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* tempvertices;
// 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
bglEnable(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;
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);
}
if (sec->wallnum != s->wallcount)
{
s->wallcount = sec->wallnum;
s->verts = realloc(s->verts, sizeof(_prvertex) * s->wallcount);
memset(s->verts, 0, sizeof(_prvertex) * s->wallcount);
ret = 1;
}
else
ret = 0;
i = 0;
while (i < s->wallcount)
{
s->verts[i].wallnum = sec->wallptr + i;
s->verts[i].v[2] = -wal->x;
s->verts[i].v[0] = wal->y;
s->verts[i].v[1] = -sec->floorz;
i++;
wal = &wall[sec->wallptr + i];
}
if (pr_verbosity >= 3) OSD_Printf("PR : Updated sector %i.\n", sectnum);
return (ret);
}
// This callback is called by the tesselator when it detects an intersection between contours (HELLO ROTATING SPOTLIGHT IN E1L1).
// In this case, we create a new temporary vertex at the intersection point which will be freed after the polygon is drawn.
void polymer_tesscombine(GLdouble v[3], GLdouble *data[4], GLfloat weight[4], GLdouble **out)
{
GLdouble *ptr;
tempverticescount++;
tempvertices = realloc(tempvertices, tempverticescount * sizeof(GLdouble) * 3);
tempvertices[(tempverticescount * 3) - 3] = v[0];
tempvertices[(tempverticescount * 3) - 2] = v[1];
tempvertices[(tempverticescount * 3) - 1] = v[2];
ptr = &tempvertices[(tempverticescount - 1) * 3];
*out = ptr;
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 polymer_tesserror(GLenum error)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Tesselation error number %i reported : %s.\n", error, gluErrorString(errno));
}
// 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);
bglNewList(sectnum + 1, GL_COMPILE);
gluTessCallback(prtess, GLU_TESS_BEGIN, bglBegin);
gluTessCallback(prtess, GLU_TESS_VERTEX, bglVertex3dv);
gluTessCallback(prtess, GLU_TESS_END, bglEnd);
gluTessCallback(prtess, GLU_TESS_COMBINE, polymer_tesscombine);
gluTessCallback(prtess, GLU_TESS_ERROR, polymer_tesserror);
gluTessProperty(prtess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE);
tempverticescount = 0;
tempvertices = NULL;
gluTessBeginPolygon(prtess, NULL);
gluTessBeginContour(prtess);
i = 0;
while (i < sec->wallnum)
{
gluTessVertex(prtess, s->verts[i].v, s->verts[i].v);
if ((i != (sec->wallnum - 1)) && (s->verts[i].wallnum > wall[s->verts[i].wallnum].point2))
{
gluTessEndContour(prtess);
gluTessBeginContour(prtess);
}
i++;
}
gluTessEndContour(prtess);
gluTessEndPolygon(prtess);
bglEndList();
if (tempverticescount)
{
free(tempvertices);
tempvertices = NULL;
tempverticescount = 0;
}
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];
s = malloc(sizeof(_prsector));
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 = malloc(s->wallcount * sizeof(_prvertex));
if (s->verts == NULL)
{
if (pr_verbosity >= 1) OSD_Printf("PR : Cannot initialize geometry of sector %i : malloc failed.\n", sectnum);
return (0);
}
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);
if (prsectors[sectnum]->invalidate)
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);
bglCallList(sectnum + 1); // DONT FORGET THE +1 DAMMIT
// 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);
bglPushMatrix();
bglTranslatef(0.0f, sec->floorz - sec->ceilingz, 0.0f);
bglCallList(sectnum + 1);
bglPopMatrix();
// 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");
}