More Polymer (for win32 platform, still test code), added polymost.h for external access to some structs and funcs.

git-svn-id: https://svn.eduke32.com/eduke32@283 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
Plagman 2006-08-30 23:32:39 +00:00
parent 102b17f743
commit 0a0f399ba0
12 changed files with 681 additions and 102 deletions

View file

@ -9,7 +9,7 @@ $(OBJ)compat.$o: $(SRC)compat.c $(INC)compat.h
$(OBJ)config.$o: $(SRC)config.c $(INC)compat.h $(INC)osd.h $(INC)editor.h
$(OBJ)crc32.$o: $(SRC)crc32.c $(INC)crc32.h
$(OBJ)defs.$o: $(SRC)defs.c $(INC)build.h $(INC)baselayer.h $(INC)scriptfile.h $(INC)compat.h
$(OBJ)engine.$o: $(SRC)engine.c $(SRC)polymost.c $(INC)kplib.h $(SRC)hightile.c $(SRC)mdsprite.c $(INC)md4.h $(INC)lzf.h $(INC)lzwnew.h $(INC)compat.h $(INC)build.h $(INC)pragmas.h $(INC)cache1d.h $(INC)a.h $(INC)osd.h $(INC)baselayer.h $(INC)polymer.h
$(OBJ)engine.$o: $(SRC)engine.c $(SRC)polymost.c $(INC)kplib.h $(SRC)hightile.c $(SRC)mdsprite.c $(INC)md4.h $(INC)lzf.h $(INC)lzwnew.h $(INC)compat.h $(INC)build.h $(INC)pragmas.h $(INC)cache1d.h $(INC)a.h $(INC)osd.h $(INC)baselayer.h $(INC)polymer.h $(INC)polymost.h
$(OBJ)glbuild.$o: $(SRC)glbuild.c $(INC)glbuild.h $(INC)baselayer.h
$(OBJ)kplib.$o: $(SRC)kplib.c $(INC)compat.h
$(OBJ)lzf_c.$o: $(SRC)lzf_c.c $(SRC)lzfP.h
@ -26,7 +26,7 @@ $(OBJ)sound.$o: $(SRC)sound.c $(INC)osd.h $(INC)compat.h $(INC)cache1d.h
$(OBJ)winlayer.$o: $(SRC)winlayer.c $(INC)compat.h $(INC)winlayer.h $(INC)baselayer.h $(INC)pragmas.h $(INC)build.h $(INC)a.h $(INC)osd.h $(INC)dxdidf.h $(INC)glbuild.h
$(OBJ)gtkbits.$o: $(SRC)gtkbits.c $(INC)baselayer.h $(INC)build.h $(INC)dynamicgtk.h
$(OBJ)dynamicgtk.$o: $(SRC)dynamicgtk.c $(INC)dynamicgtk.h
$(OBJ)polymer.$o: $(SRC)polymer.c $(INC)polymer.h
$(OBJ)polymer.$o: $(SRC)polymer.c $(INC)polymer.h $(INC)compat.h $(INC)build.h $(INC)glbuild.h $(INC)osd.h $(INC)polymost.h
# KenBuild test game
$(OBJ)game.$o: $(GAME)game.c $(INC)compat.h $(INC)build.h $(GAME)names.h $(INC)pragmas.h $(INC)cache1d.h $(GAME)game.h $(INC)osd.h $(INC)baselayer.h

View file

@ -125,7 +125,10 @@ ifeq ($(RENDERTYPE),SDL)
endif
else
ifeq ($(RENDERTYPE),WIN)
LIBS+= -mwindows -ldxguid
LIBS+= -mwindows -ldxguid
ifneq (0,$(USE_OPENGL))
LIBS+= -lglu32
endif
endif
endif

View file

@ -7,8 +7,10 @@
#if defined(__APPLE__)
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
#else
# include <GL/gl.h>
# include <GL/glu.h>
#endif
// get this header from http://oss.sgi.com/projects/ogl-sample/registry/
@ -62,6 +64,8 @@ extern void (APIENTRY * bglPopMatrix)( void );
extern void (APIENTRY * bglLoadIdentity)( void );
extern void (APIENTRY * bglLoadMatrixf)( const GLfloat *m );
extern void (APIENTRY * bglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
extern void (APIENTRY * bglScalef)(GLfloat x, GLfloat y, GLfloat z);
extern void (APIENTRY * bglTranslatef)(GLfloat x, GLfloat y, GLfloat z);
// Drawing
extern void (APIENTRY * bglBegin)( GLenum mode );
@ -70,6 +74,7 @@ extern void (APIENTRY * bglVertex2f)( GLfloat x, GLfloat y );
extern void (APIENTRY * bglVertex2i)( GLint x, GLint y );
extern void (APIENTRY * bglVertex3d)( GLdouble x, GLdouble y, GLdouble z );
extern void (APIENTRY * bglVertex3fv)( const GLfloat *v );
extern void (APIENTRY * bglVertex3dv)( const GLdouble *v );
extern void (APIENTRY * bglColor4f)( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha );
extern void (APIENTRY * bglColor4ub)( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha );
extern void (APIENTRY * bglTexCoord2d)( GLdouble s, GLdouble t );
@ -93,11 +98,17 @@ extern void (APIENTRY * bglTexParameteri)( GLenum target, GLenum pname, GLint pa
extern void (APIENTRY * bglGetTexLevelParameteriv)( GLenum target, GLint level, GLenum pname, GLint *params );
extern void (APIENTRY * bglCompressedTexImage2DARB)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
extern void (APIENTRY * bglGetCompressedTexImageARB)(GLenum, GLint, GLvoid *);
extern void (APIENTRY * bglTexGenfv)(GLenum coord, GLenum pname, const GLfloat *params);
// Fog
extern void (APIENTRY * bglFogf)( GLenum pname, GLfloat param );
extern void (APIENTRY * bglFogi)( GLenum pname, GLint param );
extern void (APIENTRY * bglFogfv)( GLenum pname, const GLfloat *params );
// Display Lists
extern void (APIENTRY * bglNewList)(GLuint list, GLenum mode);
extern void (APIENTRY * bglEndList)(void);
extern void (APIENTRY * bglCallList)(GLuint list);
#ifdef RENDERTYPEWIN
// Windows

View file

@ -1,18 +1,33 @@
// blah
#ifndef _polymer_h_
#define _polymer_h_
# define _polymer_h_
// geometry container
typedef struct DNF
{
double v1[3], v2[3], v3[3];
double u1[2], u2[2], u3[2];
short picnum;
} _poly;
# include "compat.h"
# include "build.h"
# include "glbuild.h"
# include "osd.h"
# include "polymost.h"
void polymer_glinit(void);
void polymer_init(void);
int polymer_init(void);
void polymer_drawrooms(long daposx, long daposy, long daposz, short daang, long dahoriz, short dacursectnum);
typedef struct s_prvertex {
double v[3];
short wallnum;
} _prvertex;
typedef struct s_prsector {
_prvertex* verts;
short wallcount;
char invalidate;
} _prsector;
extern _prsector* prsectors[MAXSECTORS];
// Polymer cvars
extern char pr_verbosity;
extern char pr_wireframe;
#endif // !_polymer_h_

View file

@ -0,0 +1,38 @@
#ifndef _polymost_h_
# define _polymost_h_
# include "glbuild.h"
struct hicskybox_t {
long ignore;
char *face[6];
};
typedef struct hicreplc_t {
struct hicreplc_t *next;
char palnum, ignore, flags, filler;
char *filename;
float alphacut;
struct hicskybox_t *skybox;
} hicreplctyp;
typedef struct pthtyp_t
{
struct pthtyp_t *next;
GLuint glpic;
short picnum;
char palnum;
char effects;
char flags; // 1 = clamped (dameth&4), 2 = hightile, 4 = skybox face, 8 = hasalpha, 16 = hasfullbright, 128 = invalidated
char skyface;
hicreplctyp *hicr;
unsigned short sizx, sizy;
float scalex, scaley;
struct pthtyp_t *wofb; // without fullbright
struct pthtyp_t *ofb; // only fullbright
} pthtyp;
pthtyp * gltexcache (long dapicnum, long dapalnum, long dameth);
#endif // !_polymost_h_

View file

@ -685,6 +685,7 @@ char palfadedelta = 0;
//============================================================================= //POLYMOST BEGINS
#ifdef POLYMOST
static void scansector(short sectnum);
#include "polymost.h"
#include "hightile.c"
#include "polymost.c"
#else
@ -8458,6 +8459,16 @@ void dragpoint(short pointhighlight, long dax, long day)
wall[pointhighlight].x = dax;
wall[pointhighlight].y = day;
if (rendmode == 4)
{
tempshort = wall[pointhighlight].nextwall;
if (tempshort >= 0)
{
prsectors[wall[pointhighlight].nextsector]->invalidate = 1;
prsectors[wall[tempshort].nextsector]->invalidate = 1;
}
}
cnt = MAXWALLS;
tempshort = pointhighlight; //search points CCW
do

View file

@ -48,6 +48,8 @@ void (APIENTRY * bglPopMatrix)( void );
void (APIENTRY * bglLoadIdentity)( void );
void (APIENTRY * bglLoadMatrixf)( const GLfloat *m );
void (APIENTRY * bglRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY * bglScalef)(GLfloat x, GLfloat y, GLfloat z);
void (APIENTRY * bglTranslatef)(GLfloat x, GLfloat y, GLfloat z);
// Drawing
void (APIENTRY * bglBegin)( GLenum mode );
@ -56,6 +58,7 @@ void (APIENTRY * bglVertex2f)( GLfloat x, GLfloat y );
void (APIENTRY * bglVertex2i)( GLint x, GLint y );
void (APIENTRY * bglVertex3d)( GLdouble x, GLdouble y, GLdouble z );
void (APIENTRY * bglVertex3fv)( const GLfloat *v );
void (APIENTRY * bglVertex3dv)( const GLdouble *v );
void (APIENTRY * bglColor4f)( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha );
void (APIENTRY * bglColor4ub)( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha );
void (APIENTRY * bglTexCoord2d)( GLdouble s, GLdouble t );
@ -79,12 +82,18 @@ void (APIENTRY * bglTexParameteri)( GLenum target, GLenum pname, GLint param );
void (APIENTRY * bglGetTexLevelParameteriv)( GLenum target, GLint level, GLenum pname, GLint *params );
void (APIENTRY * bglCompressedTexImage2DARB)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
void (APIENTRY * bglGetCompressedTexImageARB)(GLenum, GLint, GLvoid *);
void (APIENTRY * bglTexGenfv)(GLenum coord, GLenum pname, const GLfloat *params);
// Fog
void (APIENTRY * bglFogf)( GLenum pname, GLfloat param );
void (APIENTRY * bglFogi)( GLenum pname, GLint param );
void (APIENTRY * bglFogfv)( GLenum pname, const GLfloat *params );
// Display Lists
void (APIENTRY * bglNewList)(GLuint list, GLenum mode);
void (APIENTRY * bglEndList)(void);
void (APIENTRY * bglCallList)(GLuint list);
#ifdef RENDERTYPEWIN
// Windows
HGLRC (WINAPI * bwglCreateContext)(HDC);
@ -202,6 +211,8 @@ int loadgldriver(const char *driver)
bglLoadIdentity = GETPROC("glLoadIdentity");
bglLoadMatrixf = GETPROC("glLoadMatrixf");
bglRotatef = GETPROC("glRotatef");
bglScalef = GETPROC("glScalef");
bglTranslatef = GETPROC("glTranslatef");
// Drawing
bglBegin = GETPROC("glBegin");
@ -210,6 +221,7 @@ int loadgldriver(const char *driver)
bglVertex2i = GETPROC("glVertex2i");
bglVertex3d = GETPROC("glVertex3d");
bglVertex3fv = GETPROC("glVertex3fv");
bglVertex3dv = GETPROC("glVertex3dv");
bglColor4f = GETPROC("glColor4f");
bglColor4ub = GETPROC("glColor4ub");
bglTexCoord2d = GETPROC("glTexCoord2d");
@ -231,12 +243,18 @@ int loadgldriver(const char *driver)
bglTexParameterf = GETPROC("glTexParameterf");
bglTexParameteri = GETPROC("glTexParameteri");
bglGetTexLevelParameteriv = GETPROC("glGetTexLevelParameteriv");
bglTexGenfv = GETPROC("glTexGenfv");
// Fog
bglFogf = GETPROC("glFogf");
bglFogi = GETPROC("glFogi");
bglFogfv = GETPROC("glFogfv");
// Display Lists
bglNewList = GETPROC("glNewList");
bglEndList = GETPROC("glEndList");
bglCallList = GETPROC("glCallList");
loadglextensions();
if (err) unloadgldriver();

View file

@ -9,17 +9,19 @@
#define HICEFFECTMASK (1|2)
static palette_t hictinting[MAXPALOOKUPS];
struct hicskybox_t {
//moved into polymost.h
/*struct hicskybox_t {
long ignore;
char *face[6];
};
typedef struct hicreplc_t {
struct hicreplc_t *next;
char palnum, ignore, flags, filler;
char *filename;
float alphacut;
struct hicskybox_t *skybox;
} hicreplctyp;
} hicreplctyp;*/
static hicreplctyp *hicreplc[MAXTILES];
static char hicfirstinit = 0;

View file

@ -857,6 +857,34 @@ else { if (i >= j) { i -= j; if (i >= j) i %= j; } }
}
//--------------------------------------- MD2 LIBRARY BEGINS ---------------------------------------
static void md2free (md2model *m)
{
mdanim_t *anim, *nanim = NULL;
mdskinmap_t *sk, *nsk = NULL;
if (!m) return;
for(anim=m->animations; anim; anim=nanim)
{
nanim = anim->next;
free(anim);
}
for(sk=m->skinmap; sk; sk=nsk)
{
nsk = sk->next;
free(sk->fn);
free(sk);
}
if (m->frames) free(m->frames);
if (m->glcmds) free(m->glcmds);
if (m->basepath) free(m->basepath);
if (m->skinfn) free(m->skinfn);
if (m->texid) free(m->texid);
}
static long long memoryusage = 0;
static md2model *md2load (int fil, const char *filnam)
{
md2model *m;
@ -945,12 +973,16 @@ m->basepath = (char *)malloc(i+1); if (!m->basepath) { free(m->uv); free(m->tris
m->texid = (GLuint *)calloc(m->numskins, sizeof(GLuint) * (HICEFFECTMASK+1));
if (!m->texid) { free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); }
maxmodelverts = max(maxmodelverts, m->numverts);
//return(m);
// the MD2 is now loaded internally - let's begin the MD3 conversion process
//OSD_Printf("Beginning md3 conversion.\n");
m3 = (md3model *)calloc(1, sizeof(md3model)); if (!m3) { free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); }
m3->mdnum = 3; m3->texid = 0; m3->scale = m->scale;
m3->head.id = 0x33504449; m3->head.vers = 15;
m3->head.flags = 0; m3->head.numframes = m->numframes;
m3->head.flags = 1337; m3->head.numframes = m->numframes;
m3->head.numtags = 0; m3->head.numsurfs = 1;
m3->head.numskins = 0;
@ -993,6 +1025,8 @@ m->basepath = (char *)malloc(i+1); if (!m->basepath) { free(m->uv); free(m->tris
s->tris = (md3tri_t *)calloc(head.numtris, sizeof(md3tri_t)); if (!s->tris) { free(s); free(m3->head.frames); free(m3); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); }
s->uv = (md3uv_t *)calloc(s->numverts, sizeof(md3uv_t)); if (!s->uv) { free(s->tris); free(s); free(m3->head.frames); free(m3); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); }
s->xyzn = (md3xyzn_t *)calloc(s->numverts * m->numframes, sizeof(md3xyzn_t)); if (!s->xyzn) { free(s->uv); free(s->tris); free(s); free(m3->head.frames); free(m3); free(m->skinfn); free(m->basepath); free(m->uv); free(m->tris); free(m->glcmds); free(m->frames); free(m); return(0); }
//memoryusage += (s->numverts * m->numframes * sizeof(md3xyzn_t));
//OSD_Printf("Current model geometry memory usage : %i.\n", memoryusage);
//OSD_Printf("Number of frames : %i\n", m->numframes);
//OSD_Printf("Number of triangles : %i\n", head.numtris);
@ -1018,9 +1052,9 @@ m->basepath = (char *)malloc(i+1); if (!m->basepath) { free(m->uv); free(m->tris
while (k < m->numframes)
{
f = (md2frame_t *)&m->frames[k*m->framebytes];
s->xyzn[(k*s->numverts) + (i*3) + j].x = ((f->verts[m->tris[i].v[j]].v[0] * f->mul.x) + f->add.x) * 64;
s->xyzn[(k*s->numverts) + (i*3) + j].y = ((f->verts[m->tris[i].v[j]].v[1] * f->mul.y) + f->add.y) * 64;
s->xyzn[(k*s->numverts) + (i*3) + j].z = ((f->verts[m->tris[i].v[j]].v[2] * f->mul.z) + f->add.z) * 64;
s->xyzn[(k*s->numverts) + (i*3) + j].x = ((f->verts[m->tris[i].v[j]].v[0] * f->mul.x) + f->add.x);
s->xyzn[(k*s->numverts) + (i*3) + j].y = ((f->verts[m->tris[i].v[j]].v[1] * f->mul.y) + f->add.y);
s->xyzn[(k*s->numverts) + (i*3) + j].z = ((f->verts[m->tris[i].v[j]].v[2] * f->mul.z) + f->add.z);
k++;
}
j++;
@ -1050,6 +1084,216 @@ m->basepath = (char *)malloc(i+1); if (!m->basepath) { free(m->uv); free(m->tris
return((md2model *)m3);
}
static int md2draw (md2model *m, spritetype *tspr)
{
point3d fp, fp1, fp2, m0, m1, a0, a1;
md2frame_t *f0, *f1;
unsigned char *c0, *c1;
long i, *lptr;
float f, g, k0, k1, k2, k3, k4, k5, k6, k7, mat[16], pc[4];
// if ((tspr->cstat&48) == 32) return 0;
updateanimation(m,tspr);
// -------- Unnecessarily clean (lol) code to generate translation/rotation matrix for MD2 ---------
//create current&next frame's vertex list from whole list
f0 = (md2frame_t *)&m->frames[m->cframe*m->framebytes];
f1 = (md2frame_t *)&m->frames[m->nframe*m->framebytes];
f = m->interpol; g = 1-f;
m0.x = f0->mul.x*m->scale*g; m1.x = f1->mul.x*m->scale*f;
m0.y = f0->mul.y*m->scale*g; m1.y = f1->mul.y*m->scale*f;
m0.z = f0->mul.z*m->scale*g; m1.z = f1->mul.z*m->scale*f;
a0.x = f0->add.x*m->scale; a0.x = (f1->add.x*m->scale-a0.x)*f+a0.x;
a0.y = f0->add.y*m->scale; a0.y = (f1->add.y*m->scale-a0.y)*f+a0.y;
a0.z = f0->add.z*m->scale; a0.z = (f1->add.z*m->scale-a0.z)*f+a0.z + m->zadd*m->scale;
c0 = &f0->verts[0].v[0]; c1 = &f1->verts[0].v[0];
// Parkar: Moved up to be able to use k0 for the y-flipping code
k0 = tspr->z;
if ((globalorientation&128) && !((globalorientation&48)==32)) k0 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<1);
// Parkar: Changed to use the same method as centeroriented sprites
if (globalorientation&8) //y-flipping
{
m0.z = -m0.z; m1.z = -m1.z; a0.z = -a0.z;
k0 -= (float)((tilesizy[tspr->picnum]*tspr->yrepeat)<<2);
}
if (globalorientation&4) { m0.y = -m0.y; m1.y = -m1.y; a0.y = -a0.y; } //x-flipping
f = ((float)tspr->xrepeat)/64*m->bscale;
m0.x *= f; m1.x *= f; a0.x *= f; f = -f; // 20040610: backwards models aren't cool
m0.y *= f; m1.y *= f; a0.y *= f;
f = ((float)tspr->yrepeat)/64*m->bscale;
m0.z *= f; m1.z *= f; a0.z *= f;
// floor aligned
k1 = tspr->y;
if((globalorientation&48)==32)
{
m0.z = -m0.z; m1.z = -m1.z; a0.z = -a0.z;
m0.y = -m0.y; m1.y = -m1.y; a0.y = -a0.y;
f = a0.x; a0.x = a0.z; a0.z = f;
k1 += (float)((tilesizy[tspr->picnum]*tspr->yrepeat)>>3);
}
f = (65536.0*512.0)/((float)xdimen*viewingrange);
g = 32.0/((float)xdimen*gxyaspect);
m0.y *= f; m1.y *= f; a0.y = (((float)(tspr->x-globalposx))/ 1024.0 + a0.y)*f;
m0.x *=-f; m1.x *=-f; a0.x = (((float)(k1 -globalposy))/ -1024.0 + a0.x)*-f;
m0.z *= g; m1.z *= g; a0.z = (((float)(k0 -globalposz))/-16384.0 + a0.z)*g;
k0 = ((float)(tspr->x-globalposx))*f/1024.0;
k1 = ((float)(tspr->y-globalposy))*f/1024.0;
f = gcosang2*gshang;
g = gsinang2*gshang;
k4 = (float)sintable[(tspr->ang+spriteext[tspr->owner].angoff+1024)&2047] / 16384.0;
k5 = (float)sintable[(tspr->ang+spriteext[tspr->owner].angoff+ 512)&2047] / 16384.0;
k2 = k0*(1-k4)+k1*k5;
k3 = k1*(1-k4)-k0*k5;
k6 = f*gstang - gsinang*gctang; k7 = g*gstang + gcosang*gctang;
mat[0] = k4*k6 + k5*k7; mat[4] = gchang*gstang; mat[ 8] = k4*k7 - k5*k6; mat[12] = k2*k6 + k3*k7;
k6 = f*gctang + gsinang*gstang; k7 = g*gctang - gcosang*gstang;
mat[1] = k4*k6 + k5*k7; mat[5] = gchang*gctang; mat[ 9] = k4*k7 - k5*k6; mat[13] = k2*k6 + k3*k7;
k6 = gcosang2*gchang; k7 = gsinang2*gchang;
mat[2] = k4*k6 + k5*k7; mat[6] =-gshang; mat[10] = k4*k7 - k5*k6; mat[14] = k2*k6 + k3*k7;
mat[12] += a0.y*mat[0] + a0.z*mat[4] + a0.x*mat[ 8];
mat[13] += a0.y*mat[1] + a0.z*mat[5] + a0.x*mat[ 9];
mat[14] += a0.y*mat[2] + a0.z*mat[6] + a0.x*mat[10];
// floor aligned
if((globalorientation&48)==32)
{
f = mat[4]; mat[4] = mat[8]*16.0; mat[8] = -f*(1.0/16.0);
f = mat[5]; mat[5] = mat[9]*16.0; mat[9] = -f*(1.0/16.0);
f = mat[6]; mat[6] = mat[10]*16.0; mat[10] = -f*(1.0/16.0);
}
//Mirrors
if (grhalfxdown10x < 0) { mat[0] = -mat[0]; mat[4] = -mat[4]; mat[8] = -mat[8]; mat[12] = -mat[12]; }
// ------ Unnecessarily clean (lol) code to generate translation/rotation matrix for MD2 ends ------
// PLAG: Cleaner model rotation code
if (spriteext[tspr->owner].pitch || spriteext[tspr->owner].roll)
{
if (spriteext[tspr->owner].xoff)
a0.x = (int)(spriteext[tspr->owner].xoff / (2048 * (m0.x+m1.x)));
else
a0.x = 0;
if (spriteext[tspr->owner].yoff)
a0.y = (int)(spriteext[tspr->owner].yoff / (2048 * (m0.y+m1.y)));
else
a0.y = 0;
if ((spriteext[tspr->owner].zoff) && !(tspr->cstat&1024))
a0.z = (int)(spriteext[tspr->owner].zoff / (524288 * (m0.z+m1.z)));
else
a0.z = 0;
k0 = (float)sintable[(spriteext[tspr->owner].pitch+512)&2047] / 16384.0;
k1 = (float)sintable[spriteext[tspr->owner].pitch&2047] / 16384.0;
k2 = (float)sintable[(spriteext[tspr->owner].roll+512)&2047] / 16384.0;
k3 = (float)sintable[spriteext[tspr->owner].roll&2047] / 16384.0;
}
for(i=m->numverts-1;i>=0;i--)
{
if (spriteext[tspr->owner].pitch || spriteext[tspr->owner].roll)
{
fp.z = c0[(i<<2)+0] + a0.x;
fp.x = c0[(i<<2)+1] + a0.y;
fp.y = c0[(i<<2)+2] + a0.z;
fp1.x = fp.x*k2 + fp.y*k3;
fp1.y = fp.x*k0*(-k3) + fp.y*k0*k2 + fp.z*(-k1);
fp1.z = fp.x*k1*(-k3) + fp.y*k1*k2 + fp.z*k0;
fp.z = c1[(i<<2)+0] + a0.x;
fp.x = c1[(i<<2)+1] + a0.y;
fp2.y = c1[(i<<2)+2] + a0.z;
fp2.x = fp.x*k2 + fp.y*k3;
fp2.y = fp.x*k0*(-k3) + fp.y*k0*k2 + fp.z*(-k1);
fp2.z = fp.x*k1*(-k3) + fp.y*k1*k2 + fp.z*k0;
fp.z = (fp1.z - a0.x)*m0.x + (fp2.z - a0.x)*m1.x;
fp.x = (fp1.x - a0.y)*m0.y + (fp2.x - a0.y)*m1.y;
fp.y = (fp1.y - a0.z)*m0.z + (fp2.y - a0.z)*m1.z;
}
else
{
fp.z = c0[(i<<2)+0]*m0.x + c1[(i<<2)+0]*m1.x;
fp.y = c0[(i<<2)+2]*m0.z + c1[(i<<2)+2]*m1.z;
fp.x = c0[(i<<2)+1]*m0.y + c1[(i<<2)+1]*m1.y;
}
vertlist[i].x = fp.x;
vertlist[i].y = fp.y;
vertlist[i].z = fp.z;
}
bglMatrixMode(GL_MODELVIEW); //Let OpenGL (and perhaps hardware :) handle the matrix rotation
mat[3] = mat[7] = mat[11] = 0.f; mat[15] = 1.f; bglLoadMatrixf(mat);
// PLAG: End
i = mdloadskin(m,tile2model[tspr->picnum].skinnum,globalpal,0); if (!i) return 0;
//bit 10 is an ugly hack in game.c\animatesprites telling MD2SPRITE
//to use Z-buffer hacks to hide overdraw problems with the shadows
if (tspr->cstat&1024)
{
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglDepthRange(0.0,0.9999);
}
bglPushAttrib(GL_POLYGON_BIT);
if ((grhalfxdown10x >= 0) ^ ((globalorientation&8) != 0) ^ ((globalorientation&4) != 0)) bglFrontFace(GL_CW); else bglFrontFace(GL_CCW);
bglEnable(GL_CULL_FACE);
bglCullFace(GL_BACK);
bglEnable(GL_TEXTURE_2D);
bglBindTexture(GL_TEXTURE_2D, i);
pc[0] = pc[1] = pc[2] = ((float)(numpalookups-min(max(globalshade+m->shadeoff,0),numpalookups)))/((float)numpalookups);
pc[0] *= (float)hictinting[globalpal].r / 255.0;
pc[1] *= (float)hictinting[globalpal].g / 255.0;
pc[2] *= (float)hictinting[globalpal].b / 255.0;
if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; } else pc[3] = 1.0;
if (m->usesalpha) //Sprites with alpha in texture
{
// bglEnable(GL_BLEND);// bglBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// bglEnable(GL_ALPHA_TEST); bglAlphaFunc(GL_GREATER,0.32);
float al = 0.32;
if (alphahackarray[globalpicnum] != 0)
al=alphahackarray[globalpicnum];
bglEnable(GL_BLEND);
bglEnable(GL_ALPHA_TEST);
bglAlphaFunc(GL_GREATER,al);
}
else
{
if (tspr->cstat&2) bglEnable(GL_BLEND); else bglDisable(GL_BLEND);
}
bglColor4f(pc[0],pc[1],pc[2],pc[3]);
for(lptr=m->glcmds;(i=*lptr++);)
{
if (i < 0) { bglBegin(GL_TRIANGLE_FAN); i = -i; }
else { bglBegin(GL_TRIANGLE_STRIP); }
for(;i>0;i--,lptr+=3)
{
bglTexCoord2f(((float *)lptr)[0],((float *)lptr)[1]);
bglVertex3fv((float *)&vertlist[lptr[2]]);
}
bglEnd();
}
if (m->usesalpha) bglDisable(GL_ALPHA_TEST);
bglDisable(GL_CULL_FACE);
bglPopAttrib();
if (tspr->cstat&1024)
{
bglDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglDepthRange(0.0,0.99999);
}
bglLoadIdentity();
return 1;
}
//---------------------------------------- MD2 LIBRARY ENDS ----------------------------------------
// DICHOTOMIC RECURSIVE SORTING - USED BY MD3DRAW - MAY PUT IT IN ITS OWN SOURCE FILE LATER
@ -1168,6 +1412,9 @@ if ((m->head.id != 0x33504449) && (m->head.vers != 15)) { free(m); return(0); }
offs[1] = ofsurf+((long)(s->shaders)); leng[1] = s->numshaders*sizeof(md3shader_t);
offs[2] = ofsurf+((long)(s->uv )); leng[2] = s->numverts*sizeof(md3uv_t);
offs[3] = ofsurf+((long)(s->xyzn )); leng[3] = s->numframes*s->numverts*sizeof(md3xyzn_t);
//memoryusage += (s->numverts * s->numframes * sizeof(md3xyzn_t));
//OSD_Printf("Current model geometry memory usage : %i.\n", memoryusage);
s->tris = (md3tri_t *)malloc(leng[0]+leng[1]+leng[2]+leng[3]);
if (!s->tris)
@ -1239,7 +1486,7 @@ static int md3draw (md3model *m, spritetype *tspr)
point3d fp, fp1, fp2, m0, m1, a0, a1;
md3xyzn_t *v0, *v1;
long i, j, k, surfi, *lptr;
float f, g, k0, k1, k2, k3, k4, k5, k6, k7, mat[16], pc[4];
float f, g, k0, k1, k2, k3, k4, k5, k6, k7, mat[16], pc[4], mult;
md3surf_t *s;
//PLAG : sorting stuff
unsigned short *indexes;
@ -1253,10 +1500,14 @@ static int md3draw (md3model *m, spritetype *tspr)
//create current&next frame's vertex list from whole list
if (m->head.flags == 1337)
mult = 1 * m->scale; // md2
else
mult = (1.0/64.0) * m->scale;
f = m->interpol; g = 1-f;
m0.x = (1.0/64.0)*m->scale*g; m1.x = (1.0/64.0)*m->scale*f;
m0.y = (1.0/64.0)*m->scale*g; m1.y = (1.0/64.0)*m->scale*f;
m0.z = (1.0/64.0)*m->scale*g; m1.z = (1.0/64.0)*m->scale*f;
m0.x = mult*g; m1.x = mult*f;
m0.y = mult*g; m1.y = mult*f;
m0.z = mult*g; m1.z = mult*f;
a0.x = a0.y = 0; a0.z = m->zadd*m->scale;
// Parkar: Moved up to be able to use k0 for the y-flipping code
@ -1361,6 +1612,8 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) pc[3] = 0.66; else pc[3] = 0.33; }
if (tspr->cstat&2) bglEnable(GL_BLEND); else bglDisable(GL_BLEND);
}
bglColor4f(pc[0],pc[1],pc[2],pc[3]);
if (m->head.flags == 1337)
bglColor4f(0.0f, 0.0f, 1.0f, 1.0f);
//------------
// PLAG: Cleaner model rotation code
@ -2433,7 +2686,7 @@ int mddraw (spritetype *tspr)
vm = models[tile2model[tspr->picnum].modelid];
if (vm->mdnum == 1) { return voxdraw((voxmodel *)vm,tspr); }
//if (vm->mdnum == 2) { return md2draw((md2model *)vm,tspr); } nope !
if (vm->mdnum == 2) { return md2draw((md2model *)vm,tspr); }
if (vm->mdnum == 3) { return md3draw((md3model *)vm,tspr); }
return 0;
}
@ -2441,7 +2694,7 @@ int mddraw (spritetype *tspr)
void mdfree (mdmodel *vm)
{
if (vm->mdnum == 1) { voxfree((voxmodel *)vm); return; }
//if (vm->mdnum == 2) { md2free((md2model *)vm); return; } yeah right !
if (vm->mdnum == 2) { md2free((md2model *)vm); return; }
if (vm->mdnum == 3) { md3free((md3model *)vm); return; }
}

View file

@ -1,33 +1,26 @@
// blah
#include "compat.h"
#include "build.h"
#include "glbuild.h"
#include "osd.h"
typedef struct s_prvertex {
float x;
float y;
float z;
short wallnum;
} _prvertex;
typedef struct s_prtriangle {
int index[3];
} _prtriangle;
typedef struct s_prsector {
_prvertex* v;
_prtriangle* tris;
} _prsector;
#include "polymer.h"
_prsector* prsectors[MAXSECTORS];
void polymer_init(void)
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;
OSD_Printf("Initalizing Polymer subsystem.\n");
if (pr_verbosity >= 1) OSD_Printf("Initalizing Polymer subsystem...\n");
i = 0;
while (i < MAXSECTORS)
@ -35,116 +28,345 @@ void polymer_init(void)
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)
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);
bglDisable(GL_TEXTURE_2D);
// 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, 10000.0f);
bglFrustum(-1.0f, 1.0f, -0.75f, 0.75, 1.0f, 1000000.0f);
bglMatrixMode(GL_MODELVIEW);
bglLoadIdentity();
}
void polymer_buildsector(short sectnum)
int polymer_updategeometry(short sectnum)
{
_prsector* s;
sectortype *sec, *nextsec;
walltype *wal, *wal2;
int i;
OSD_Printf("Polymer: building sector %i\n", sectnum);
s = malloc(sizeof(_prsector));
memset(s, 0, sizeof(_prsector));
sectortype *sec;
walltype *wal;
int i, ret;
s = prsectors[sectnum];
sec = &sector[sectnum];
wal = &wall[sec->wallptr];
s->v = malloc(sizeof(_prvertex) * sec->wallnum);
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 < sec->wallnum)
while (i < s->wallcount)
{
s->v[i].wallnum = sec->wallptr + i;
s->v[i].z = -wal->x;
s->v[i].x = wal->y;
s->v[i].y = -sec->floorz;
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 __stdcall 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 __stdcall 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;
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);
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;
int i;
sectortype *sec, *nextsec;
walltype *wal;
_prsector* s;
float ang;
_prvertex v, pos;
double pos[3];
int i;
long zdiff;
pthtyp* pth;
OSD_Printf("Polymer: drawing sector %i with angle %i\n", sectnum, daang);
if (pr_verbosity >= 3) OSD_Printf("PR : Drawing sector %i...\n", sectnum);
//if (prsectors[sectnum] == NULL)
polymer_buildsector(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);
sec = &sector[sectnum];
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]);
bglBegin(GL_LINE_LOOP);
// 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
pos.x = daposy;
pos.y = -daposz;
pos.z = -daposx;
i = 0;
while (i < sec->wallnum)
{
v.x = (float)(prsectors[sectnum]->v[i].x - pos.x) / 1;
v.y = (float)(prsectors[sectnum]->v[i].y - pos.y) / (15.66 * 1);
v.z = (float)(prsectors[sectnum]->v[i].z - pos.z) / 1;
//OSD_Printf("Polymer: drawing poly %f, %f, %f\n", v.x, v.y, v.z);
bglVertex3d(v.x, v.y, v.z);
// 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];
}
bglEnd();
bglBegin(GL_LINE_LOOP);
i = 0;
while (i < sec->wallnum)
{
v.x = (float)(prsectors[sectnum]->v[i].x - pos.x) / 1;
v.y = (float)(prsectors[sectnum]->v[i].y - pos.y - (sec->ceilingz - sec->floorz)) / (15.66 * 1);
v.z = (float)(prsectors[sectnum]->v[i].z - pos.z) / 1;
//OSD_Printf("Polymer: drawing poly %f, %f, %f\n", v.x, v.y, v.z);
bglVertex3d(v.x, v.y, v.z);
i++;
}
bglEnd();
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;
OSD_Printf("Polymer: drawing rooms\n");
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");
}

View file

@ -304,7 +304,8 @@ float alphahackarray[MAXTILES];
// every virtual texture, I use a cache where indexing is managed through a hash table.
//
typedef struct pthtyp_t
// moved into polymost.h
/*typedef struct pthtyp_t
{
struct pthtyp_t *next;
GLuint glpic;
@ -319,7 +320,7 @@ typedef struct pthtyp_t
float scalex, scaley;
struct pthtyp_t *wofb; // without fullbright
struct pthtyp_t *ofb; // only fullbright
} pthtyp;
} pthtyp;*/
#define GLTEXCACHEADSIZ 8192
static pthtyp *gltexcachead[GLTEXCACHEADSIZ];
@ -329,7 +330,7 @@ static long drawingskybox = 0;
int gloadtile_art(long,long,long,pthtyp*,long);
int gloadtile_hi(long,long,hicreplctyp*,long,pthtyp*,long,char);
static int hicprecaching = 0;
static pthtyp * gltexcache (long dapicnum, long dapalnum, long dameth)
pthtyp * gltexcache (long dapicnum, long dapalnum, long dameth)
{
long i, j;
hicreplctyp *si;
@ -3838,7 +3839,7 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) method = 2+4; else method = 3+4; }
}
break;
}
//if ((!(tspr->cstat&2)) && (!gltexmayhavealpha(tspr->picnum,tspr->pal)))
if (((tspr->cstat&2) || (gltexmayhavealpha(tspr->picnum,tspr->pal))) && ((tspr->cstat&48) != 0))
bglDepthMask(0);
#endif

View file

@ -23,7 +23,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "baselayer.h"
#include "duke3d.h"
#include "crc32.h"
#if defined(POLYMOST) && defined(USE_OPENGL)
# include "polymer.h"
#endif
#include <ctype.h>
struct osdcmd_cheatsinfo osdcmd_cheatsinfo_stat;
@ -469,6 +471,9 @@ struct cvarmappings {
#if defined(POLYMOST) && defined(USE_OPENGL)
{ "r_anamorphic", "r_anamorphic: enable/disable widescreen mode", (void*)&glwidescreen, CVAR_BOOL, 0, 0, 1 },
{ "r_projectionhack", "r_projectionhack: enable/disable projection hack", (void*)&glprojectionhacks, CVAR_BOOL, 0, 0, 1 },
// polymer cvars
{ "pr_verbosity", "pr_verbosity: verbosity level of the polymer renderer", (void*)&pr_verbosity, CVAR_INT, 0, 0, 3 },
{ "pr_wireframe", "pr_wireframe: toggles wireframe mode", (void*)&pr_wireframe, CVAR_BOOL, 0, 0, 1 },
#endif
{ "r_precache", "r_precache: enable/disable the pre-level caching routine", (void*)&useprecache, CVAR_BOOL, 0, 0, 1 }
};