xash3d-fwgs/ref_gl/gl_warp.c
Gleb Mazovetskiy 5e0a0765ce Trim all trailing whitespace
The `.editorconfig` file in this repo is configured to trim all trailing
whitespace regardless of whether the line is modified.

Trims all trailing whitespace in the repository to make the codebase easier
to work with in editors that respect `.editorconfig`.

`git blame` becomes less useful on these lines but it already isn't very useful.

Commands:

```
find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
```
2021-01-04 20:55:10 +03:00

828 lines
18 KiB
C

/*
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 ))
const char* r_skyBoxSuffix[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
static const int r_skyTexOrder[6] = { 0, 2, 1, 3, 4, 5 };
static const vec3_t skyclip[6] =
{
{ 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[6][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[6][3] =
{
{ -2, 3, 1 },
{ 2, 3, -1 },
{ 1, 3, 2 },
{ -1, 3, -2 },
{ -2, -1, 3 },
{ -2, 1, -3 }
};
// speed up sin calculations
float r_turbsin[] =
{
#include "warpsin.h"
};
#define SKYBOX_MISSED 0
#define SKYBOX_HLSTYLE 1
#define SKYBOX_Q1STYLE 2
static int CheckSkybox( const char *name )
{
const char *skybox_ext[3] = { "dds", "tga", "bmp" };
int i, j, num_checked_sides;
const char *sidename;
// search for skybox images
for( i = 0; i < 3; i++ )
{
num_checked_sides = 0;
for( j = 0; j < 6; j++ )
{
// build side name
sidename = va( "%s%s.%s", name, r_skyBoxSuffix[j], skybox_ext[i] );
if( gEngfuncs.FS_FileExists( sidename, false ))
num_checked_sides++;
}
if( num_checked_sides == 6 )
return SKYBOX_HLSTYLE; // image exists
for( j = 0; j < 6; j++ )
{
// build side name
sidename = va( "%s_%s.%s", name, r_skyBoxSuffix[j], skybox_ext[i] );
if( gEngfuncs.FS_FileExists( sidename, false ))
num_checked_sides++;
}
if( num_checked_sides == 6 )
return SKYBOX_Q1STYLE; // images exists
}
return SKYBOX_MISSED;
}
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
==============
*/
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 );
}
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;
if( s < 1.0f / 512.0f )
s = 1.0f / 512.0f;
else if( s > 511.0f / 512.0f )
s = 511.0f / 512.0f;
if( t < 1.0f / 512.0f )
t = 1.0f / 512.0f;
else if( t > 511.0f / 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 < 6; 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 < 6; i++ )
{
if( !tr.skyboxTextures[i] ) continue;
GL_FreeTexture( tr.skyboxTextures[i] );
}
tr.skyboxbasenum = 5800; // 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 < 6; 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 sidename[MAX_STRING];
int i, result, len;
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 );
// to prevent infinite recursion if default skybox was missed
if( result == SKYBOX_MISSED && 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 < 6; i++ )
{
if( result == SKYBOX_HLSTYLE )
Q_snprintf( sidename, sizeof( sidename ), "%s%s", loadname, r_skyBoxSuffix[i] );
else Q_snprintf( sidename, sizeof( sidename ), "%s_%s", loadname, r_skyBoxSuffix[i] );
tr.skyboxTextures[i] = GL_LoadTexture( sidename, 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
==============
*/
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
=============
*/
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
===============
*/
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
==============
*/
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 < 6; 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;
#ifndef XASH_GLES
const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS );
#else
const qboolean useQuads = false; // TODO: figure out why
#endif
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)(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];
s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
s *= ( 1.0f / SUBDIVIDE_SIZE );
t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
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();
}