mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-22 18:07:09 +01:00
370 lines
6.2 KiB
C
370 lines
6.2 KiB
C
/*
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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 "gl_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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/*
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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 TriRenderMode( int mode )
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{
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ds.renderMode = mode;
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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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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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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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}
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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 TriBegin( int mode )
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{
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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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}
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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 TriEnd( void )
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{
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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 _TriColor4f( float r, float g, float b, float a )
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{
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pglColor4f( r, g, b, a );
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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 _TriColor4ub( byte r, byte g, byte b, byte a )
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{
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pglColor4ub( r, g, b, a );
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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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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( ds.renderMode == kRenderTransAlpha )
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TriColor4ub( r * 255.9f, g * 255.9f, b * 255.9f, 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 TriTexCoord2f( float u, float v )
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{
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pglTexCoord2f( u, v );
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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 TriVertex3fv( const float *v )
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{
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pglVertex3fv( v );
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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 TriVertex3f( float x, float y, float z )
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{
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pglVertex3f( x, y, z );
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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 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 TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
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{
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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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glState.isFogEnabled = 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.fogColor[3] = 1.0f;
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RI.fogStart = flStart;
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RI.fogEnd = flEnd;
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if( RI.fogDensity > 0.0f )
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{
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pglFogi( GL_FOG_MODE, GL_EXP2 );
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pglFogf( GL_FOG_DENSITY, RI.fogDensity );
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}
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else
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{
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pglFogi( GL_FOG_MODE, GL_LINEAR );
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RI.fogSkybox = true;
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}
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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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}
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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 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 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 TriCullFace( TRICULLSTYLE mode )
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{
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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( glMode );
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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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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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