Xash3D FWGS engine.
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/*
gl_triapi.c - TriAPI draw methods
Copyright (C) 2011 Uncle Mike
Copyright (C) 2019 a1batross
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 "r_local.h"
#include "const.h"
static struct
{
int renderMode; // override kRenderMode from TriAPI
vec4_t triRGBA;
} ds;
finalvert_t triv[3];
int vertcount, n;
int mode;
short s,t;
uint light;
/*
===============================================================
TRIAPI IMPLEMENTATION
===============================================================
*/
/*
=============
TriRenderMode
set rendermode
=============
*/
void GAME_EXPORT TriRenderMode( int mode )
{
ds.renderMode = vid.rendermode = mode;
#if 0
switch( mode )
{
case kRenderNormal:
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglDisable( GL_BLEND );
pglDepthMask( GL_TRUE );
break;
case kRenderTransAlpha:
pglEnable( GL_BLEND );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pglDepthMask( GL_FALSE );
break;
case kRenderTransColor:
case kRenderTransTexture:
pglEnable( GL_BLEND );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
break;
case kRenderGlow:
case kRenderTransAdd:
pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
pglEnable( GL_BLEND );
pglDepthMask( GL_FALSE );
break;
}
#endif
}
/*
=============
TriBegin
begin triangle sequence
=============
*/
void GAME_EXPORT TriBegin( int mode1 )
{
#if 0
switch( mode )
{
case TRI_POINTS:
mode = GL_POINTS;
break;
case TRI_TRIANGLES:
mode = GL_TRIANGLES;
break;
case TRI_TRIANGLE_FAN:
mode = GL_TRIANGLE_FAN;
break;
case TRI_QUADS:
mode = GL_QUADS;
break;
case TRI_LINES:
mode = GL_LINES;
break;
case TRI_TRIANGLE_STRIP:
mode = GL_TRIANGLE_STRIP;
break;
case TRI_QUAD_STRIP:
mode = GL_QUAD_STRIP;
break;
case TRI_POLYGON:
default:
mode = GL_POLYGON;
break;
}
pglBegin( mode );
#endif
if( mode1 == TRI_QUADS )
mode1 = TRI_TRIANGLE_FAN;
mode = mode1;
n = vertcount = 0;
}
/*
=============
TriEnd
draw triangle sequence
=============
*/
void GAME_EXPORT TriEnd( void )
{
//if( vertcount == 3 )
//pglEnd( );
}
/*
=============
_TriColor4f
=============
*/
void GAME_EXPORT _TriColor4f( float rr, float gg, float bb, float aa )
{
//pglColor4f( r, g, b, a );
unsigned short r,g,b;
unsigned int major, minor;
if( vid.rendermode == kRenderTransAdd || vid.rendermode == kRenderGlow )
rr *= aa, gg *= aa, bb *= aa;
//gEngfuncs.Con_Printf("%d\n", vid.alpha);
light = (rr + gg + bb) * 31 / 3;
if( light > 31 )
light = 31;
if( !vid.is2d && vid.rendermode == kRenderNormal )
return;
vid.alpha = aa * 7;
if( vid.alpha > 7 )
vid.alpha = 7;
if( rr == 1 && gg == 1 && bb == 1 )
{
vid.color = COLOR_WHITE;
return;
}
r = rr * 31, g = gg * 63, b = bb * 31;
if( r > 31 )
r = 31;
if( g > 63 )
g = 63;
if( b > 31 )
b = 31;
major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2)));
// save minor GBRGBRGB
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);
vid.color = major << 8 | (minor & 0xFF);
}
/*
=============
TriColor4ub
=============
*/
void TriColor4ub( byte r, byte g, byte b, byte a )
{
ds.triRGBA[0] = r * (1.0f / 255.0f);
ds.triRGBA[1] = g * (1.0f / 255.0f);
ds.triRGBA[2] = b * (1.0f / 255.0f);
ds.triRGBA[3] = a * (1.0f / 255.0f);
_TriColor4f( ds.triRGBA[0], ds.triRGBA[1], ds.triRGBA[2], 1.0f );
}
/*
=============
TriColor4ub
=============
*/
void GAME_EXPORT _TriColor4ub( byte r, byte g, byte b, byte a )
{
_TriColor4f( r * (1.0f / 255.0f),
g * (1.0f / 255.0f),
b * (1.0f / 255.0f),
a * (1.0f / 255.0f));
}
/*
=================
TriColor4f
=================
*/
void TriColor4f( float r, float g, float b, float a )
{
//if( a < 0.5 )
// a = 1;
if( ds.renderMode == kRenderTransAlpha )
TriColor4ub( r * 255.0f, g * 255.0f, b * 255.0f, a * 255.0f );
else _TriColor4f( r * a, g * a, b * a, 1.0 );
ds.triRGBA[0] = r;
ds.triRGBA[1] = g;
ds.triRGBA[2] = b;
ds.triRGBA[3] = a;
}
/*
=============
TriTexCoord2f
=============
*/
void GAME_EXPORT TriTexCoord2f( float u, float v )
{
double u1 = 0, v1 = 0;
u = fmodf(u, 10);
v = fmodf(v, 10);
if( u < 1000 && u > -1000 )
u1 = u;
if( v < 1000 && v > -1000 )
v1 = v;
while( u1 < 0 )
u1 = u1 + 1;
while( v1 < 0 )
v1 = v1 + 1;
while( u1 > 1 )
u1 = u1 - 1;
while( v1 > 1 )
v1 = v1 - 1;
s = r_affinetridesc.skinwidth * bound(0.01,u1,0.99);
t = r_affinetridesc.skinheight * bound(0.01,v1,0.99);
}
/*
=============
TriVertex3fv
=============
*/
void GAME_EXPORT TriVertex3fv( const float *v )
{
//pglVertex3fv( v );
TriVertex3f( v[0], v[1], v[2] );
}
/*
=============
TriVertex3f
=============
*/
void GAME_EXPORT TriVertex3f( float x, float y, float z )
{
if( mode == TRI_TRIANGLES )
{
R_SetupFinalVert( &triv[vertcount], x, y, z, light << 8,s,t);
vertcount++;
if( vertcount == 3 )
{
R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
//R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
vertcount = 0;
}
}
if( mode == TRI_TRIANGLE_FAN )
{
R_SetupFinalVert( &triv[vertcount], x, y, z, light << 8,s,t);
vertcount++;
if( vertcount >= 3 )
{
R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
//R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
triv[1] = triv[2];
vertcount = 2;
}
}
if( mode == TRI_TRIANGLE_STRIP )
{
R_SetupFinalVert( &triv[n], x, y, z, light << 8,s,t);
n++;
vertcount++;
if( n == 3 )
n = 0;
if (vertcount >= 3)
{
if( vertcount & 1 )
R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
else
R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
}
}
#if 0
if( mode == TRI_TRIANGLE_STRIP )
{
R_SetupFinalVert( &triv[vertcount], x, y, z, 0,s,t);
vertcount++;
if( vertcount == 3 )
{
R_RenderTriangle( triv );
finalvert_t fv = triv[0];
triv[0] = triv[2];
triv[2] = fv;
R_RenderTriangle( triv );
fv = triv[0];
triv[0] = triv[2];
triv[2] = fv;
triv[0] = triv[1];
triv[1] = triv[2];
vertcount = 2;
}
}
#endif
}
/*
=============
TriWorldToScreen
convert world coordinates (x,y,z) into screen (x, y)
=============
*/
int GAME_EXPORT TriWorldToScreen( const float *world, float *screen )
{
return R_WorldToScreen( world, screen );
}
/*
=============
TriSpriteTexture
bind current texture
=============
*/
int TriSpriteTexture( model_t *pSpriteModel, int frame )
{
int gl_texturenum;
if(( gl_texturenum = R_GetSpriteTexture( pSpriteModel, frame )) == 0 )
return 0;
if( gl_texturenum <= 0 || gl_texturenum > MAX_TEXTURES )
gl_texturenum = tr.defaultTexture;
GL_Bind( XASH_TEXTURE0, gl_texturenum );
return 1;
}
/*
=============
TriFog
enables global fog on the level
=============
*/
void GAME_EXPORT TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
{
#if 0
// overrided by internal fog
if( RI.fogEnabled ) return;
RI.fogCustom = bOn;
// check for invalid parms
if( flEnd <= flStart )
{
RI.fogCustom = false;
pglDisable( GL_FOG );
return;
}
if( RI.fogCustom )
pglEnable( GL_FOG );
else pglDisable( GL_FOG );
// copy fog params
RI.fogColor[0] = flFogColor[0] / 255.0f;
RI.fogColor[1] = flFogColor[1] / 255.0f;
RI.fogColor[2] = flFogColor[2] / 255.0f;
RI.fogStart = flStart;
RI.fogColor[3] = 1.0f;
RI.fogDensity = 0.0f;
RI.fogSkybox = true;
RI.fogEnd = flEnd;
pglFogi( GL_FOG_MODE, GL_LINEAR );
pglFogfv( GL_FOG_COLOR, RI.fogColor );
pglFogf( GL_FOG_START, RI.fogStart );
pglFogf( GL_FOG_END, RI.fogEnd );
pglHint( GL_FOG_HINT, GL_NICEST );
#endif
}
/*
=============
TriGetMatrix
very strange export
=============
*/
void GAME_EXPORT TriGetMatrix( const int pname, float *matrix )
{
//pglGetFloatv( pname, matrix );
}
/*
=============
TriForParams
=============
*/
void GAME_EXPORT TriFogParams( float flDensity, int iFogSkybox )
{
//RI.fogDensity = flDensity;
//RI.fogSkybox = iFogSkybox;
}
/*
=============
TriCullFace
=============
*/
void GAME_EXPORT TriCullFace( TRICULLSTYLE mode )
{
#if 0
int glMode;
switch( mode )
{
case TRI_FRONT:
glMode = GL_FRONT;
break;
default:
glMode = GL_NONE;
break;
}
GL_Cull( mode );
#endif
}
/*
=============
TriBrightness
=============
*/
void TriBrightness( float brightness )
{
float r, g, b;
//if( brightness < 0.5 )
// brightness = 1; //0.5;
//ds.triRGBA[3] = 1;
r = ds.triRGBA[0] * ds.triRGBA[3] * brightness;
g = ds.triRGBA[1] * ds.triRGBA[3] * brightness;
b = ds.triRGBA[2] * ds.triRGBA[3] * brightness;
_TriColor4f( r, g, b, 1.0f );
}