/* 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 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; float texturescale; // not all textures are 128x128, scale the texcoords down } g_ripple; 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( "%s: MAX_CLIP_VERTS\n", __func__ ); 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]; glpoly2_t *p; float *v; int i; if( FBitSet( tr.world->flags, FWORLD_SKYSPHERE ) && fa->polys && !FBitSet( tr.world->flags, FWORLD_CUSTOM_SKYBOX )) { glpoly2_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 )); ClearBits( tr.world->flags, FWORLD_CUSTOM_SKYBOX ); } /* ============== 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(); } //============================================================================== // // 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( const vec3_t v, float speed, float *s, float *t ) { float length, speedscale; vec3_t dir; speedscale = gp_cl->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( const float *verts ) { const float *v; float s, t; int i; GL_SetRenderMode( kRenderNormal ); GL_Bind( XASH_TEXTURE0, tr.solidskyTexture ); pglBegin( GL_QUADS ); for( i = 0, v = verts; 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 = verts; 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 final_verts[4][VERTEXSIZE]; float di, qi, dj, qj; vec3_t vup, vright; vec3_t temp, temp2; 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 ); 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, final_verts[0] ); VectorScale( vup, qj, temp ); VectorAdd( final_verts[0], temp, final_verts[1] ); VectorScale( vright, qi, temp ); VectorAdd( final_verts[1], temp, final_verts[2] ); VectorAdd( final_verts[0], temp, final_verts[3] ); R_CloudDrawPoly( final_verts[0] ); } } } /* ============== 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 ); } /* ============= 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; glpoly2_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( 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)(gp_cl->time * 160.0f + v[1] + v[0]) & 255] + 8.0f; nv = (r_turbsin[(int)(v[0] * 5.0f + gp_cl->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 + gp_cl->time) * TURBSCALE) & 255]; t = ot + r_turbsin[(int)((os * 0.125f + gp_cl->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 = gp_cl->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|TF_ALLOW_NEAREST ); } 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 ) { size_t i = 0; const int w = RIPPLES_CACHEWIDTH; const int m = RIPPLES_TEXSIZE_MASK; for( i = w; i < m + w; i++, pbuf++ ) { *pbuf = ( ( (int)oldbuf[( i - ( w * 2 )) & m] + (int)oldbuf[( i - ( w + 1 )) & m] + (int)oldbuf[( i - ( w - 1 )) & m] + (int)oldbuf[( i ) & m]) >> 1 ) - (int)*pbuf; *pbuf -= ( *pbuf >> 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 = gp_cl->time - g_ripple.time; g_ripple.update = r_ripple.value && frametime >= r_ripple_updatetime.value; if( !g_ripple.update ) return; g_ripple.time = gp_cl->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 = rand() & 0x7fff; y = rand() & 0x7fff; val = rand() & 0x3ff; R_SpawnNewRipple( x, y, val ); } R_RunRipplesAnimation( g_ripple.oldbuf, g_ripple.curbuf ); } void R_UploadRipples( texture_t *image ) { gl_texture_t *glt; uint32_t *pixels; int wbits, wmask, wshft; int y; // 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; if( r_ripple.value == 1.0f ) { g_ripple.texturescale = Q_max( 1.0f, image->width / 64.0f ); } else { g_ripple.texturescale = 1.0f; } pixels = (uint32_t *)glt->original->buffer; wbits = MostSignificantBit( image->width ); wshft = 7 - wbits; wmask = image->width - 1; for( y = 0; y < image->height; y++ ) { int ry = y << ( 7 + wshft ); int x; for( x = 0; x < image->width; x++ ) { int rx = x << wshft; int val = g_ripple.curbuf[ry + rx] >> 4; int py = (y - val) & wmask; int px = (x + val) & wmask; int p = ( py << wbits ) + px; g_ripple.texture[(y << wbits) + x] = pixels[p]; } } pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->width, 0, GL_RGBA, GL_UNSIGNED_BYTE, g_ripple.texture ); }