/* 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 "gl_local.h" #include "const.h" static struct { int renderMode; // override kRenderMode from TriAPI vec4_t triRGBA; } ds; /* =============================================================== TRIAPI IMPLEMENTATION =============================================================== */ /* ============= TriRenderMode set rendermode ============= */ void TriRenderMode( int mode ) { ds.renderMode = mode; 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: pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE ); pglEnable( GL_BLEND ); pglDepthMask( GL_FALSE ); break; } } /* ============= TriBegin begin triangle sequence ============= */ void TriBegin( int mode ) { 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 ); } /* ============= TriEnd draw triangle sequence ============= */ void TriEnd( void ) { pglEnd( ); } /* ============= _TriColor4f ============= */ void _TriColor4f( float r, float g, float b, float a ) { pglColor4f( r, g, b, a ); } /* ============= _TriColor4f ============= */ void _TriColor4ub( byte r, byte g, byte b, byte a ) { pglColor4ub( r, g, b, a ); } /* ============= 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 ); } /* ================= TriColor4f ================= */ void TriColor4f( float r, float g, float b, float a ) { if( ds.renderMode == kRenderTransAlpha ) TriColor4ub( r * 255.9f, g * 255.9f, b * 255.9f, 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 TriTexCoord2f( float u, float v ) { pglTexCoord2f( u, v ); } /* ============= TriVertex3fv ============= */ void TriVertex3fv( const float *v ) { pglVertex3fv( v ); } /* ============= TriVertex3f ============= */ void TriVertex3f( float x, float y, float z ) { pglVertex3f( x, y, z ); } /* ============= TriWorldToScreen convert world coordinates (x,y,z) into screen (x, y) ============= */ int TriWorldToScreen( const float *world, float *screen ) { int retval; retval = R_WorldToScreen( world, screen ); screen[0] = 0.5f * screen[0] * (float)RI.viewport[2]; screen[1] = -0.5f * screen[1] * (float)RI.viewport[3]; screen[0] += 0.5f * (float)RI.viewport[2]; screen[1] += 0.5f * (float)RI.viewport[3]; return retval; } /* ============= 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 TriFog( float flFogColor[3], float flStart, float flEnd, int bOn ) { // overrided by internal fog if( RI.fogEnabled ) return; RI.fogCustom = bOn; // check for invalid parms if( flEnd <= flStart ) { glState.isFogEnabled = 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.fogColor[3] = 1.0f; RI.fogStart = flStart; RI.fogEnd = flEnd; if( RI.fogDensity > 0.0f ) { pglFogi( GL_FOG_MODE, GL_EXP2 ); pglFogf( GL_FOG_DENSITY, RI.fogDensity ); } else { pglFogi( GL_FOG_MODE, GL_LINEAR ); RI.fogSkybox = true; } pglFogfv( GL_FOG_COLOR, RI.fogColor ); pglFogf( GL_FOG_START, RI.fogStart ); pglFogf( GL_FOG_END, RI.fogEnd ); pglHint( GL_FOG_HINT, GL_NICEST ); } /* ============= TriGetMatrix very strange export ============= */ void TriGetMatrix( const int pname, float *matrix ) { pglGetFloatv( pname, matrix ); } /* ============= TriForParams ============= */ void TriFogParams( float flDensity, int iFogSkybox ) { RI.fogDensity = flDensity; RI.fogSkybox = iFogSkybox; } /* ============= TriCullFace ============= */ void TriCullFace( TRICULLSTYLE mode ) { int glMode; switch( mode ) { case TRI_FRONT: glMode = GL_FRONT; break; default: glMode = GL_NONE; break; } GL_Cull( glMode ); } /* ============= TriBrightness ============= */ void TriBrightness( float brightness ) { float r, g, b; 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 ); }