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505 lines
9.1 KiB
505 lines
9.1 KiB
/* |
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gl_triapi.c - TriAPI draw methods |
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Copyright (C) 2011 Uncle Mike |
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Copyright (C) 2019 a1batross |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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#include "r_local.h" |
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#include "const.h" |
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static struct |
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{ |
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int renderMode; // override kRenderMode from TriAPI |
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vec4_t triRGBA; |
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} ds; |
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finalvert_t triv[3]; |
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int vertcount, n; |
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int mode; |
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short s,t; |
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uint light; |
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/* |
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=============================================================== |
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TRIAPI IMPLEMENTATION |
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=============================================================== |
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*/ |
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/* |
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============= |
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TriRenderMode |
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set rendermode |
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============= |
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*/ |
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void GAME_EXPORT TriRenderMode( int mode ) |
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{ |
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ds.renderMode = vid.rendermode = mode; |
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#if 0 |
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switch( mode ) |
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{ |
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case kRenderNormal: |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
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pglDisable( GL_BLEND ); |
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pglDepthMask( GL_TRUE ); |
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break; |
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case kRenderTransAlpha: |
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pglEnable( GL_BLEND ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
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pglDepthMask( GL_FALSE ); |
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break; |
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case kRenderTransColor: |
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case kRenderTransTexture: |
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pglEnable( GL_BLEND ); |
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
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break; |
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case kRenderGlow: |
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case kRenderTransAdd: |
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE ); |
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pglEnable( GL_BLEND ); |
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pglDepthMask( GL_FALSE ); |
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break; |
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} |
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#endif |
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} |
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/* |
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============= |
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TriBegin |
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begin triangle sequence |
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============= |
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*/ |
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void GAME_EXPORT TriBegin( int mode1 ) |
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{ |
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#if 0 |
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switch( mode ) |
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{ |
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case TRI_POINTS: |
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mode = GL_POINTS; |
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break; |
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case TRI_TRIANGLES: |
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mode = GL_TRIANGLES; |
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break; |
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case TRI_TRIANGLE_FAN: |
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mode = GL_TRIANGLE_FAN; |
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break; |
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case TRI_QUADS: |
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mode = GL_QUADS; |
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break; |
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case TRI_LINES: |
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mode = GL_LINES; |
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break; |
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case TRI_TRIANGLE_STRIP: |
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mode = GL_TRIANGLE_STRIP; |
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break; |
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case TRI_QUAD_STRIP: |
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mode = GL_QUAD_STRIP; |
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break; |
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case TRI_POLYGON: |
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default: |
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mode = GL_POLYGON; |
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break; |
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} |
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pglBegin( mode ); |
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#endif |
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if( mode1 == TRI_QUADS ) |
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mode1 = TRI_TRIANGLE_FAN; |
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mode = mode1; |
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vertcount = n = vertcount = 0; |
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} |
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/* |
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============= |
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TriEnd |
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draw triangle sequence |
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============= |
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*/ |
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void GAME_EXPORT TriEnd( void ) |
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{ |
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//if( vertcount == 3 ) |
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//pglEnd( ); |
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} |
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/* |
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============= |
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_TriColor4f |
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============= |
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*/ |
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void GAME_EXPORT _TriColor4f( float rr, float gg, float bb, float aa ) |
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{ |
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//pglColor4f( r, g, b, a ); |
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unsigned short r,g,b; |
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unsigned int major, minor; |
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if( vid.rendermode == kRenderTransAdd || vid.rendermode == kRenderGlow ) |
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rr *= aa, gg *= aa, bb *= aa; |
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//gEngfuncs.Con_Printf("%d\n", vid.alpha); |
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light = (rr + gg + bb) * 31 / 3; |
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if( light > 31 ) |
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light = 31; |
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if( !vid.is2d && vid.rendermode == kRenderNormal ) |
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return; |
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vid.alpha = aa * 7; |
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if( vid.alpha > 7 ) |
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vid.alpha = 7; |
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if( rr == 1 && gg == 1 && bb == 1 ) |
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{ |
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vid.color = COLOR_WHITE; |
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return; |
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} |
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r = rr * 31, g = gg * 63, b = bb * 31; |
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if( r > 31 ) |
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r = 31; |
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if( g > 63 ) |
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g = 63; |
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if( b > 31 ) |
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b = 31; |
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major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2))); |
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// save minor GBRGBRGB |
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minor = MOVE_BIT(r,1,5) | MOVE_BIT(r,0,2) | MOVE_BIT(g,2,7) | MOVE_BIT(g,1,4) | MOVE_BIT(g,0,1) | MOVE_BIT(b,2,6)| MOVE_BIT(b,1,3)|MOVE_BIT(b,0,0); |
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vid.color = major << 8 | (minor & 0xFF); |
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} |
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/* |
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============= |
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TriColor4ub |
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============= |
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*/ |
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void TriColor4ub( byte r, byte g, byte b, byte a ) |
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{ |
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ds.triRGBA[0] = r * (1.0f / 255.0f); |
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ds.triRGBA[1] = g * (1.0f / 255.0f); |
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ds.triRGBA[2] = b * (1.0f / 255.0f); |
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ds.triRGBA[3] = a * (1.0f / 255.0f); |
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_TriColor4f( ds.triRGBA[0], ds.triRGBA[1], ds.triRGBA[2], 1.0f ); |
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} |
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/* |
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============= |
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TriColor4ub |
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============= |
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*/ |
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void GAME_EXPORT _TriColor4ub( byte r, byte g, byte b, byte a ) |
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{ |
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_TriColor4f( r * (1.0f / 255.0f), |
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g * (1.0f / 255.0f), |
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b * (1.0f / 255.0f), |
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a * (1.0f / 255.0f)); |
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} |
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/* |
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================= |
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TriColor4f |
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================= |
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*/ |
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void TriColor4f( float r, float g, float b, float a ) |
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{ |
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//if( a < 0.5 ) |
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// a = 1; |
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if( ds.renderMode == kRenderTransAlpha ) |
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TriColor4ub( r * 255.0f, g * 255.0f, b * 255.0f, a * 255.0f ); |
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else _TriColor4f( r * a, g * a, b * a, 1.0 ); |
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ds.triRGBA[0] = r; |
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ds.triRGBA[1] = g; |
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ds.triRGBA[2] = b; |
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ds.triRGBA[3] = a; |
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} |
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/* |
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============= |
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TriTexCoord2f |
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============= |
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*/ |
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void GAME_EXPORT TriTexCoord2f( float u, float v ) |
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{ |
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double u1 = 0, v1 = 0; |
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u = fmodf(u, 10); |
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v = fmodf(v, 10); |
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if( u < 1000 && u > -1000 ) |
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u1 = u; |
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if( v < 1000 && v > -1000 ) |
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v1 = v; |
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while( u1 < 0 ) |
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u1 = u1 + 1; |
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while( v1 < 0 ) |
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v1 = v1 + 1; |
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while( u1 > 1 ) |
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u1 = u1 - 1; |
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while( v1 > 1 ) |
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v1 = v1 - 1; |
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s = r_affinetridesc.skinwidth * bound(0.01,u1,0.99); |
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t = r_affinetridesc.skinheight * bound(0.01,v1,0.99); |
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} |
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/* |
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============= |
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TriVertex3fv |
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============= |
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*/ |
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void GAME_EXPORT TriVertex3fv( const float *v ) |
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{ |
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//pglVertex3fv( v ); |
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TriVertex3f( v[0], v[1], v[2] ); |
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} |
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/* |
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============= |
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TriVertex3f |
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============= |
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*/ |
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void GAME_EXPORT TriVertex3f( float x, float y, float z ) |
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{ |
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if( mode == TRI_TRIANGLES ) |
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{ |
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R_SetupFinalVert( &triv[vertcount], x, y, z, light << 8,s,t); |
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vertcount++; |
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if( vertcount == 3 ) |
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{ |
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R_RenderTriangle( &triv[0], &triv[1], &triv[2] ); |
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//R_RenderTriangle( &triv[2], &triv[1], &triv[0] ); |
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vertcount = 0; |
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} |
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} |
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if( mode == TRI_TRIANGLE_FAN ) |
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{ |
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R_SetupFinalVert( &triv[vertcount], x, y, z, light << 8,s,t); |
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vertcount++; |
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if( vertcount >= 3 ) |
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{ |
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R_RenderTriangle( &triv[0], &triv[1], &triv[2] ); |
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//R_RenderTriangle( &triv[2], &triv[1], &triv[0] ); |
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triv[1] = triv[2]; |
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vertcount = 2; |
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} |
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} |
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if( mode == TRI_TRIANGLE_STRIP ) |
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{ |
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R_SetupFinalVert( &triv[n], x, y, z, light << 8,s,t); |
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n++; |
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vertcount++; |
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if( n == 3 ) |
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n = 0; |
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if (vertcount >= 3) |
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{ |
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if( vertcount & 1 ) |
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R_RenderTriangle( &triv[0], &triv[1], &triv[2] ); |
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else |
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R_RenderTriangle( &triv[2], &triv[1], &triv[0] ); |
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} |
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} |
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#if 0 |
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if( mode == TRI_TRIANGLE_STRIP ) |
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{ |
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R_SetupFinalVert( &triv[vertcount], x, y, z, 0,s,t); |
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vertcount++; |
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if( vertcount == 3 ) |
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{ |
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R_RenderTriangle( triv ); |
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finalvert_t fv = triv[0]; |
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triv[0] = triv[2]; |
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triv[2] = fv; |
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R_RenderTriangle( triv ); |
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fv = triv[0]; |
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triv[0] = triv[2]; |
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triv[2] = fv; |
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triv[0] = triv[1]; |
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triv[1] = triv[2]; |
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vertcount = 2; |
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} |
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} |
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#endif |
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} |
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/* |
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============= |
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TriWorldToScreen |
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convert world coordinates (x,y,z) into screen (x, y) |
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============= |
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*/ |
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int GAME_EXPORT TriWorldToScreen( const float *world, float *screen ) |
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{ |
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int retval; |
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retval = R_WorldToScreen( world, screen ); |
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screen[0] = 0.5f * screen[0] * (float)RI.viewport[2]; |
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screen[1] = -0.5f * screen[1] * (float)RI.viewport[3]; |
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screen[0] += 0.5f * (float)RI.viewport[2]; |
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screen[1] += 0.5f * (float)RI.viewport[3]; |
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return retval; |
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} |
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/* |
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============= |
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TriSpriteTexture |
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bind current texture |
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============= |
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*/ |
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int TriSpriteTexture( model_t *pSpriteModel, int frame ) |
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{ |
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int gl_texturenum; |
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if(( gl_texturenum = R_GetSpriteTexture( pSpriteModel, frame )) == 0 ) |
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return 0; |
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if( gl_texturenum <= 0 || gl_texturenum > MAX_TEXTURES ) |
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gl_texturenum = tr.defaultTexture; |
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GL_Bind( XASH_TEXTURE0, gl_texturenum ); |
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return 1; |
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} |
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/* |
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============= |
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TriFog |
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enables global fog on the level |
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============= |
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*/ |
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void GAME_EXPORT TriFog( float flFogColor[3], float flStart, float flEnd, int bOn ) |
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{ |
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#if 0 |
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// overrided by internal fog |
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if( RI.fogEnabled ) return; |
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RI.fogCustom = bOn; |
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// check for invalid parms |
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if( flEnd <= flStart ) |
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{ |
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RI.fogCustom = false; |
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pglDisable( GL_FOG ); |
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return; |
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} |
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if( RI.fogCustom ) |
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pglEnable( GL_FOG ); |
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else pglDisable( GL_FOG ); |
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// copy fog params |
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RI.fogColor[0] = flFogColor[0] / 255.0f; |
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RI.fogColor[1] = flFogColor[1] / 255.0f; |
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RI.fogColor[2] = flFogColor[2] / 255.0f; |
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RI.fogStart = flStart; |
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RI.fogColor[3] = 1.0f; |
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RI.fogDensity = 0.0f; |
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RI.fogSkybox = true; |
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RI.fogEnd = flEnd; |
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pglFogi( GL_FOG_MODE, GL_LINEAR ); |
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pglFogfv( GL_FOG_COLOR, RI.fogColor ); |
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pglFogf( GL_FOG_START, RI.fogStart ); |
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pglFogf( GL_FOG_END, RI.fogEnd ); |
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pglHint( GL_FOG_HINT, GL_NICEST ); |
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#endif |
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} |
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/* |
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============= |
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TriGetMatrix |
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very strange export |
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============= |
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*/ |
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void GAME_EXPORT TriGetMatrix( const int pname, float *matrix ) |
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{ |
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//pglGetFloatv( pname, matrix ); |
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} |
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/* |
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============= |
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TriForParams |
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============= |
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*/ |
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void GAME_EXPORT TriFogParams( float flDensity, int iFogSkybox ) |
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{ |
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//RI.fogDensity = flDensity; |
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//RI.fogSkybox = iFogSkybox; |
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} |
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/* |
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============= |
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TriCullFace |
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============= |
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*/ |
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void GAME_EXPORT TriCullFace( TRICULLSTYLE mode ) |
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{ |
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#if 0 |
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int glMode; |
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switch( mode ) |
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{ |
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case TRI_FRONT: |
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glMode = GL_FRONT; |
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break; |
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default: |
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glMode = GL_NONE; |
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break; |
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} |
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GL_Cull( mode ); |
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#endif |
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} |
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/* |
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============= |
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TriBrightness |
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============= |
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*/ |
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void TriBrightness( float brightness ) |
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{ |
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float r, g, b; |
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//if( brightness < 0.5 ) |
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// brightness = 1; //0.5; |
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//ds.triRGBA[3] = 1; |
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r = ds.triRGBA[0] * ds.triRGBA[3] * brightness; |
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g = ds.triRGBA[1] * ds.triRGBA[3] * brightness; |
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b = ds.triRGBA[2] * ds.triRGBA[3] * brightness; |
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_TriColor4f( r, g, b, 1.0f ); |
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} |
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