"
};
#define TURBSCALE (40.7436589469704879)
/*
=========
BoundPoly
=========
*/
void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
{
int i, j;
float *v;
mins[0] = mins[1] = mins[2] = 9999;
maxs[0] = maxs[1] = maxs[2] = -9999;
v = verts;
for (i=0 ; i<numverts ; i++)
for (j=0 ; j<3 ; j++, v++)
{
if (*v < mins[j])
mins[j] = *v;
if (*v > maxs[j])
maxs[j] = *v;
}
}
/*
================
SubdividePolygon
================
*/
void SubdividePolygon (int numverts, float *verts)
{
int i, j, k;
vec3_t mins, maxs;
float m;
float *v;
vec3_t front[64], back[64];
int f, b;
float dist[64];
float frac;
glpoly_t *poly;
float s, t;
if (numverts > 60)
Sys_Error ("numverts = %i", numverts);
BoundPoly (numverts, verts, mins, maxs);
for (i=0 ; i<3 ; i++)
{
m = (mins[i] + maxs[i]) * 0.5;
m = gl_subdivide_size.value * floor (m/gl_subdivide_size.value + 0.5);
if (maxs[i] - m < 8)
continue;
if (m - mins[i] < 8)
continue;
// cut it
v = verts + i;
for (j=0 ; j<numverts ; j++, v+= 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v-=i;
VectorCopy (verts, v);
f = b = 0;
v = verts;
for (j=0 ; j<numverts ; j++, v+= 3)
{
if (dist[j] >= 0)
{
VectorCopy (v, front[f]);
f++;
}
if (dist[j] <= 0)
{
VectorCopy (v, back[b]);
b++;
}
if (dist[j] == 0 || dist[j+1] == 0)
continue;
if ( (dist[j] > 0) != (dist[j+1] > 0) )
{
// clip point
frac = dist[j] / (dist[j] - dist[j+1]);
for (k=0 ; k<3 ; k++)
front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
f++;
b++;
}
}
SubdividePolygon (f, front[0]);
SubdividePolygon (b, back[0]);
return;
}
poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
poly->next = warpface->polys;
warpface->polys = poly;
poly->numverts = numverts;
for (i=0 ; i<numverts ; i++, verts+= 3)
{
VectorCopy (verts, poly->verts[i]);
s = DotProduct (verts, warpface->texinfo->vecs[0]);
t = DotProduct (verts, warpface->texinfo->vecs[1]);
poly->verts[i][3] = s;
poly->verts[i][4] = t;
}
}
/*
===================
GL_SubdivideSurface
===================
*/
void GL_SubdivideSurface (msurface_t *s)
{
vec3_t verts[64];
int numverts;
int i;
int lindex;
float *vec;
warpface = s;
//
// convert edges back to a normal polygon
//
numverts = 0;
for (i=0 ; i<s->numedges ; i++)
{
lindex = loadmodel->surfedges[s->firstedge + i];
if (lindex > 0)
vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
else
vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
VectorCopy (vec, verts[numverts]);
numverts++;
}
SubdividePolygon (numverts, verts[0]);
}
//=========================================================
/*
Emit*****Polys - emits polygons with special effects
*/
/*
=============
EmitWaterPolys
Does a water warp on the pre-fragmented glpoly_t chain
=============
*/
void EmitWaterPolys (msurface_t *s)
{
glpoly_t *p;
float *v;
int i;
float r, t, os, ot;
vec3_t nv;
for (p=s->polys ; p ; p=p->next)
{
glBegin (GL_POLYGON);
for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
{
os = v[3];
ot = v[4];
r = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255];
r *= (0.015f);
t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255];
t *= (0.015f);
nv[0] = v[0];
nv[1] = v[1];
nv[2] = v[2];
if (_wave.value)
nv[2] = v[2] + _wave.value *sin(v[0]*0.02+realtime)*sin(v[1]*0.02+realtime)*sin(v[2]*0.02+realtime);
glTexCoord2f (r, t);
glVertex3fv (nv);
}
glEnd ();
}
}