/* Copyright (C) 1997-2001 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 "gl_local.h" #include "gl_refl.h" /** MPO **/ extern model_t *loadmodel; char skyname[MAX_QPATH]; float skyrotate; vec3_t skyaxis; image_t *sky_images[6]; msurface_t *warpface; #define SUBDIVIDE_SIZE 64 //#define SUBDIVIDE_SIZE 1024 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; vec3_t mins, maxs; float m; float *v; vec3_t front[64], back[64]; int f, b; float dist[64]; float frac; glpoly_t *poly; float s, t; vec3_t total; float total_s, total_t; if (numverts > 60) ri.Sys_Error (ERR_DROP, "numverts = %i", numverts); 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; } // add a point in the center to help keep warp valid poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * VERTEXSIZE*sizeof(float)); poly->next = warpface->polys; warpface->polys = poly; poly->numverts = numverts+2; VectorClear (total); total_s = 0; total_t = 0; for (i=0 ; iverts[i+1]); s = DotProduct (verts, warpface->texinfo->vecs[0]); t = DotProduct (verts, warpface->texinfo->vecs[1]); total_s += s; total_t += t; VectorAdd (total, verts, total); poly->verts[i+1][3] = s; poly->verts[i+1][4] = t; } VectorScale (total, (1.0/numverts), poly->verts[0]); poly->verts[0][3] = total_s/numverts; poly->verts[0][4] = total_t/numverts; // copy first vertex to last memcpy (poly->verts[i+1], poly->verts[1], sizeof(poly->verts[0])); } /* ================ 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; int i; int 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]); } //========================================================= // speed up sin calculations - Ed float r_turbsin[] = { #include "warpsin.h" }; #define TURBOSCALE (256.0 / (M_PI/2.5)) //dukey for my water /* ============= EmitWaterPolys Does a water warp on the pre-fragmented glpoly_t chain ============= */ #define SURF_WAVES_1 0x100 #define SURF_WAVES_2 0x200 void EmitWaterPolys_original(msurface_t * fa) // MPO renamed { glpoly_t *p, *bp; float *v; int i; float s, t, os, ot; float scroll; vec3_t point; vec3_t nv; if (fa->texinfo->flags & SURF_FLOWING) scroll = -64 * ((r_newrefdef.time * 0.5) - (int)(r_newrefdef.time * 0.5)); else scroll = 0; for (bp = fa->polys; bp; bp = bp->next) { p = bp; qglBegin(GL_TRIANGLE_FAN); for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) { os = v[3]; ot = v[4]; VectorCopy(v, point); if (fa->texinfo->flags & SURF_WAVES_1) point[2] += 3 * sin(ot * 0.05 + r_newrefdef.time) * sin(os * 0.05 + r_newrefdef.time); if (fa->texinfo->flags & SURF_WAVES_2) point[2] += 10 * cos(ot * 0.05 + r_newrefdef.time) * cos(os * 0.05 + r_newrefdef.time); s = os + 10 * sin(cos(ot + r_newrefdef.time)); s += scroll; s *= (1.0 / 64); t = ot + 10 * cos(sin(os + r_newrefdef.time)); t *= (1.0 / 64); qglTexCoord2f(s, t); /* =============== Water waves ============ */ if (!(fa->texinfo->flags & SURF_FLOWING)) { nv[0] = v[0]; nv[1] = v[1]; nv[2] = v[2] + gl_water_waves->value * sin(v[0] * 0.025 + r_newrefdef.time) * sin(v[2] * 0.05 + r_newrefdef.time) + gl_water_waves->value * sin(v[1] * 0.025 + r_newrefdef.time * 2) * sin(v[2] * 0.05 + r_newrefdef.time); qglVertex3fv(nv); } else /* ============= Water waves end.============ */ qglVertex3fv(point); } qglEnd(); } } /* MPO (actually i wrote this:) */ double calc_wave(GLfloat x, GLfloat y) { return (r_turbsin[(int)((x * 3 + r_newrefdef.time) * TURBOSCALE) & 255] / 4) + (r_turbsin[(int)((y * 5 + r_newrefdef.time) * TURBOSCALE) & 255] / 4); } /* MPO : this is my version... */ void EmitWaterPolys(msurface_t * fa) { glpoly_t *p; glpoly_t *bp; float *v; int i; float distance; /* plane distance */ cplane_t *plane; vec3_t nv; /* Water waves */ if (g_drawing_refl) return; /* we don't want any water drawn while we are doing our reflection */ if (!gl_reflection->value) { EmitWaterPolys_original(fa); return; } else { if (gl_reflection_water_surf->value) { EmitWaterPolys_original(fa); } else if (!(fa->texinfo->flags & (SURF_TRANS33 | SURF_TRANS66))) { EmitWaterPolys_original(fa); } } plane = fa->plane; distance = plane->dist; /* * find out which reflection we have that corresponds to the surface * that we're drawing */ for (g_active_refl = 0; g_active_refl < g_num_refl; g_active_refl++) { /* if we find which reflection to bind */ if (plane->normal[0] == waterNormals[g_active_refl][0] && plane->normal[1] == waterNormals[g_active_refl][1] && plane->normal[2] == waterNormals[g_active_refl][2] && distance == g_waterDistance2[g_active_refl]) { GL_MBind(GL_TEXTURE0, g_tex_num[g_active_refl]); /* Reflection texture */ if (gl_state.fragment_program && gl_reflection_shader->value) { ri.Cvar_Set("gl_reflection_water_surface", "0"); qglEnable(GL_FRAGMENT_PROGRAM_ARB); qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, gWaterProgramId); qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, r_newrefdef.time * 0.2, 1.0, 1.0, 1.0); qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, r_newrefdef.time * -0.2, 10.0, 1.0, 1.0); qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, r_newrefdef.vieworg[0], r_newrefdef.vieworg[1], r_newrefdef.vieworg[2], 1.0); GL_MBind(GL_TEXTURE1, distortTex->texnum); /* Distortion texture */ GL_MBind(GL_TEXTURE2, waterNormalTex->texnum); /* Normal texture */ } ri.Cvar_Set("gl_reflection_water_surface", "1"); GL_SelectTexture(GL_TEXTURE0); break; } } /* * if we found a reflective surface correctly, then go ahead and draw it */ if (g_active_refl < g_num_refl) { qglColor4f(1, 1, 1, gl_reflection->value); /* add some alpha transparency */ qglEnable(GL_BLEND); GL_TexEnv(GL_MODULATE); qglShadeModel(GL_SMOOTH); qglEnable(GL_POLYGON_OFFSET_FILL); /* to stop z buffer fighting */ qglPolygonOffset(-1, -2); R_LoadReflMatrix(); /* draw reflected water layer on top of regular */ for (bp = fa->polys; bp; bp = bp->next) { p = bp; qglBegin(GL_TRIANGLE_FAN); for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) { if (gl_state.fragment_program && gl_reflection_shader->value) { /* for testing atm */ ri.Cvar_Set("gl_reflection_water_surface", "0"); qglMultiTexCoord3fvARB(GL_TEXTURE0, v); qglMultiTexCoord3fvARB(GL_TEXTURE1, v); qglMultiTexCoord3fvARB(GL_TEXTURE2, v); } else { qglTexCoord3f(v[0], v[1] + calc_wave(v[0], v[1]), v[2]); ri.Cvar_Set("gl_reflection_water_surface", "1"); } /* =============== Water waves ============ */ if (!(fa->texinfo->flags & SURF_FLOWING)) { nv[0] = v[0]; nv[1] = v[1]; nv[2] = v[2] + gl_water_waves->value * sin(v[0] * 0.025 + r_newrefdef.time) * sin(v[2] * 0.05 + r_newrefdef.time) + gl_water_waves->value * sin(v[1] * 0.025 + r_newrefdef.time * 2) * sin(v[2] * 0.05 + r_newrefdef.time); qglVertex3fv(nv); } else /* ============= Water waves end.============ */ qglVertex3f(v[0], v[1], v[2]); } qglEnd(); } R_ClearReflMatrix(); qglDisable(GL_POLYGON_OFFSET_FILL); qglDisable(GL_FRAGMENT_PROGRAM_ARB); } } //=================================================================== vec3_t skyclip[6] = { {1,1,0}, {1,-1,0}, {0,-1,1}, {0,1,1}, {1,0,1}, {-1,0,1} }; int c_sky; // 1 = s, 2 = t, 3 = 2048 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 // {-1,2,3}, // {1,2,-3} }; // s = [0]/[2], t = [1]/[2] int vec_to_st[6][3] = { {-2,3,1}, {2,3,-1}, {1,3,2}, {-1,3,-2}, {-2,-1,3}, {-2,1,-3} // {-1,2,3}, // {1,2,-3} }; float skymins[2][6], skymaxs[2][6]; float sky_min, sky_max; void DrawSkyPolygon (int nump, vec3_t vecs) { int i,j; vec3_t v, av; float s, t, dv; int axis; float *vp; c_sky++; // decide which face it maps to VectorCopy (vec3_origin, v); for (i=0, vp=vecs ; i av[1] && av[0] > av[2]) { if (v[0] < 0) axis = 1; else axis = 0; } else if (av[1] > av[2] && av[1] > av[0]) { if (v[1] < 0) axis = 3; else axis = 2; } else { if (v[2] < 0) axis = 5; else axis = 4; } // project new texture coords for (i=0 ; i 0) dv = vecs[j - 1]; else dv = -vecs[-j - 1]; if (dv < 0.001) continue; // don't divide by zero j = vec_to_st[axis][0]; if (j < 0) s = -vecs[-j -1] / dv; else s = vecs[j-1] / dv; j = vec_to_st[axis][1]; if (j < 0) t = -vecs[-j -1] / dv; else t = 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 ON_EPSILON 0.1 // point on plane side epsilon #define MAX_CLIP_VERTS 64 void ClipSkyPolygon (int nump, vec3_t vecs, int stage) { float *norm; float *v; qboolean front, back; float d, e; float dists[MAX_CLIP_VERTS]; int sides[MAX_CLIP_VERTS]; vec3_t newv[2][MAX_CLIP_VERTS]; int newc[2]; int i, j; if (nump > MAX_CLIP_VERTS-2) ri.Sys_Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS"); if (stage == 6) { // fully clipped, so draw it DrawSkyPolygon (nump, vecs); return; } front = back = false; norm = skyclip[stage]; for (i=0, v = vecs ; i 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) { vec3_t v, b; int j, k; b[0] = s*gl_skydistance->value; b[1] = t*gl_skydistance->value; b[2] = gl_skydistance->value; for (j=0 ; j<3 ; j++) { k = st_to_vec[axis][j]; if (k < 0) v[j] = -b[-k - 1]; else v[j] = b[k - 1]; } // avoid bilerp seam s = (s+1)*0.5; t = (t+1)*0.5; if (s < sky_min) s = sky_min; else if (s > sky_max) s = sky_max; if (t < sky_min) t = sky_min; else if (t > sky_max) t = sky_max; t = 1.0 - t; qglTexCoord2f (s, t); qglVertex3fv (v); } /* ============== R_DrawSkyBox ============== */ int skytexorder[6] = {0,2,1,3,4,5}; void R_DrawSkyBox (void) { int i; if (skyrotate) { // check for no sky at all for (i=0 ; i<6 ; i++) if (skymins[0][i] < skymaxs[0][i] && skymins[1][i] < skymaxs[1][i]) break; if (i == 6) return; // nothing visible } qglPushMatrix (); qglTranslatef (r_origin[0], r_origin[1], r_origin[2]); qglRotatef (r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]); for (i=0 ; i<6 ; i++) { if (skyrotate) { // hack, forces full sky to draw when rotating skymins[0][i] = -1; skymins[1][i] = -1; skymaxs[0][i] = 1; skymaxs[1][i] = 1; } if (skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]) continue; GL_Bind (sky_images[skytexorder[i]]->texnum); qglBegin (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); qglEnd (); } qglPopMatrix (); } /* ============ R_SetSky ============ */ // 3dstudio environment map names char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"}; void R_SetSky (char *name, float rotate, vec3_t axis) { int i; char pathname[MAX_QPATH]; Q_strncpyz(skyname, name, sizeof(skyname)); skyrotate = rotate; VectorCopy (axis, skyaxis); for (i=0 ; i<6 ; i++) { // chop down rotating skies for less memory if (gl_skymip->value || skyrotate) gl_picmip->value++; #if !defined(PARTICLESYSTEM) if ( qglColorTableEXT && gl_ext_palettedtexture->value ) Com_sprintf (pathname, sizeof(pathname), "env/%s%s.pcx", skyname, suf[i]); else Com_sprintf (pathname, sizeof(pathname), "env/%s%s.tga", skyname, suf[i]); #else Com_sprintf (pathname, sizeof(pathname), "env/%s%s.pcx", skyname, suf[i]); #endif sky_images[i] = GL_FindImage (pathname, it_sky); if (!sky_images[i]) sky_images[i] = r_notexture; if (gl_skymip->value || skyrotate) { // take less memory gl_picmip->value--; sky_min = 1.0/256; sky_max = 255.0/256; } else { sky_min = 1.0/512; sky_max = 511.0/512; } } }