raze-gles/polymer/build/src/polymer.c

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// blah
#include "polymer.h"
_prsector* prsectors[MAXSECTORS];
float polymostprojmatrix[16];
float polymostmodelmatrix[16];
// tesselation variables
GLUtesselator* prtess;
int tempverticescount;
GLdouble tempvertice[3];
// Polymer cvars
char pr_verbosity = 1; // 0: silent, 1: errors and one-times, 2: multiple-times, 3: flood
char pr_wireframe = 0;
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++;
}
prtess = gluNewTess();
if (prtess == 0)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Tesselator initialization failed.\n");
return (0);
}
if (pr_verbosity >= 1) OSD_Printf("PR : Initialization complete.\n");
return (1);
}
void polymer_glinit(void)
{
GLfloat params[4];
bglGetFloatv(GL_PROJECTION_MATRIX, polymostprojmatrix);
bglGetFloatv(GL_MODELVIEW_MATRIX, polymostmodelmatrix);
bglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
bglViewport(0, 0, 1024, 768);
// texturing
bglDisable(GL_TEXTURE_2D);
//bglEnable(GL_TEXTURE_GEN_S);
//bglEnable(GL_TEXTURE_GEN_T);
params[0] = GL_OBJECT_LINEAR;
bglTexGenfv(GL_S, GL_TEXTURE_GEN_MODE, params);
bglTexGenfv(GL_T, GL_TEXTURE_GEN_MODE, params);
params[0] = 1.0 / 10000.0;
params[1] = 1.0 / 10000.0;
params[2] = 1.0 / 10000.0;
params[3] = 1.0 / 10000.0;
bglTexGenfv(GL_S, GL_OBJECT_PLANE, params);
bglTexGenfv(GL_T, GL_OBJECT_PLANE, params);
bglDisable(GL_FOG);
bglEnable(GL_DEPTH_TEST);
if (pr_wireframe)
bglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
bglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
bglMatrixMode(GL_PROJECTION);
bglLoadIdentity();
bglFrustum(-1.0f, 1.0f, -0.75f, 0.75, 1.0f, 1000000.0f);
bglMatrixMode(GL_MODELVIEW);
bglLoadIdentity();
}
int polymer_updategeometry(short sectnum)
{
_prsector* s;
sectortype *sec;
walltype *wal;
int i, ret;
long ceilz, florz;
s = prsectors[sectnum];
sec = &sector[sectnum];
wal = &wall[sec->wallptr];
if (s == NULL)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Can't update uninitialized sector %i.\n", sectnum);
return (-1);
}
i = 0;
while (i < s->wallcount)
{
s->verts[(i*3)+2] = s->floorbuffer[(i*5)+2] = s->ceilbuffer[(i*5)+2] = -wal->x;
s->verts[i*3] = s->floorbuffer[i*5] = s->ceilbuffer[i*5] = wal->y;
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;
i++;
wal = &wall[sec->wallptr + i];
}
if (pr_verbosity >= 3) OSD_Printf("PR : Updated sector %i.\n", sectnum);
return (ret = 0);
}
// This callback is called by the tesselator when it detects an intersection between contours (HELLO ROTATING SPOTLIGHT IN E1L1).
void PR_CALLBACK polymer_tesscombine(GLdouble v[3], GLdouble *data[4], GLfloat weight[4], GLdouble **out)
{
GLdouble* ptr;
//tempverticescount++;
//tempvertices = realloc(tempvertices, tempverticescount * sizeof(GLdouble) * 3);
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");
}
// This callback is called by the tesselator whenever it raises an error.
void PR_CALLBACK polymer_tesserror(GLenum error)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Tesselation error number %i reported : %s.\n", error, gluErrorString(errno));
}
// Passing an edgeflag callback forces the tesselator to output a triangle list
void PR_CALLBACK polymer_tessedgeflag(GLboolean flag)
{
flag = 0;
return;
}
void PR_CALLBACK polymer_tessvertex(void* vertex, void* sector)
{
_prsector* s;
s = (_prsector*)sector;
s->indices[s->curindice] = (GLushort)vertex;
s->curindice++;
}
// This function tesselates the floor/ceiling of a sector and stores the triangles in a display list.
int polymer_buildfloor(short sectnum)
{
_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->indices != NULL)
free(s->indices);
s->indices = calloc((sec->wallnum - 2) * 3, sizeof(GLushort));
s->curindice = 0;
gluTessCallback(prtess, GLU_TESS_BEGIN, bglBegin);
gluTessCallback(prtess, GLU_TESS_END, bglEnd);
gluTessCallback(prtess, GLU_TESS_VERTEX_DATA, polymer_tessvertex);
gluTessCallback(prtess, GLU_TESS_EDGE_FLAG, polymer_tessedgeflag);
//gluTessCallback(prtess, GLU_TESS_COMBINE, polymer_tesscombine);
gluTessCallback(prtess, GLU_TESS_ERROR, polymer_tesserror);
gluTessProperty(prtess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE);
gluTessBeginPolygon(prtess, s);
gluTessBeginContour(prtess);
i = 0;
while (i < sec->wallnum)
{
gluTessVertex(prtess, s->verts + (3 * i), (void *)i);
if ((i != (sec->wallnum - 1)) && ((sec->wallptr + i) > wall[sec->wallptr + i].point2))
{
gluTessEndContour(prtess);
gluTessBeginContour(prtess);
}
i++;
}
gluTessEndContour(prtess);
gluTessEndPolygon(prtess);
if (pr_verbosity >= 2) OSD_Printf("PR : Tesselated floor of sector %i.\n", sectnum);
return (1);
}
int polymer_initsector(short sectnum)
{
sectortype *sec;
_prsector* s;
if (pr_verbosity >= 2) OSD_Printf("PR : Initalizing sector %i...\n", sectnum);
sec = &sector[sectnum];
if (pr_verbosity >= 0) OSD_Printf("PR : Preparing to allocate sector %i...\n", sectnum);
s = malloc(sizeof(_prsector));
if (pr_verbosity >= 0) OSD_Printf("PR : Allocated sector %i...\n", sectnum);
if (s == NULL)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Cannot initialize sector %i : malloc failed.\n", sectnum);
return (0);
}
s->invalidate = 0;
s->wallcount = sec->wallnum;
s->verts = calloc(s->wallcount, sizeof(GLdouble) * 3);
s->floorbuffer = calloc(s->wallcount, sizeof(GLfloat) * 5);
s->ceilbuffer = calloc(s->wallcount, 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->indices = NULL;
prsectors[sectnum] = s;
if (pr_verbosity >= 2) OSD_Printf("PR : Initalized sector %i.\n", sectnum);
return (1);
}
void polymer_drawsector(long daposx, long daposy, long daposz, short daang, long dahoriz, short sectnum)
{
sectortype *sec, *nextsec;
walltype *wal;
_prsector* s;
float ang;
double pos[3];
int i;
long zdiff;
pthtyp* pth;
if (pr_verbosity >= 3) OSD_Printf("PR : Drawing sector %i...\n", sectnum);
if (prsectors[sectnum] == NULL)
{
polymer_initsector(sectnum);
polymer_updategeometry(sectnum);
polymer_buildfloor(sectnum);
}
else if (prsectors[sectnum]->invalidate)
{
if (pr_verbosity >= 2) OSD_Printf("PR : Sector %i invalidated. Tesselating...\n", sectnum);
polymer_updategeometry(sectnum);
polymer_buildfloor(sectnum);
prsectors[sectnum]->invalidate = 0;
}
sec = &sector[sectnum];
wal = &wall[sec->wallptr];
s = prsectors[sectnum];
ang = (float)(daang) / (2048.0f / 360.0f);
pos[0] = -daposy;
pos[1] = daposz;
pos[2] = daposx;
bglMatrixMode(GL_MODELVIEW);
bglLoadIdentity();
bglRotatef(ang, 0.0f, 1.0f, 0.0f);
bglScalef(1.0f, 1.0f / 16.0f, 1.0f);
bglTranslatef(pos[0], pos[1], pos[2]);
// floor
pth = gltexcache(sec->floorpicnum,sec->floorpal,0);
bglBindTexture(GL_TEXTURE_2D, pth ? pth->glpic : 0);
bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
bglEnableClientState(GL_VERTEX_ARRAY);
bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), s->floorbuffer);
bglDrawElements(GL_TRIANGLES, (sec->wallnum - 2) * 3, GL_UNSIGNED_SHORT, s->indices);
bglDisableClientState(GL_VERTEX_ARRAY);
// ceiling
pth = gltexcache(sec->ceilingpicnum,sec->ceilingpal,0);
bglBindTexture(GL_TEXTURE_2D, pth ? pth->glpic : 0);
bglColor4f(1.0f, 0.0f, 0.0f, 1.0f);
/*// walls
i = 0;
while (i < sec->wallnum)
{
if (wal->nextsector == -1)
{ // limit of the map
pth = gltexcache(wal->picnum,wal->pal,0);
bglBindTexture(GL_TEXTURE_2D, pth ? pth->glpic : 0);
bglColor4f(0.0f, 1.0f, 0.0f, 1.0f);
bglBegin(GL_QUADS);
bglVertex3d(s->verts[i].v[0], s->verts[i].v[1], s->verts[i].v[2]);
bglVertex3d(s->verts[wal->point2 - sec->wallptr].v[0], s->verts[wal->point2 - sec->wallptr].v[1], s->verts[wal->point2 - sec->wallptr].v[2]);
bglVertex3d(s->verts[wal->point2 - sec->wallptr].v[0], s->verts[wal->point2 - sec->wallptr].v[1] + (sec->floorz - sec->ceilingz), s->verts[wal->point2 - sec->wallptr].v[2]);
bglVertex3d(s->verts[i].v[0], s->verts[i].v[1] + (sec->floorz - sec->ceilingz), s->verts[i].v[2]);
bglEnd();
}
else
{
nextsec = &sector[wal->nextsector];
zdiff = sec->floorz - nextsec->floorz;
if (zdiff > 0)
{ // floor polymerization
pth = gltexcache(wal->picnum,wal->pal,0);
bglBindTexture(GL_TEXTURE_2D, pth ? pth->glpic : 0);
bglColor4f(0.0f, 0.0f, 1.0f, 1.0f);
bglBegin(GL_QUADS);
bglVertex3d(s->verts[i].v[0], s->verts[i].v[1], s->verts[i].v[2]);
bglVertex3d(s->verts[wal->point2 - sec->wallptr].v[0], s->verts[wal->point2 - sec->wallptr].v[1], s->verts[wal->point2 - sec->wallptr].v[2]);
bglVertex3d(s->verts[wal->point2 - sec->wallptr].v[0], s->verts[wal->point2 - sec->wallptr].v[1] + zdiff, s->verts[wal->point2 - sec->wallptr].v[2]);
bglVertex3d(s->verts[i].v[0], s->verts[i].v[1] + zdiff, s->verts[i].v[2]);
bglEnd();
}
zdiff = sec->ceilingz - nextsec->ceilingz;
if (zdiff > 0)
{ // ceiling polymerization
pth = gltexcache(wal->picnum,wal->pal,0);
bglBindTexture(GL_TEXTURE_2D, pth ? pth->glpic : 0);
bglColor4f(1.0f, 0.0f, 1.0f, 1.0f);
bglBegin(GL_QUADS);
bglVertex3d(s->verts[i].v[0], s->verts[i].v[1] + (sec->floorz - sec->ceilingz), s->verts[i].v[2]);
bglVertex3d(s->verts[wal->point2 - sec->wallptr].v[0], s->verts[wal->point2 - sec->wallptr].v[1] + (sec->floorz - sec->ceilingz), s->verts[wal->point2 - sec->wallptr].v[2]);
bglVertex3d(s->verts[wal->point2 - sec->wallptr].v[0], s->verts[wal->point2 - sec->wallptr].v[1] + zdiff + (sec->floorz - sec->ceilingz), s->verts[wal->point2 - sec->wallptr].v[2]);
bglVertex3d(s->verts[i].v[0], s->verts[i].v[1] + zdiff + (sec->floorz - sec->ceilingz), s->verts[i].v[2]);
bglEnd();
}
}
i++;
wal = &wall[sec->wallptr + i];
}*/
if (pr_verbosity >= 3) OSD_Printf("PR : Finished drawing sector %i...\n", sectnum);
}
void polymer_drawrooms(long daposx, long daposy, long daposz, short daang, long dahoriz, short dacursectnum)
{
int i;
if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
polymer_glinit();
i = 0;
while (i < numsectors)
{
polymer_drawsector(daposx, daposy, daposz, daang, dahoriz, i);
i++;
}
bglMatrixMode(GL_PROJECTION);
bglLoadMatrixf(polymostprojmatrix);
bglMatrixMode(GL_MODELVIEW);
bglLoadMatrixf(polymostmodelmatrix);
if (pr_verbosity >= 3) OSD_Printf("PR : Rooms drawn.\n");
}