/* 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 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= 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 ; iverts[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 ; inumedges ; 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] ; inumverts ; 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 (); } }