/* 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. */ // gl_warp.c -- sky and water polygons #include "quakedef.h" extern model_t *loadmodel; extern msurface_t *skychain; extern msurface_t **skychain_tail; static int solidskytexture, alphaskytexture; static float speedscale, speedscale2; // for top sky and bottom sky static msurface_t *warpface; qboolean r_skyboxloaded; extern cvar_t gl_subdivide_size; extern byte *StringToRGB (char *s); 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; } } } void SubdividePolygon (int numverts, float *verts) { int i, j, k, f, b; vec3_t mins, maxs, front[64], back[64]; float m, *v, dist[64], frac, s, t, subdivide_size; glpoly_t *poly; if (numverts > 60) Sys_Error ("numverts = %i", numverts); subdivide_size = max(1, gl_subdivide_size.value); BoundPoly (numverts, verts, mins, maxs); for (i=0 ; i<3 ; i++) { m = (mins[i] + maxs[i]) * 0.5; m = subdivide_size * floor (m / subdivide_size + 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 ; i < numverts ; i++, verts += 3) { VectorCopy (verts, poly->verts[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 Breaks a polygon up along axial 64 unit boundaries so that turbulent and sky warps can be done reasonably. ================ */ void GL_SubdivideSurface (msurface_t *fa) { vec3_t verts[64]; int numverts, i, lindex; float *vec; warpface = fa; // convert edges back to a normal polygon numverts = 0; for (i=0 ; inumedges ; i++) { lindex = loadmodel->surfedges[fa->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]); } //========================================================= #define TURBSINSIZE 128 #define TURBSCALE ((float)TURBSINSIZE / (2 * M_PI)) byte turbsin[TURBSINSIZE] = { 127, 133, 139, 146, 152, 158, 164, 170, 176, 182, 187, 193, 198, 203, 208, 213, 217, 221, 226, 229, 233, 236, 239, 242, 245, 247, 249, 251, 252, 253, 254, 254, 255, 254, 254, 253, 252, 251, 249, 247, 245, 242, 239, 236, 233, 229, 226, 221, 217, 213, 208, 203, 198, 193, 187, 182, 176, 170, 164, 158, 152, 146, 139, 133, 127, 121, 115, 108, 102, 96, 90, 84, 78, 72, 67, 61, 56, 51, 46, 41, 37, 33, 28, 25, 21, 18, 15, 12, 9, 7, 5, 3, 2, 1, 0, 0, 0, 0, 0, 1, 2, 3, 5, 7, 9, 12, 15, 18, 21, 25, 28, 33, 37, 41, 46, 51, 56, 61, 67, 72, 78, 84, 90, 96, 102, 108, 115, 121, }; __inline static float SINTABLE_APPROX (float time) { float sinlerpf, lerptime, lerp; int sinlerp1, sinlerp2; sinlerpf = time * TURBSCALE; sinlerp1 = floor(sinlerpf); sinlerp2 = sinlerp1 + 1; lerptime = sinlerpf - sinlerp1; lerp = turbsin[sinlerp1 & (TURBSINSIZE - 1)] * (1 - lerptime) + turbsin[sinlerp2 & (TURBSINSIZE - 1)] * lerptime; return -8 + 16 * lerp / 255.0; } void EmitFlatPoly (msurface_t *fa) { glpoly_t *p; float *v; int i; for (p = fa->polys ; p ; p = p->next) { glBegin (GL_POLYGON); for (i = 0, v = p->verts[0] ; i < p->numverts ; i++, v += VERTEXSIZE) glVertex3fv (v); glEnd (); } } /* ============= EmitWaterPolys Does a water warp on the pre-fragmented glpoly_t chain ============= */ void EmitWaterPolys (msurface_t *fa) { glpoly_t *p; float *v, s, t, os, ot; int i; GL_DisableMultitexture (); GL_Bind (fa->texinfo->texture->gl_texturenum); for (p = fa->polys ; p ; p = p->next) { glBegin (GL_POLYGON); for (i = 0, v = p->verts[0] ; i < p->numverts ; i++, v += VERTEXSIZE) { os = v[3]; ot = v[4]; s = os + SINTABLE_APPROX(ot * 0.125 + cl.time); s *= (1.0 / 64); t = ot + SINTABLE_APPROX(os * 0.125 + cl.time); t *= (1.0 / 64); glTexCoord2f (s, t); glVertex3fv (v); } glEnd (); } } /* ============= EmitSkyPolys ============= */ void EmitSkyPolys (msurface_t *fa, qboolean mtex) { glpoly_t *p; float *v, s, t, ss, tt, length; int i; vec3_t dir; for (p = fa->polys ; p ; p = p->next) { glBegin (GL_POLYGON); for (i = 0, v = p->verts[0] ; i < p->numverts ; i++, v += VERTEXSIZE) { VectorSubtract (v, r_origin, dir); dir[2] *= 3; // flatten the sphere length = VectorLength (dir); length = 6 * 63 / length; dir[0] *= length; dir[1] *= length; if (mtex) { s = (speedscale + dir[0]) * (1.0 / 128); t = (speedscale + dir[1]) * (1.0 / 128); ss = (speedscale2 + dir[0]) * (1.0 / 128); tt = (speedscale2 + dir[1]) * (1.0 / 128); } else { s = (speedscale + dir[0]) * (1.0 / 128); t = (speedscale + dir[1]) * (1.0 / 128); } if (mtex) { qglMultiTexCoord2f (GL_TEXTURE0_ARB, s, t); qglMultiTexCoord2f (GL_TEXTURE1_ARB, ss, tt); } else { glTexCoord2f (s, t); } glVertex3fv (v); } glEnd (); } } /* ================= R_DrawSkyChain ================= */ void R_DrawSkyChain (void) { msurface_t *fa; byte *col; if (!skychain) return; GL_DisableMultitexture (); if (r_fastsky.value) { glDisable (GL_TEXTURE_2D); col = StringToRGB (r_skycolor.string); glColor3ubv (col); for (fa = skychain ; fa ; fa = fa->texturechain) EmitFlatPoly (fa); glEnable (GL_TEXTURE_2D); glColor3ubv (color_white); } else { if (gl_mtexable) { glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind (solidskytexture); GL_EnableMultitexture (); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); GL_Bind (alphaskytexture); speedscale = cl.time * 8; speedscale -= (int)speedscale & ~127; speedscale2 = cl.time * 16; speedscale2 -= (int)speedscale2 & ~127; for (fa = skychain ; fa ; fa = fa->texturechain) EmitSkyPolys (fa, true); GL_DisableMultitexture (); } else { GL_Bind (solidskytexture); speedscale = cl.time * 8; speedscale -= (int)speedscale & ~127; for (fa = skychain ; fa ; fa = fa->texturechain) EmitSkyPolys (fa, false); glEnable (GL_BLEND); GL_Bind (alphaskytexture); speedscale = cl.time * 16; speedscale -= (int)speedscale & ~127; for (fa = skychain ; fa ; fa = fa->texturechain) EmitSkyPolys (fa, false); glDisable (GL_BLEND); } } skychain = NULL; skychain_tail = &skychain; } //=============================================================== /* ============= R_InitSky A sky texture is 256*128, with the right side being a masked overlay ============== */ void R_InitSky (miptex_t *mt) { int i, j, p, r, g, b; byte *src; unsigned trans[128*128], transpix, *rgba; src = (byte *)mt + mt->offsets[0]; // make an average value for the back to avoid a fringe on the top level r = g = b = 0; for (i=0 ; i<128 ; i++) for (j=0 ; j<128 ; j++) { p = src[i*256 + j + 128]; rgba = &d_8to24table[p]; trans[(i*128) + j] = *rgba; r += ((byte *)rgba)[0]; g += ((byte *)rgba)[1]; b += ((byte *)rgba)[2]; } ((byte *)&transpix)[0] = r / (128 * 128); ((byte *)&transpix)[1] = g / (128 * 128); ((byte *)&transpix)[2] = b / (128 * 128); ((byte *)&transpix)[3] = 0; if (!solidskytexture) solidskytexture = texture_extension_number++; GL_Bind (solidskytexture); glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); for (i=0 ; i<128 ; i++) for (j=0 ; j<128 ; j++) { p = src[i*256 + j]; trans[(i * 128) + j] = p ? d_8to24table[p] : transpix; } if (!alphaskytexture) alphaskytexture = texture_extension_number++; GL_Bind (alphaskytexture); glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } static char *skybox_ext[6] = {"rt", "bk", "lf", "ft", "up", "dn"}; /* ================== R_SetSky ================== */ int R_SetSky (char *skyname) { int i, error = 0; byte *data[6] = {NULL, NULL, NULL, NULL, NULL, NULL}; for (i=0 ; i<6 ; i++) { if (!(data[i] = GL_LoadImagePixels(va("env/%s%s", skyname, skybox_ext[i]), 0, 0, 0)) && !(data[i] = GL_LoadImagePixels(va("gfx/env/%s%s", skyname, skybox_ext[i]), 0, 0, 0)) && !(data[i] = GL_LoadImagePixels(va("env/%s_%s", skyname, skybox_ext[i]), 0, 0, 0)) && !(data[i] = GL_LoadImagePixels(va("gfx/env/%s_%s", skyname, skybox_ext[i]), 0, 0, 0))) { Con_Printf ("Couldn't load skybox \"%s\"\n", skyname); error = 1; goto cleanup; } } for (i=0 ; i<6 ; i++) { GL_Bind (skyboxtextures + i); GL_Upload32 ((unsigned int *)data[i], image_width, image_height, 0); } r_skyboxloaded = true; cleanup: for (i=0 ; i<6 ; i++) { if (data[i]) free (data[i]); else break; } return error; } qboolean OnChange_r_skybox (cvar_t *var, char *string) { if (!string[0]) { r_skyboxloaded = false; return false; } if (nehahra) { Cvar_SetValue (&r_oldsky, 0); Q_strncpyz (prev_skybox, string, sizeof(prev_skybox)); } return R_SetSky (string); } static vec3_t skyclip[6] = { {1, 1, 0}, {1, -1, 0}, {0, -1, 1}, {0, 1, 1}, {1, 0, 1}, {-1, 0, 1} }; // 1 = s, 2 = t, 3 = 2048 static int st_to_vec[6][3] = { { 3,-1, 2}, {-3, 1, 2}, { 1, 3, 2}, {-1,-3, 2}, {-2,-1, 3}, // 0 degrees yaw, look straight up { 2,-1,-3} // look straight down }; // s = [0]/[2], t = [1]/[2] static int vec_to_st[6][3] = { {-2, 3, 1}, { 2, 3,-1}, { 1, 3, 2}, {-1, 3,-2}, {-2,-1, 3}, {-2, 1,-3} }; static float skymins[2][6], skymaxs[2][6]; void DrawSkyPolygon (int nump, vec3_t vecs) { int i, j, axis; float s, t, dv, *vp; vec3_t v, av; // decide which face it maps to VectorClear (v); for (i = 0, vp = vecs ; i < nump ; i++, vp += 3) VectorAdd (vp, v, v); av[0] = fabs(v[0]); av[1] = fabs(v[1]); av[2] = fabs(v[2]); if (av[0] > av[1] && av[0] > av[2]) axis = (v[0] < 0) ? 1 : 0; else if (av[1] > av[2] && av[1] > av[0]) axis = (v[1] < 0) ? 3 : 2; else axis = (v[2] < 0) ? 5 : 4; // project new texture coords for (i=0 ; i 0) ? vecs[j-1] : -vecs[-j-1]; j = vec_to_st[axis][0]; s = (j < 0) ? -vecs[-j-1] / dv : vecs[j-1] / dv; j = vec_to_st[axis][1]; t = (j < 0) ? -vecs[-j-1] / dv : vecs[j-1] / dv; if (s < skymins[0][axis]) skymins[0][axis] = s; if (t < skymins[1][axis]) skymins[1][axis] = t; if (s > skymaxs[0][axis]) skymaxs[0][axis] = s; if (t > skymaxs[1][axis]) skymaxs[1][axis] = t; } } #define MAX_CLIP_VERTS 64 void ClipSkyPolygon (int nump, vec3_t vecs, int stage) { float *norm, *v, d, e, dists[MAX_CLIP_VERTS]; qboolean front, back; int sides[MAX_CLIP_VERTS], newc[2], i, j; vec3_t newv[2][MAX_CLIP_VERTS]; if (nump > MAX_CLIP_VERTS-2) Sys_Error ("ClipSkyPolygon: nump > MAX_CLIP_VERTS - 2"); if (stage == 6) { // fully clipped, so draw it DrawSkyPolygon (nump, vecs); return; } front = back = false; norm = skyclip[stage]; for (i = 0, v = vecs ; i < nump ; i++, v += 3) { d = DotProduct (v, norm); if (d > ON_EPSILON) { front = true; sides[i] = SIDE_FRONT; } else if (d < -ON_EPSILON) { back = true; sides[i] = SIDE_BACK; } else sides[i] = SIDE_ON; dists[i] = d; } if (!front || !back) { // not clipped ClipSkyPolygon (nump, vecs, stage+1); return; } // clip it sides[i] = sides[0]; dists[i] = dists[0]; VectorCopy (vecs, (vecs + (i*3))); newc[0] = newc[1] = 0; for (i=0, v=vecs ; ipolys ; p ; p = p->next) { for (i=0 ; inumverts ; i++) VectorSubtract (p->verts[i], r_origin, verts[i]); ClipSkyPolygon (p->numverts, verts[0], 0); } } /* ============== R_ClearSkyBox ============== */ void R_ClearSkyBox (void) { int i; for (i=0 ; i<6 ; i++) { skymins[0][i] = skymins[1][i] = 9999; skymaxs[0][i] = skymaxs[1][i] = -9999; } } void MakeSkyVec (float s, float t, int axis) { int j, k, farclip; vec3_t v, b; farclip = max((int)r_farclip.value, 4096); b[0] = s * (farclip >> 1); b[1] = t * (farclip >> 1); b[2] = (farclip >> 1); for (j=0 ; j<3 ; j++) { k = st_to_vec[axis][j]; v[j] = (k < 0) ? -b[-k-1] : b[k-1]; v[j] += r_origin[j]; } // avoid bilerp seam s = (s+1) * 0.5; t = (t+1) * 0.5; if (s < 1.0/512) s = 1.0 / 512; else if (s > 511.0/512) s = 511.0 / 512; if (t < 1.0/512) t = 1.0 / 512; else if (t > 511.0/512) t = 511.0 / 512; t = 1.0 - t; glTexCoord2f (s, t); glVertex3fv (v); } static int skytexorder[6] = {0, 2, 1, 3, 4, 5}; /* ============== R_DrawSkyBox ============== */ void R_DrawSkyBox (void) { int i; msurface_t *fa; if (!skychain) return; R_ClearSkyBox (); for (fa = skychain ; fa ; fa = fa->texturechain) R_AddSkyBoxSurface (fa); GL_DisableMultitexture (); for (i=0 ; i<6 ; i++) { if (skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]) continue; GL_Bind (skyboxtextures + skytexorder[i]); glBegin (GL_QUADS); MakeSkyVec (skymins[0][i], skymins[1][i], i); MakeSkyVec (skymins[0][i], skymaxs[1][i], i); MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i); MakeSkyVec (skymaxs[0][i], skymins[1][i], i); glEnd (); } glDisable (GL_TEXTURE_2D); glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glEnable (GL_BLEND); glBlendFunc (GL_ZERO, GL_ONE); for (fa = skychain ; fa ; fa = fa->texturechain) EmitFlatPoly (fa); glEnable (GL_TEXTURE_2D); glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDisable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); skychain = NULL; skychain_tail = &skychain; } void EmitCausticsPolys (void) { glpoly_t *p; int i; float *v, s, t, os, ot; extern glpoly_t *caustics_polys; GL_Bind (underwatertexture); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glEnable (GL_BLEND); glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); for (p = caustics_polys ; p ; p = p->caustics_chain) { glBegin (GL_POLYGON); for (i = 0, v = p->verts[0] ; i < p->numverts ; i++, v += VERTEXSIZE) { os = v[3]; ot = v[4]; s = os + SINTABLE_APPROX(0.465 * (cl.time + ot)); s *= -3 * (0.5 / 64); t = ot + SINTABLE_APPROX(0.465 * (cl.time + os)); t *= -3 * (0.5 / 64); glTexCoord2f (s, t); glVertex3fv (v); } glEnd (); } glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable (GL_BLEND); caustics_polys = NULL; }