/* gl_warp.c - sky and water polygons Copyright (C) 2010 Uncle Mike 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 3 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. */ #include "gl_local.h" #include "wadfile.h" #include "common.h" #define SKYCLOUDS_QUALITY 12 #define MAX_CLIP_VERTS 128 // skybox clip vertices #define TURBSCALE ( 256.0f / ( M_PI2 )) const char* r_skyBoxSuffix[6] = { "rt", "bk", "lf", "ft", "up", "dn" }; static const int r_skyTexOrder[6] = { 0, 2, 1, 3, 4, 5 }; static const 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 const 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 const int vec_to_st[6][3] = { { -2, 3, 1 }, { 2, 3, -1 }, { 1, 3, 2 }, { -1, 3, -2 }, { -2, -1, 3 }, { -2, 1, -3 } }; // speed up sin calculations float r_turbsin[] = { #include "warpsin.h" }; #define SKYBOX_MISSED 0 #define SKYBOX_HLSTYLE 1 #define SKYBOX_Q1STYLE 2 static int CheckSkybox( const char *name ) { const char *skybox_ext[3] = { "dds", "tga", "bmp" }; int i, j, num_checked_sides; const char *sidename; // search for skybox images for( i = 0; i < 3; i++ ) { num_checked_sides = 0; for( j = 0; j < 6; j++ ) { // build side name sidename = va( "%s%s.%s", name, r_skyBoxSuffix[j], skybox_ext[i] ); if( gEngfuncs.FS_FileExists( sidename, false )) num_checked_sides++; } if( num_checked_sides == 6 ) return SKYBOX_HLSTYLE; // image exists for( j = 0; j < 6; j++ ) { // build side name sidename = va( "%s_%s.%s", name, r_skyBoxSuffix[j], skybox_ext[i] ); if( gEngfuncs.FS_FileExists( sidename, false )) num_checked_sides++; } if( num_checked_sides == 6 ) return SKYBOX_Q1STYLE; // images exists } return SKYBOX_MISSED; } 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 < nump; i++, vecs += 3 ) { j = vec_to_st[axis][2]; dv = (j > 0) ? vecs[j-1] : -vecs[-j-1]; if( dv == 0.0f ) continue; 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 < RI.skyMins[0][axis] ) RI.skyMins[0][axis] = s; if( t < RI.skyMins[1][axis] ) RI.skyMins[1][axis] = t; if( s > RI.skyMaxs[0][axis] ) RI.skyMaxs[0][axis] = s; if( t > RI.skyMaxs[1][axis] ) RI.skyMaxs[1][axis] = t; } } /* ============== ClipSkyPolygon ============== */ void ClipSkyPolygon( int nump, vec3_t vecs, int stage ) { const float *norm; float *v, d, e; qboolean front, back; float dists[MAX_CLIP_VERTS + 1]; int sides[MAX_CLIP_VERTS + 1]; vec3_t newv[2][MAX_CLIP_VERTS + 1]; int newc[2]; int i, j; if( nump > MAX_CLIP_VERTS ) gEngfuncs.Host_Error( "ClipSkyPolygon: MAX_CLIP_VERTS\n" ); loc1: 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 stage++; goto loc1; } // 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; i < nump; i++, v += 3 ) { switch( sides[i] ) { case SIDE_FRONT: VectorCopy( v, newv[0][newc[0]] ); newc[0]++; break; case SIDE_BACK: VectorCopy( v, newv[1][newc[1]] ); newc[1]++; break; case SIDE_ON: VectorCopy( v, newv[0][newc[0]] ); newc[0]++; VectorCopy( v, newv[1][newc[1]] ); newc[1]++; break; } if( sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) continue; d = dists[i] / ( dists[i] - dists[i+1] ); for( j = 0; j < 3; j++ ) { e = v[j] + d * ( v[j+3] - v[j] ); newv[0][newc[0]][j] = e; newv[1][newc[1]][j] = e; } newc[0]++; newc[1]++; } // continue ClipSkyPolygon( newc[0], newv[0][0], stage + 1 ); ClipSkyPolygon( newc[1], newv[1][0], stage + 1 ); } void MakeSkyVec( float s, float t, int axis ) { int j, k, farclip; vec3_t v, b; farclip = RI.farClip; 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] += RI.cullorigin[j]; } // avoid bilerp seam s = (s + 1.0f) * 0.5f; t = (t + 1.0f) * 0.5f; if( s < 1.0f / 512.0f ) s = 1.0f / 512.0f; else if( s > 511.0f / 512.0f ) s = 511.0f / 512.0f; if( t < 1.0f / 512.0f ) t = 1.0f / 512.0f; else if( t > 511.0f / 512.0f ) t = 511.0f / 512.0f; t = 1.0f - t; pglTexCoord2f( s, t ); pglVertex3fv( v ); } /* ============== R_ClearSkyBox ============== */ void R_ClearSkyBox( void ) { int i; for( i = 0; i < 6; i++ ) { RI.skyMins[0][i] = RI.skyMins[1][i] = 9999999.0f; RI.skyMaxs[0][i] = RI.skyMaxs[1][i] = -9999999.0f; } } /* ================= R_AddSkyBoxSurface ================= */ void R_AddSkyBoxSurface( msurface_t *fa ) { vec3_t verts[MAX_CLIP_VERTS]; glpoly_t *p; float *v; int i; if( gEngfuncs.CL_GetRenderParm( PARM_SKY_SPHERE, 0 ) && fa->polys && !tr.fCustomSkybox ) { glpoly_t *p = fa->polys; // draw the sky poly pglBegin( GL_POLYGON ); for( i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE ) { pglTexCoord2f( v[3], v[4] ); pglVertex3fv( v ); } pglEnd (); } // calculate vertex values for sky box for( p = fa->polys; p; p = p->next ) { for( i = 0; i < p->numverts; i++ ) VectorSubtract( p->verts[i], RI.cullorigin, verts[i] ); ClipSkyPolygon( p->numverts, verts[0], 0 ); } } /* ============== R_UnloadSkybox Unload previous skybox ============== */ void R_UnloadSkybox( void ) { int i; // release old skybox for( i = 0; i < 6; i++ ) { if( !tr.skyboxTextures[i] ) continue; GL_FreeTexture( tr.skyboxTextures[i] ); } tr.skyboxbasenum = 5800; // set skybox base (to let some mods load hi-res skyboxes) memset( tr.skyboxTextures, 0, sizeof( tr.skyboxTextures )); tr.fCustomSkybox = false; } /* ============== R_DrawSkybox ============== */ void R_DrawSkyBox( void ) { int i; RI.isSkyVisible = true; // don't fogging skybox (this fix old Half-Life bug) if( !RI.fogSkybox ) R_AllowFog( false ); if( RI.fogEnabled ) pglFogf( GL_FOG_DENSITY, RI.fogDensity * 0.5f ); pglDisable( GL_BLEND ); pglDisable( GL_ALPHA_TEST ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); for( i = 0; i < 6; i++ ) { if( RI.skyMins[0][i] >= RI.skyMaxs[0][i] || RI.skyMins[1][i] >= RI.skyMaxs[1][i] ) continue; if( tr.skyboxTextures[r_skyTexOrder[i]] ) GL_Bind( XASH_TEXTURE0, tr.skyboxTextures[r_skyTexOrder[i]] ); else GL_Bind( XASH_TEXTURE0, tr.grayTexture ); // stub pglBegin( GL_QUADS ); MakeSkyVec( RI.skyMins[0][i], RI.skyMins[1][i], i ); MakeSkyVec( RI.skyMins[0][i], RI.skyMaxs[1][i], i ); MakeSkyVec( RI.skyMaxs[0][i], RI.skyMaxs[1][i], i ); MakeSkyVec( RI.skyMaxs[0][i], RI.skyMins[1][i], i ); pglEnd(); } if( !RI.fogSkybox ) R_AllowFog( true ); if( RI.fogEnabled ) pglFogf( GL_FOG_DENSITY, RI.fogDensity ); R_LoadIdentity(); } /* =============== R_SetupSky =============== */ void R_SetupSky( const char *skyboxname ) { char loadname[MAX_STRING]; char sidename[MAX_STRING]; int i, result; if( !COM_CheckString( skyboxname )) { R_UnloadSkybox(); return; // clear old skybox } Q_snprintf( loadname, sizeof( loadname ), "gfx/env/%s", skyboxname ); COM_StripExtension( loadname ); // kill the underline suffix to find them manually later if( loadname[Q_strlen( loadname ) - 1] == '_' ) loadname[Q_strlen( loadname ) - 1] = '\0'; result = CheckSkybox( loadname ); // to prevent infinite recursion if default skybox was missed if( result == SKYBOX_MISSED && Q_stricmp( loadname, DEFAULT_SKYBOX_PATH )) { gEngfuncs.Con_Reportf( S_WARN "missed or incomplete skybox '%s'\n", skyboxname ); R_SetupSky( "desert" ); // force to default return; } // release old skybox R_UnloadSkybox(); gEngfuncs.Con_DPrintf( "SKY: " ); for( i = 0; i < 6; i++ ) { if( result == SKYBOX_HLSTYLE ) Q_snprintf( sidename, sizeof( sidename ), "%s%s", loadname, r_skyBoxSuffix[i] ); else Q_snprintf( sidename, sizeof( sidename ), "%s_%s", loadname, r_skyBoxSuffix[i] ); tr.skyboxTextures[i] = GL_LoadTexture( sidename, NULL, 0, TF_CLAMP|TF_SKY ); if( !tr.skyboxTextures[i] ) break; gEngfuncs.Con_DPrintf( "%s%s%s", skyboxname, r_skyBoxSuffix[i], i != 5 ? ", " : ". " ); } if( i == 6 ) { tr.fCustomSkybox = true; gEngfuncs.Con_DPrintf( "done\n" ); return; // loaded } gEngfuncs.Con_DPrintf( "^2failed\n" ); R_UnloadSkybox(); } //============================================================================== // // RENDER CLOUDS // //============================================================================== /* ============== R_CloudVertex ============== */ void R_CloudVertex( float s, float t, int axis, vec3_t v ) { int j, k, farclip; vec3_t b; farclip = RI.farClip; 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] += RI.cullorigin[j]; } } /* ============= R_CloudTexCoord ============= */ void R_CloudTexCoord( vec3_t v, float speed, float *s, float *t ) { float length, speedscale; vec3_t dir; speedscale = gpGlobals->time * speed; speedscale -= (int)speedscale & ~127; VectorSubtract( v, RI.vieworg, dir ); dir[2] *= 3.0f; // flatten the sphere length = VectorLength( dir ); length = 6.0f * 63.0f / length; *s = ( speedscale + dir[0] * length ) * (1.0f / 128.0f); *t = ( speedscale + dir[1] * length ) * (1.0f / 128.0f); } /* =============== R_CloudDrawPoly =============== */ void R_CloudDrawPoly( glpoly_t *p ) { float s, t; float *v; int i; GL_SetRenderMode( kRenderNormal ); GL_Bind( XASH_TEXTURE0, tr.solidskyTexture ); pglBegin( GL_QUADS ); for( i = 0, v = p->verts[0]; i < 4; i++, v += VERTEXSIZE ) { R_CloudTexCoord( v, 8.0f, &s, &t ); pglTexCoord2f( s, t ); pglVertex3fv( v ); } pglEnd(); GL_SetRenderMode( kRenderTransTexture ); GL_Bind( XASH_TEXTURE0, tr.alphaskyTexture ); pglBegin( GL_QUADS ); for( i = 0, v = p->verts[0]; i < 4; i++, v += VERTEXSIZE ) { R_CloudTexCoord( v, 16.0f, &s, &t ); pglTexCoord2f( s, t ); pglVertex3fv( v ); } pglEnd(); pglDisable( GL_BLEND ); } /* ============== R_CloudRenderSide ============== */ void R_CloudRenderSide( int axis ) { vec3_t verts[4]; float di, qi, dj, qj; vec3_t vup, vright; vec3_t temp, temp2; glpoly_t p[1]; int i, j; R_CloudVertex( -1.0f, -1.0f, axis, verts[0] ); R_CloudVertex( -1.0f, 1.0f, axis, verts[1] ); R_CloudVertex( 1.0f, 1.0f, axis, verts[2] ); R_CloudVertex( 1.0f, -1.0f, axis, verts[3] ); VectorSubtract( verts[2], verts[3], vup ); VectorSubtract( verts[2], verts[1], vright ); p->numverts = 4; di = SKYCLOUDS_QUALITY; qi = 1.0 / di; dj = (axis < 4) ? di * 2 : di; //subdivide vertically more than horizontally on skybox sides qj = 1.0 / dj; for( i = 0; i < di; i++ ) { for( j = 0; j < dj; j++ ) { if( i * qi < RI.skyMins[0][axis] / 2 + 0.5f - qi || i * qi > RI.skyMaxs[0][axis] / 2 + 0.5f || j * qj < RI.skyMins[1][axis] / 2 + 0.5f - qj || j * qj > RI.skyMaxs[1][axis] / 2 + 0.5f ) continue; VectorScale( vright, qi * i, temp ); VectorScale( vup, qj * j, temp2 ); VectorAdd( temp, temp2, temp ); VectorAdd( verts[0], temp, p->verts[0] ); VectorScale( vup, qj, temp ); VectorAdd( p->verts[0], temp, p->verts[1] ); VectorScale( vright, qi, temp ); VectorAdd( p->verts[1], temp, p->verts[2] ); VectorAdd( p->verts[0], temp, p->verts[3] ); R_CloudDrawPoly( p ); } } } /* ============== R_DrawClouds Quake-style clouds ============== */ void R_DrawClouds( void ) { int i; RI.isSkyVisible = true; if( RI.fogEnabled ) pglFogf( GL_FOG_DENSITY, RI.fogDensity * 0.25f ); pglDepthFunc( GL_GEQUAL ); pglDepthMask( GL_FALSE ); for( i = 0; i < 6; i++ ) { if( RI.skyMins[0][i] >= RI.skyMaxs[0][i] || RI.skyMins[1][i] >= RI.skyMaxs[1][i] ) continue; R_CloudRenderSide( i ); } pglDepthFunc( GL_LEQUAL ); pglDepthMask( GL_TRUE ); if( RI.fogEnabled ) pglFogf( GL_FOG_DENSITY, RI.fogDensity ); } /* ============= R_InitSkyClouds A sky texture is 256*128, with the right side being a masked overlay ============== */ void R_InitSkyClouds( mip_t *mt, texture_t *tx, qboolean custom_palette ) { rgbdata_t r_temp, *r_sky; uint *trans, *rgba; uint transpix; int r, g, b; int i, j, p; char texname[32]; if( !glw_state.initialized ) return; Q_snprintf( texname, sizeof( texname ), "%s%s.mip", ( mt->offsets[0] > 0 ) ? "#" : "", tx->name ); if( mt->offsets[0] > 0 ) { int size = (int)sizeof( mip_t ) + ((mt->width * mt->height * 85)>>6); if( custom_palette ) size += sizeof( short ) + 768; r_sky = gEngfuncs.FS_LoadImage( texname, (byte *)mt, size ); } else { // okay, loading it from wad r_sky = gEngfuncs.FS_LoadImage( texname, NULL, 0 ); } // make sure what sky image is valid if( !r_sky || !r_sky->palette || r_sky->type != PF_INDEXED_32 || r_sky->height == 0 ) { gEngfuncs.Con_Reportf( S_ERROR "R_InitSky: unable to load sky texture %s\n", tx->name ); if( r_sky ) gEngfuncs.FS_FreeImage( r_sky ); return; } // make an average value for the back to avoid // a fringe on the top level trans = Mem_Malloc( r_temppool, r_sky->height * r_sky->height * sizeof( *trans )); r = g = b = 0; for( i = 0; i < r_sky->width >> 1; i++ ) { for( j = 0; j < r_sky->height; j++ ) { p = r_sky->buffer[i * r_sky->width + j + r_sky->height]; rgba = (uint *)r_sky->palette + p; trans[(i * r_sky->height) + j] = *rgba; r += ((byte *)rgba)[0]; g += ((byte *)rgba)[1]; b += ((byte *)rgba)[2]; } } ((byte *)&transpix)[0] = r / ( r_sky->height * r_sky->height ); ((byte *)&transpix)[1] = g / ( r_sky->height * r_sky->height ); ((byte *)&transpix)[2] = b / ( r_sky->height * r_sky->height ); ((byte *)&transpix)[3] = 0; // build a temporary image r_temp = *r_sky; r_temp.width = r_sky->width >> 1; r_temp.height = r_sky->height; r_temp.type = PF_RGBA_32; r_temp.flags = IMAGE_HAS_COLOR; r_temp.size = r_temp.width * r_temp.height * 4; r_temp.buffer = (byte *)trans; r_temp.palette = NULL; // load it in tr.solidskyTexture = GL_LoadTextureInternal( "solid_sky", &r_temp, TF_NOMIPMAP ); for( i = 0; i < r_sky->width >> 1; i++ ) { for( j = 0; j < r_sky->height; j++ ) { p = r_sky->buffer[i * r_sky->width + j]; if( p == 0 ) { trans[(i * r_sky->height) + j] = transpix; } else { rgba = (uint *)r_sky->palette + p; trans[(i * r_sky->height) + j] = *rgba; } } } r_temp.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA; // load it in tr.alphaskyTexture = GL_LoadTextureInternal( "alpha_sky", &r_temp, TF_NOMIPMAP ); // clean up gEngfuncs.FS_FreeImage( r_sky ); Mem_Free( trans ); } /* ============= EmitWaterPolys Does a water warp on the pre-fragmented glpoly_t chain ============= */ void EmitWaterPolys( msurface_t *warp, qboolean reverse ) { float *v, nv, waveHeight; float s, t, os, ot; glpoly_t *p; int i; if( !warp->polys ) return; // set the current waveheight if( warp->polys->verts[0][2] >= RI.vieworg[2] ) waveHeight = -RI.currententity->curstate.scale; else waveHeight = RI.currententity->curstate.scale; // reset fog color for nonlightmapped water GL_ResetFogColor(); if( FBitSet( warp->flags, SURF_DRAWTURB_QUADS )) pglBegin( GL_QUADS ); for( p = warp->polys; p; p = p->next ) { if( reverse ) v = p->verts[0] + ( p->numverts - 1 ) * VERTEXSIZE; else v = p->verts[0]; if( !FBitSet( warp->flags, SURF_DRAWTURB_QUADS )) pglBegin( GL_POLYGON ); for( i = 0; i < p->numverts; i++ ) { if( waveHeight ) { nv = r_turbsin[(int)(gpGlobals->time * 160.0f + v[1] + v[0]) & 255] + 8.0f; nv = (r_turbsin[(int)(v[0] * 5.0f + gpGlobals->time * 171.0f - v[1]) & 255] + 8.0f ) * 0.8f + nv; nv = nv * waveHeight + v[2]; } else nv = v[2]; os = v[3]; ot = v[4]; s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255]; s *= ( 1.0f / SUBDIVIDE_SIZE ); t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255]; t *= ( 1.0f / SUBDIVIDE_SIZE ); pglTexCoord2f( s, t ); pglVertex3f( v[0], v[1], nv ); if( reverse ) v -= VERTEXSIZE; else v += VERTEXSIZE; } if( !FBitSet( warp->flags, SURF_DRAWTURB_QUADS )) pglEnd(); } if( FBitSet( warp->flags, SURF_DRAWTURB_QUADS )) pglEnd(); GL_SetupFogColorForSurfaces(); }