mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-12-27 11:16:43 +01:00
496 lines
8.9 KiB
C
496 lines
8.9 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 "r_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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finalvert_t triv[3];
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int vertcount, n;
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int mode;
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short s,t;
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uint light;
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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 GAME_EXPORT TriRenderMode( int mode )
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{
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ds.renderMode = vid.rendermode = mode;
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#if 0
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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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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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#endif
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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 GAME_EXPORT TriBegin( int mode1 )
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{
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#if 0
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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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#endif
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if( mode1 == TRI_QUADS )
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mode1 = TRI_TRIANGLE_FAN;
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mode = mode1;
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n = vertcount = 0;
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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 GAME_EXPORT TriEnd( void )
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{
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//if( vertcount == 3 )
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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 GAME_EXPORT _TriColor4f( float rr, float gg, float bb, float aa )
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{
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//pglColor4f( r, g, b, a );
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unsigned short r,g,b;
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unsigned int major, minor;
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if( vid.rendermode == kRenderTransAdd || vid.rendermode == kRenderGlow )
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rr *= aa, gg *= aa, bb *= aa;
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//gEngfuncs.Con_Printf("%d\n", vid.alpha);
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light = (rr + gg + bb) * 31 / 3;
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if( light > 31 )
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light = 31;
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if( !vid.is2d && vid.rendermode == kRenderNormal )
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return;
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vid.alpha = aa * 7;
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if( vid.alpha > 7 )
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vid.alpha = 7;
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if( rr == 1 && gg == 1 && bb == 1 )
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{
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vid.color = COLOR_WHITE;
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return;
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}
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r = rr * 31, g = gg * 63, b = bb * 31;
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if( r > 31 )
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r = 31;
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if( g > 63 )
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g = 63;
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if( b > 31 )
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b = 31;
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major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2)));
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// save minor GBRGBRGB
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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);
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vid.color = major << 8 | (minor & 0xFF);
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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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TriColor4ub
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=============
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*/
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void GAME_EXPORT _TriColor4ub( byte r, byte g, byte b, byte a )
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{
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_TriColor4f( r * (1.0f / 255.0f),
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g * (1.0f / 255.0f),
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b * (1.0f / 255.0f),
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a * (1.0f / 255.0f));
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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( a < 0.5 )
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// a = 1;
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if( ds.renderMode == kRenderTransAlpha )
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TriColor4ub( r * 255.0f, g * 255.0f, b * 255.0f, 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 GAME_EXPORT TriTexCoord2f( float u, float v )
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{
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double u1 = 0, v1 = 0;
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u = fmodf(u, 10);
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v = fmodf(v, 10);
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if( u < 1000 && u > -1000 )
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u1 = u;
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if( v < 1000 && v > -1000 )
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v1 = v;
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while( u1 < 0 )
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u1 = u1 + 1;
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while( v1 < 0 )
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v1 = v1 + 1;
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while( u1 > 1 )
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u1 = u1 - 1;
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while( v1 > 1 )
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v1 = v1 - 1;
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s = r_affinetridesc.skinwidth * bound(0.01,u1,0.99);
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t = r_affinetridesc.skinheight * bound(0.01,v1,0.99);
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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 GAME_EXPORT TriVertex3fv( const float *v )
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{
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//pglVertex3fv( v );
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TriVertex3f( v[0], v[1], v[2] );
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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 GAME_EXPORT TriVertex3f( float x, float y, float z )
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{
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if( mode == TRI_TRIANGLES )
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{
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R_SetupFinalVert( &triv[vertcount], x, y, z, light << 8,s,t);
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vertcount++;
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if( vertcount == 3 )
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{
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R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
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//R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
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vertcount = 0;
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}
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}
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if( mode == TRI_TRIANGLE_FAN )
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{
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R_SetupFinalVert( &triv[vertcount], x, y, z, light << 8,s,t);
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vertcount++;
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if( vertcount >= 3 )
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{
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R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
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//R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
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triv[1] = triv[2];
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vertcount = 2;
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}
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}
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if( mode == TRI_TRIANGLE_STRIP )
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{
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R_SetupFinalVert( &triv[n], x, y, z, light << 8,s,t);
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n++;
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vertcount++;
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if( n == 3 )
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n = 0;
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if (vertcount >= 3)
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{
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if( vertcount & 1 )
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R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
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else
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R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
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}
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}
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#if 0
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if( mode == TRI_TRIANGLE_STRIP )
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{
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R_SetupFinalVert( &triv[vertcount], x, y, z, 0,s,t);
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vertcount++;
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if( vertcount == 3 )
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{
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R_RenderTriangle( triv );
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finalvert_t fv = triv[0];
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triv[0] = triv[2];
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triv[2] = fv;
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R_RenderTriangle( triv );
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fv = triv[0];
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triv[0] = triv[2];
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triv[2] = fv;
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triv[0] = triv[1];
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triv[1] = triv[2];
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vertcount = 2;
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}
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}
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#endif
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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 GAME_EXPORT TriWorldToScreen( const float *world, float *screen )
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{
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return R_WorldToScreen( world, screen );
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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 GAME_EXPORT TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
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{
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#if 0
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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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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.fogStart = flStart;
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RI.fogColor[3] = 1.0f;
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RI.fogDensity = 0.0f;
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RI.fogSkybox = true;
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RI.fogEnd = flEnd;
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pglFogi( GL_FOG_MODE, GL_LINEAR );
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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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#endif
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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 GAME_EXPORT 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 GAME_EXPORT 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 GAME_EXPORT TriCullFace( TRICULLSTYLE mode )
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{
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#if 0
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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( mode );
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#endif
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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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//if( brightness < 0.5 )
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// brightness = 1; //0.5;
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//ds.triRGBA[3] = 1;
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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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