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Borland C++ compile fixes.
[divverent/darkplaces.git] / gl_warp.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // gl_warp.c -- sky and water polygons
21
22 #include "quakedef.h"
23
24 extern  model_t *loadmodel;
25
26 int             skytexturenum;
27
28 int             solidskytexture;
29 int             alphaskytexture;
30 float   speedscale;             // for top sky and bottom sky
31
32 msurface_t      *warpface;
33
34 extern cvar_t gl_subdivide_size;
35
36 void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
37 {
38         int             i, j;
39         float   *v;
40
41         mins[0] = mins[1] = mins[2] = 9999;
42         maxs[0] = maxs[1] = maxs[2] = -9999;
43         v = verts;
44         for (i=0 ; i<numverts ; i++)
45                 for (j=0 ; j<3 ; j++, v++)
46                 {
47                         if (*v < mins[j])
48                                 mins[j] = *v;
49                         if (*v > maxs[j])
50                                 maxs[j] = *v;
51                 }
52 }
53
54 void SubdividePolygon (int numverts, float *verts)
55 {
56         int             i, j, k;
57         vec3_t  mins, maxs;
58         float   m;
59         float   *v;
60         vec3_t  front[64], back[64];
61         int             f, b;
62         float   dist[64];
63         float   frac;
64         glpoly_t        *poly;
65         float   s, t;
66
67         if (numverts > 60)
68                 Sys_Error ("numverts = %i", numverts);
69
70         BoundPoly (numverts, verts, mins, maxs);
71
72         for (i=0 ; i<3 ; i++)
73         {
74                 m = (mins[i] + maxs[i]) * 0.5;
75                 m = gl_subdivide_size.value * floor (m/gl_subdivide_size.value + 0.5);
76                 if (maxs[i] - m < 8)
77                         continue;
78                 if (m - mins[i] < 8)
79                         continue;
80
81                 // cut it
82                 v = verts + i;
83                 for (j=0 ; j<numverts ; j++, v+= 3)
84                         dist[j] = *v - m;
85
86                 // wrap cases
87                 dist[j] = dist[0];
88                 v-=i;
89                 VectorCopy (verts, v);
90
91                 f = b = 0;
92                 v = verts;
93                 for (j=0 ; j<numverts ; j++, v+= 3)
94                 {
95                         if (dist[j] >= 0)
96                         {
97                                 VectorCopy (v, front[f]);
98                                 f++;
99                         }
100                         if (dist[j] <= 0)
101                         {
102                                 VectorCopy (v, back[b]);
103                                 b++;
104                         }
105                         if (dist[j] == 0 || dist[j+1] == 0)
106                                 continue;
107                         if ( (dist[j] > 0) != (dist[j+1] > 0) )
108                         {
109                                 // clip point
110                                 frac = dist[j] / (dist[j] - dist[j+1]);
111                                 for (k=0 ; k<3 ; k++)
112                                         front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
113                                 f++;
114                                 b++;
115                         }
116                 }
117
118                 SubdividePolygon (f, front[0]);
119                 SubdividePolygon (b, back[0]);
120                 return;
121         }
122
123         poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
124         poly->next = warpface->polys;
125         warpface->polys = poly;
126         poly->numverts = numverts;
127         for (i=0 ; i<numverts ; i++, verts+= 3)
128         {
129                 VectorCopy (verts, poly->verts[i]);
130                 s = DotProduct (verts, warpface->texinfo->vecs[0]);
131                 t = DotProduct (verts, warpface->texinfo->vecs[1]);
132                 poly->verts[i][3] = s;
133                 poly->verts[i][4] = t;
134         }
135 }
136
137 /*
138 ================
139 GL_SubdivideSurface
140
141 Breaks a polygon up along axial 64 unit
142 boundaries so that turbulent and sky warps
143 can be done reasonably.
144 ================
145 */
146 void GL_SubdivideSurface (msurface_t *fa)
147 {
148         vec3_t          verts[64];
149         int                     numverts;
150         int                     i;
151         int                     lindex;
152         float           *vec;
153
154         warpface = fa;
155
156         //
157         // convert edges back to a normal polygon
158         //
159         numverts = 0;
160         for (i=0 ; i<fa->numedges ; i++)
161         {
162                 lindex = loadmodel->surfedges[fa->firstedge + i];
163
164                 if (lindex > 0)
165                         vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
166                 else
167                         vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
168                 VectorCopy (vec, verts[numverts]);
169                 numverts++;
170         }
171
172         SubdividePolygon (numverts, verts[0]);
173 }
174
175 //=========================================================
176
177
178
179 extern qboolean lighthalf;
180
181 #define SKY_TEX         4000
182
183 char skyname[256];
184
185 // LordHavoc: moved LoadTGA and LoadPCX to gl_draw.c
186
187 extern int image_width, image_height;
188
189 byte* loadimagepixels (char* filename, qboolean complain, int matchwidth, int matchheight);
190 /*
191 ==================
192 R_LoadSkyBox
193 ==================
194 */
195 char    *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
196 void R_LoadSkyBox (void)
197 {
198         int             i;
199         char    name[64];
200         byte*   image_rgba;
201
202         for (i=0 ; i<6 ; i++)
203         {
204                 glBindTexture(GL_TEXTURE_2D, SKY_TEX + i);
205                 sprintf (name, "env/%s%s", skyname, suf[i]);
206                 if (!(image_rgba = loadimagepixels(name, FALSE, 0, 0)))
207                 {
208                         sprintf (name, "gfx/env/%s%s", skyname, suf[i]);
209                         if (!(image_rgba = loadimagepixels(name, FALSE, 0, 0)))
210                         {
211                                 Con_Printf ("Couldn't load %s\n", name);
212                                 continue;
213                         }
214                 }
215                 glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_rgba);
216                 free (image_rgba);
217                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
218                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
219         }
220 }
221
222 void R_SetSkyBox (char *sky)
223 {
224         strcpy(skyname, sky);
225         R_LoadSkyBox ();
226 }
227
228 // LordHavoc: added LoadSky console command
229 void LoadSky_f (void)
230 {
231         switch (Cmd_Argc())
232         {
233         case 1:
234                 if (skyname[0])
235                         Con_Printf("current sky: %s\n", skyname);
236                 else
237                         Con_Printf("no skybox has been set\n", skyname);
238                 break;
239         case 2:
240                 R_SetSkyBox(Cmd_Argv(1));
241                 Con_Printf("skybox set to %s\n", skyname);
242                 break;
243         default:
244                 Con_Printf("usage: loadsky skyname\n");
245                 break;
246         }
247 }
248
249 extern cvar_t r_skyboxsize;
250
251 #define R_SkyBoxPolyVec(s,t,x,y,z) \
252         glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
253         glVertex3f((x) * 1024.0 + r_refdef.vieworg[0], (y) * 1024.0 + r_refdef.vieworg[1], (z) * 1024.0 + r_refdef.vieworg[2]);
254
255 void R_SkyBox()
256 {
257         glDisable (GL_BLEND);
258         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
259         if (lighthalf)
260                 glColor3f(0.5,0.5,0.5);
261         else
262                 glColor3f(1,1,1);
263         glBindTexture(GL_TEXTURE_2D, SKY_TEX + 3); // front
264         glBegin(GL_QUADS);
265         R_SkyBoxPolyVec(1, 0,  1, -1,  1);
266         R_SkyBoxPolyVec(1, 1,  1, -1, -1);
267         R_SkyBoxPolyVec(0, 1,  1,  1, -1);
268         R_SkyBoxPolyVec(0, 0,  1,  1,  1);
269         glEnd();
270         glBindTexture(GL_TEXTURE_2D, SKY_TEX + 1); // back
271         glBegin(GL_QUADS);
272         R_SkyBoxPolyVec(1, 0, -1,  1,  1);
273         R_SkyBoxPolyVec(1, 1, -1,  1, -1);
274         R_SkyBoxPolyVec(0, 1, -1, -1, -1);
275         R_SkyBoxPolyVec(0, 0, -1, -1,  1);
276         glEnd();
277         glBindTexture(GL_TEXTURE_2D, SKY_TEX + 0); // right
278         glBegin(GL_QUADS);
279         R_SkyBoxPolyVec(1, 0,  1,  1,  1);
280         R_SkyBoxPolyVec(1, 1,  1,  1, -1);
281         R_SkyBoxPolyVec(0, 1, -1,  1, -1);
282         R_SkyBoxPolyVec(0, 0, -1,  1,  1);
283         glEnd();
284         glBindTexture(GL_TEXTURE_2D, SKY_TEX + 2); // left
285         glBegin(GL_QUADS);
286         R_SkyBoxPolyVec(1, 0, -1, -1,  1);
287         R_SkyBoxPolyVec(1, 1, -1, -1, -1);
288         R_SkyBoxPolyVec(0, 1,  1, -1, -1);
289         R_SkyBoxPolyVec(0, 0,  1, -1,  1);
290         glEnd();
291         glBindTexture(GL_TEXTURE_2D, SKY_TEX + 4); // up
292         glBegin(GL_QUADS);
293         R_SkyBoxPolyVec(1, 0,  1, -1,  1);
294         R_SkyBoxPolyVec(1, 1,  1,  1,  1);
295         R_SkyBoxPolyVec(0, 1, -1,  1,  1);
296         R_SkyBoxPolyVec(0, 0, -1, -1,  1);
297         glEnd();
298         glBindTexture(GL_TEXTURE_2D, SKY_TEX + 5); // down
299         glBegin(GL_QUADS);
300         R_SkyBoxPolyVec(1, 0,  1,  1, -1);
301         R_SkyBoxPolyVec(1, 1,  1, -1, -1);
302         R_SkyBoxPolyVec(0, 1, -1, -1, -1);
303         R_SkyBoxPolyVec(0, 0, -1,  1, -1);
304         glEnd();
305 }
306
307 float skydomeouter[33*33*3];
308 float skydomeinner[33*33*3];
309 unsigned short skydomeindices[32*66];
310 qboolean skydomeinitialized = 0;
311 void skydomecalc(float *dome, float dx, float dy, float dz)
312 {
313         float a, b, x, ax, ay;
314         int i;
315         unsigned short *index;
316         for (a = 0;a <= 1;a += (1.0 / 32.0))
317         {
318                 ax = cos(a * M_PI * 2);
319                 ay = -sin(a * M_PI * 2);
320                 for (b = 0;b <= 1;b += (1.0 / 32.0))
321                 {
322                         x = cos(b * M_PI * 2);
323                         *dome++ = ax*x * dx;
324                         *dome++ = ay*x * dy;
325                         *dome++ = -sin(b * M_PI * 2) * dz;
326                 }
327         }
328         index = skydomeindices;
329         for (i = 0;i < (32*33);i++)
330         {
331                 *index++ = i;
332                 *index++ = i + 33;
333         }
334 }
335
336 extern cvar_t gl_vertexarrays;
337 void skydome(float *source, float s, float texscale)
338 {
339         vec_t vert[33*33][3], tex[33*33][2], *v, *t;
340         int i, j;
341         unsigned short *index;
342         v = &vert[0][0];t = &tex[0][0];
343         for (i = 0;i < (33*33);i++)
344         {
345                 *t++ = source[0] * texscale + s;
346                 *t++ = source[1] * texscale + s;
347                 *v++ = *source++ + r_refdef.vieworg[0];
348                 *v++ = *source++ + r_refdef.vieworg[1];
349                 *v++ = *source++ + r_refdef.vieworg[2];
350         }
351         if (gl_vertexarrays.value)
352         {
353                 qglTexCoordPointer(2, GL_FLOAT, 0, tex);
354                 qglVertexPointer(3, GL_FLOAT, 0, vert);
355                 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
356                 glEnableClientState(GL_VERTEX_ARRAY);
357 //              qglInterleavedArrays(GL_T2F_V3F, 0, vert);
358                 for (i = 0;i < (32*66);i+=66)
359                         qglDrawElements(GL_TRIANGLE_STRIP, 66, GL_UNSIGNED_SHORT, &skydomeindices[i]);
360                 glDisableClientState(GL_VERTEX_ARRAY);
361                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
362         }
363         else
364         {
365                 index = skydomeindices;
366                 for (i = 0;i < (32*66);i+=66)
367                 {
368                         glBegin(GL_TRIANGLE_STRIP);
369                         for (j = 0;j < 66;j++)
370                         {
371                                 // Matrox G200 (and possibly G400) drivers don't support TexCoord2fv...
372                                 glTexCoord2f(tex[*index][0], tex[*index][1]);
373                                 glVertex3fv(&vert[*index++][0]);
374                         }
375                         glEnd();
376                 }
377         }
378 }
379
380 void R_SkyDome()
381 {
382         glDisable (GL_BLEND);
383         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
384         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
385         if (lighthalf)
386                 glColor3f(0.5,0.5,0.5);
387         else
388                 glColor3f(1,1,1);
389         glBindTexture(GL_TEXTURE_2D, solidskytexture); // upper clouds
390         if (!skydomeinitialized)
391         {
392                 skydomeinitialized = true;
393                 skydomecalc(skydomeouter, 1024, 1024, 256);
394                 skydomecalc(skydomeinner, 512, 512, 128);
395         }
396         speedscale = realtime*8.0/256.0;
397         speedscale -= (int)speedscale;
398         skydome(skydomeouter, speedscale, 1.0 / 256.0);
399         glEnable (GL_BLEND);
400         glBindTexture(GL_TEXTURE_2D, alphaskytexture); // lower clouds
401         speedscale = realtime*8.0/128.0;
402         speedscale -= (int)speedscale;
403         skydome(skydomeinner, speedscale, 1.0 / 128.0);
404         glDisable (GL_BLEND);
405 }
406
407 void R_Sky()
408 {
409         glDisable(GL_DEPTH_TEST);
410         glDepthMask(0);
411         if (skyname[0])
412                 R_SkyBox();
413         else // classic quake sky
414                 R_SkyDome();
415         glDepthMask(1);
416         glEnable (GL_DEPTH_TEST);
417         glColor3f (1,1,1);
418 }
419
420 //===============================================================
421
422 /*
423 =============
424 R_InitSky
425
426 A sky texture is 256*128, with the right side being a masked overlay
427 ==============
428 */
429 // LordHavoc: changed this for GLQuake
430 void R_InitSky (byte *src, int bytesperpixel) //texture_t *mt)
431 {
432         int                     i, j, p;
433 //      byte            *src;
434         unsigned        trans[128*128];
435         unsigned        transpix;
436         int                     r, g, b;
437         unsigned        *rgba;
438         extern  int                     skytexturenum;
439
440 //      src = (byte *)mt + mt->offsets[0];
441
442         if (bytesperpixel == 4)
443         {
444                 for (i = 0;i < 128;i++)
445                         for (j = 0;j < 128;j++)
446                                 trans[(i*128) + j] = src[i*256+j+128];
447         }
448         else
449         {
450                 // make an average value for the back to avoid
451                 // a fringe on the top level
452                 r = g = b = 0;
453                 for (i=0 ; i<128 ; i++)
454                         for (j=0 ; j<128 ; j++)
455                         {
456                                 p = src[i*256 + j + 128];
457                                 rgba = &d_8to24table[p];
458                                 trans[(i*128) + j] = *rgba;
459                                 r += ((byte *)rgba)[0];
460                                 g += ((byte *)rgba)[1];
461                                 b += ((byte *)rgba)[2];
462                         }
463
464                 ((byte *)&transpix)[0] = r/(128*128);
465                 ((byte *)&transpix)[1] = g/(128*128);
466                 ((byte *)&transpix)[2] = b/(128*128);
467                 ((byte *)&transpix)[3] = 0;
468         }
469
470         if (!solidskytexture)
471                 solidskytexture = texture_extension_number++;
472         if (!isDedicated)
473         {
474                 glBindTexture(GL_TEXTURE_2D, solidskytexture );
475                 glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
476                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
477                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
478         }
479
480
481         if (bytesperpixel == 4)
482         {
483                 for (i = 0;i < 128;i++)
484                         for (j = 0;j < 128;j++)
485                                 trans[(i*128) + j] = src[i*256+j];
486         }
487         else
488         {
489                 for (i=0 ; i<128 ; i++)
490                         for (j=0 ; j<128 ; j++)
491                         {
492                                 p = src[i*256 + j];
493                                 if (p == 0)
494                                         trans[(i*128) + j] = transpix;
495                                 else
496                                         trans[(i*128) + j] = d_8to24table[p];
497                         }
498         }
499
500         if (!alphaskytexture)
501                 alphaskytexture = texture_extension_number++;
502         if (!isDedicated)
503         {
504                 glBindTexture(GL_TEXTURE_2D, alphaskytexture);
505                 glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
506                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
507                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
508         }
509 }
510