Xash3D FWGS engine.
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/*
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"
#define SKYCLOUDS_QUALITY 12
#define MAX_CLIP_VERTS 128 // skybox clip vertices
#define TURBSCALE ( 256.0f / ( M_PI2 ))
static const char* r_skyBoxSuffix[SKYBOX_MAX_SIDES] = { "rt", "bk", "lf", "ft", "up", "dn" };
static const int r_skyTexOrder[SKYBOX_MAX_SIDES] = { 0, 2, 1, 3, 4, 5 };
static const vec3_t skyclip[SKYBOX_MAX_SIDES] =
{
{ 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[SKYBOX_MAX_SIDES][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[SKYBOX_MAX_SIDES][3] =
{
{ -2, 3, 1 },
{ 2, 3, -1 },
{ 1, 3, 2 },
{ -1, 3, -2 },
{ -2, -1, 3 },
{ -2, 1, -3 }
};
// speed up sin calculations
static float r_turbsin[] =
{
#include "warpsin.h"
};
#define RIPPLES_CACHEWIDTH_BITS 7
#define RIPPLES_CACHEWIDTH ( 1 << RIPPLES_CACHEWIDTH_BITS )
#define RIPPLES_CACHEWIDTH_MASK (( RIPPLES_CACHEWIDTH ) - 1 )
#define RIPPLES_TEXSIZE ( RIPPLES_CACHEWIDTH * RIPPLES_CACHEWIDTH )
#define RIPPLES_TEXSIZE_MASK ( RIPPLES_TEXSIZE - 1 )
STATIC_ASSERT( RIPPLES_TEXSIZE == 0x4000, "fix the algorithm to work with custom resolution" );
static struct
{
double time;
double oldtime;
short *curbuf, *oldbuf;
short buf[2][RIPPLES_TEXSIZE];
qboolean update;
uint32_t texture[RIPPLES_TEXSIZE];
int gl_texturenum;
int rippletexturenum;
int texturescale; // not all textures are 128x128, scale the texcoords down
} g_ripple;
static qboolean CheckSkybox( const char *name, char out[6][MAX_STRING] )
{
const char *skybox_ext[3] = { "dds", "tga", "bmp" };
int i, j, num_checked_sides;
char sidename[MAX_VA_STRING];
// search for skybox images
for( i = 0; i < 3; i++ )
{
// check HL-style skyboxes
num_checked_sides = 0;
for( j = 0; j < SKYBOX_MAX_SIDES; j++ )
{
// build side name
Q_snprintf( sidename, sizeof( sidename ), "%s%s.%s", name, r_skyBoxSuffix[j], skybox_ext[i] );
if( gEngfuncs.fsapi->FileExists( sidename, false ))
{
Q_strncpy( out[j], sidename, sizeof( out[j] ));
num_checked_sides++;
}
}
if( num_checked_sides == 6 )
return true; // image exists
// check Q1-style skyboxes
num_checked_sides = 0;
for( j = 0; j < SKYBOX_MAX_SIDES; j++ )
{
// build side name
Q_snprintf( sidename, sizeof( sidename ), "%s_%s.%s", name, r_skyBoxSuffix[j], skybox_ext[i] );
if( gEngfuncs.fsapi->FileExists( sidename, false ))
{
Q_strncpy( out[j], sidename, sizeof( out[j] ));
num_checked_sides++;
}
}
if( num_checked_sides == 6 )
return true; // images exists
}
return false;
}
static 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
==============
*/
static 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 );
}
static 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;
s = bound( 1.0f / 512.0f, s, 511.0f / 512.0f );
t = bound( 1.0f / 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 < SKYBOX_MAX_SIDES; 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( ENGINE_GET_PARM( PARM_SKY_SPHERE ) && 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 < SKYBOX_MAX_SIDES; i++ )
{
if( !tr.skyboxTextures[i] ) continue;
GL_FreeTexture( tr.skyboxTextures[i] );
}
tr.skyboxbasenum = SKYBOX_BASE_NUM; // 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 < SKYBOX_MAX_SIDES; 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 sidenames[6][MAX_STRING];
int i, len;
qboolean 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
len = Q_strlen( loadname );
if( loadname[len - 1] == '_' )
loadname[len - 1] = '\0';
result = CheckSkybox( loadname, sidenames );
// to prevent infinite recursion if default skybox was missed
if( !result && 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 < SKYBOX_MAX_SIDES; i++ )
{
tr.skyboxTextures[i] = GL_LoadTexture( sidenames[i], 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
==============
*/
static 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
=============
*/
static 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
===============
*/
static 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
==============
*/
static 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 = 1.0f / di;
dj = (axis < 4) ? di * 2 : di; //subdivide vertically more than horizontally on skybox sides
qj = 1.0f / 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 < SKYBOX_MAX_SIDES; 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( REF_SOLIDSKY_TEXTURE, &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( REF_ALPHASKY_TEXTURE, &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;
const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS ) && glConfig.context == CONTEXT_TYPE_GL;
if( !warp->polys ) return;
// set the current waveheight
if( r_ripple.value )
waveHeight = 0;
else 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( useQuads )
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( !useQuads )
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];
if( !r_ripple.value )
{
s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
}
else
{
s = os / g_ripple.texturescale;
t = ot / g_ripple.texturescale;
}
s *= ( 1.0f / SUBDIVIDE_SIZE );
t *= ( 1.0f / SUBDIVIDE_SIZE );
pglTexCoord2f( s, t );
pglVertex3f( v[0], v[1], nv );
if( reverse )
v -= VERTEXSIZE;
else v += VERTEXSIZE;
}
if( !useQuads )
pglEnd();
}
if( useQuads )
pglEnd();
GL_SetupFogColorForSurfaces();
}
/*
============================================================
HALF-LIFE SOFTWARE WATER
============================================================
*/
void R_ResetRipples( void )
{
g_ripple.curbuf = g_ripple.buf[0];
g_ripple.oldbuf = g_ripple.buf[1];
g_ripple.time = g_ripple.oldtime = gpGlobals->time - 0.1;
memset( g_ripple.buf, 0, sizeof( g_ripple.buf ));
}
void R_InitRipples( void )
{
rgbdata_t pic = { 0 };
pic.width = pic.height = RIPPLES_CACHEWIDTH;
pic.depth = 1;
pic.flags = IMAGE_HAS_COLOR;
pic.buffer = (byte *)g_ripple.texture;
pic.type = PF_RGBA_32;
pic.size = sizeof( g_ripple.texture );
pic.numMips = 1;
memset( pic.buffer, 0, pic.size );
g_ripple.rippletexturenum = GL_LoadTextureInternal( "*rippletex", &pic, TF_NOMIPMAP );
}
static void R_SwapBufs( void )
{
short *tempbufp = g_ripple.curbuf;
g_ripple.curbuf = g_ripple.oldbuf;
g_ripple.oldbuf = tempbufp;
}
static void R_SpawnNewRipple( int x, int y, short val )
{
#define PIXEL( x, y ) ((( x ) & RIPPLES_CACHEWIDTH_MASK ) + ((( y ) & RIPPLES_CACHEWIDTH_MASK) << 7 ))
g_ripple.oldbuf[PIXEL( x, y )] += val;
val >>= 2;
g_ripple.oldbuf[PIXEL( x + 1, y )] += val;
g_ripple.oldbuf[PIXEL( x - 1, y )] += val;
g_ripple.oldbuf[PIXEL( x, y + 1 )] += val;
g_ripple.oldbuf[PIXEL( x, y - 1 )] += val;
#undef PIXEL
}
static void R_RunRipplesAnimation( const short *oldbuf, short *pbuf )
{
unsigned int i = 0;
for( i = 0; i < RIPPLES_TEXSIZE; i++, pbuf++ )
{
int p = RIPPLES_CACHEWIDTH + i;
int val;
val = ((int)oldbuf[(p - ( RIPPLES_CACHEWIDTH * 2 )) & RIPPLES_TEXSIZE_MASK]
+ (int)oldbuf[(p - ( RIPPLES_CACHEWIDTH + 1 )) & RIPPLES_TEXSIZE_MASK]
+ (int)oldbuf[(p - ( RIPPLES_CACHEWIDTH - 1 )) & RIPPLES_TEXSIZE_MASK]
+ (int)oldbuf[p & RIPPLES_TEXSIZE_MASK]) >> 1;
val -= *pbuf;
*pbuf = (short)val - (short)( val >> 6 );
}
}
static int MostSignificantBit( unsigned int v )
{
#if __GNUC__
return 31 - __builtin_clz( v );
#else
int i;
for( i = 0, v >>= 1; v; v >>= 1, i++ );
return i;
#endif
}
void R_AnimateRipples( void )
{
double frametime = gpGlobals->time - g_ripple.time;
g_ripple.update = r_ripple.value && frametime >= r_ripple_updatetime.value;
if( !g_ripple.update )
return;
g_ripple.time = gpGlobals->time;
R_SwapBufs();
if( g_ripple.time - g_ripple.oldtime > r_ripple_spawntime.value )
{
int x, y, val;
g_ripple.oldtime = g_ripple.time;
x = gEngfuncs.COM_RandomLong( 0, 0x7fff );
y = gEngfuncs.COM_RandomLong( 0, 0x7fff );
val = gEngfuncs.COM_RandomLong( 0, 0x3ff );
R_SpawnNewRipple( x, y, val );
}
R_RunRipplesAnimation( g_ripple.oldbuf, g_ripple.curbuf );
}
void R_UpdateRippleTexParams( void )
{
gl_texture_t *tex = R_GetTexture( g_ripple.rippletexturenum );
GL_Bind( XASH_TEXTURE0, g_ripple.rippletexturenum );
if( gl_texture_nearest.value )
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
else
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
}
void R_UploadRipples( texture_t *image )
{
gl_texture_t *glt;
uint32_t *pixels;
int v, wmask, hmask;
// discard unuseful textures
if( !r_ripple.value || image->width > RIPPLES_CACHEWIDTH || image->width != image->height )
{
GL_Bind( XASH_TEXTURE0, image->gl_texturenum );
return;
}
glt = R_GetTexture( image->gl_texturenum );
if( !glt || !glt->original || !glt->original->buffer || !FBitSet( glt->flags, TF_EXPAND_SOURCE ))
{
GL_Bind( XASH_TEXTURE0, image->gl_texturenum );
return;
}
GL_Bind( XASH_TEXTURE0, g_ripple.rippletexturenum );
// no updates this frame
if( !g_ripple.update && image->gl_texturenum == g_ripple.gl_texturenum )
return;
g_ripple.gl_texturenum = image->gl_texturenum;
g_ripple.texturescale = RIPPLES_CACHEWIDTH / image->width;
pixels = (uint32_t *)glt->original->buffer;
v = MostSignificantBit( image->width );
wmask = image->width - 1;
hmask = image->height - 1;
for( int i = 0; i < RIPPLES_TEXSIZE; i++ )
{
int val = g_ripple.curbuf[i];
int x = ( val >> 4 ) + i;
int y = ( i >> 7 ) - ( val >> 4 );
int pixel = ( x & wmask ) + (( y & hmask ) << ( v & 0x1f )); // ???
g_ripple.texture[i] = pixels[pixel];
}
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, RIPPLES_CACHEWIDTH, RIPPLES_CACHEWIDTH, 0,
GL_RGBA, GL_UNSIGNED_BYTE, g_ripple.texture );
}