mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-15 13:41:33 +01:00
496 lines
8.9 KiB
C
496 lines
8.9 KiB
C
/*
|
|
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 "r_local.h"
|
|
#include "const.h"
|
|
|
|
static struct
|
|
{
|
|
int renderMode; // override kRenderMode from TriAPI
|
|
vec4_t triRGBA;
|
|
} ds;
|
|
|
|
finalvert_t triv[3];
|
|
int vertcount, n;
|
|
int mode;
|
|
short s,t;
|
|
uint light;
|
|
|
|
/*
|
|
===============================================================
|
|
|
|
TRIAPI IMPLEMENTATION
|
|
|
|
===============================================================
|
|
*/
|
|
/*
|
|
=============
|
|
TriRenderMode
|
|
|
|
set rendermode
|
|
=============
|
|
*/
|
|
void GAME_EXPORT TriRenderMode( int mode )
|
|
{
|
|
ds.renderMode = vid.rendermode = mode;
|
|
#if 0
|
|
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:
|
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
|
|
pglEnable( GL_BLEND );
|
|
pglDepthMask( GL_FALSE );
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriBegin
|
|
|
|
begin triangle sequence
|
|
=============
|
|
*/
|
|
void GAME_EXPORT TriBegin( int mode1 )
|
|
{
|
|
#if 0
|
|
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 );
|
|
#endif
|
|
if( mode1 == TRI_QUADS )
|
|
mode1 = TRI_TRIANGLE_FAN;
|
|
mode = mode1;
|
|
vertcount = n = vertcount = 0;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriEnd
|
|
|
|
draw triangle sequence
|
|
=============
|
|
*/
|
|
void GAME_EXPORT TriEnd( void )
|
|
{
|
|
//if( vertcount == 3 )
|
|
//pglEnd( );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
_TriColor4f
|
|
|
|
=============
|
|
*/
|
|
void GAME_EXPORT _TriColor4f( float rr, float gg, float bb, float aa )
|
|
{
|
|
//pglColor4f( r, g, b, a );
|
|
unsigned short r,g,b;
|
|
unsigned int major, minor;
|
|
|
|
if( vid.rendermode == kRenderTransAdd || vid.rendermode == kRenderGlow )
|
|
rr *= aa, gg *= aa, bb *= aa;
|
|
|
|
//gEngfuncs.Con_Printf("%d\n", vid.alpha);
|
|
|
|
light = (rr + gg + bb) * 31 / 3;
|
|
if( light > 31 )
|
|
light = 31;
|
|
|
|
if( !vid.is2d && vid.rendermode == kRenderNormal )
|
|
return;
|
|
|
|
vid.alpha = aa * 7;
|
|
if( vid.alpha > 7 )
|
|
vid.alpha = 7;
|
|
|
|
if( rr == 1 && gg == 1 && bb == 1 )
|
|
{
|
|
vid.color = COLOR_WHITE;
|
|
return;
|
|
}
|
|
r = rr * 31, g = gg * 63, b = bb * 31;
|
|
if( r > 31 )
|
|
r = 31;
|
|
if( g > 63 )
|
|
g = 63;
|
|
if( b > 31 )
|
|
b = 31;
|
|
|
|
|
|
major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2)));
|
|
|
|
// save minor GBRGBRGB
|
|
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);
|
|
|
|
vid.color = major << 8 | (minor & 0xFF);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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 );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriColor4ub
|
|
|
|
=============
|
|
*/
|
|
void GAME_EXPORT _TriColor4ub( byte r, byte g, byte b, byte a )
|
|
{
|
|
_TriColor4f( r * (1.0f / 255.0f),
|
|
g * (1.0f / 255.0f),
|
|
b * (1.0f / 255.0f),
|
|
a * (1.0f / 255.0f));
|
|
}
|
|
|
|
/*
|
|
=================
|
|
TriColor4f
|
|
=================
|
|
*/
|
|
void TriColor4f( float r, float g, float b, float a )
|
|
{
|
|
//if( a < 0.5 )
|
|
// a = 1;
|
|
if( ds.renderMode == kRenderTransAlpha )
|
|
TriColor4ub( r * 255.0f, g * 255.0f, b * 255.0f, 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 GAME_EXPORT TriTexCoord2f( float u, float v )
|
|
{
|
|
double u1 = 0, v1 = 0;
|
|
u = fmodf(u, 10);
|
|
v = fmodf(v, 10);
|
|
if( u < 1000 && u > -1000 )
|
|
u1 = u;
|
|
if( v < 1000 && v > -1000 )
|
|
v1 = v;
|
|
while( u1 < 0 )
|
|
u1 = u1 + 1;
|
|
while( v1 < 0 )
|
|
v1 = v1 + 1;
|
|
|
|
while( u1 > 1 )
|
|
u1 = u1 - 1;
|
|
while( v1 > 1 )
|
|
v1 = v1 - 1;
|
|
|
|
|
|
s = r_affinetridesc.skinwidth * bound(0.01,u1,0.99);
|
|
t = r_affinetridesc.skinheight * bound(0.01,v1,0.99);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriVertex3fv
|
|
|
|
=============
|
|
*/
|
|
void GAME_EXPORT TriVertex3fv( const float *v )
|
|
{
|
|
//pglVertex3fv( v );
|
|
TriVertex3f( v[0], v[1], v[2] );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriVertex3f
|
|
|
|
=============
|
|
*/
|
|
void GAME_EXPORT TriVertex3f( float x, float y, float z )
|
|
{
|
|
if( mode == TRI_TRIANGLES )
|
|
{
|
|
R_SetupFinalVert( &triv[vertcount], x, y, z, light << 8,s,t);
|
|
vertcount++;
|
|
if( vertcount == 3 )
|
|
{
|
|
R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
|
|
//R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
|
|
vertcount = 0;
|
|
}
|
|
}
|
|
if( mode == TRI_TRIANGLE_FAN )
|
|
{
|
|
R_SetupFinalVert( &triv[vertcount], x, y, z, light << 8,s,t);
|
|
vertcount++;
|
|
if( vertcount >= 3 )
|
|
{
|
|
R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
|
|
//R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
|
|
triv[1] = triv[2];
|
|
vertcount = 2;
|
|
}
|
|
}
|
|
if( mode == TRI_TRIANGLE_STRIP )
|
|
{
|
|
R_SetupFinalVert( &triv[n], x, y, z, light << 8,s,t);
|
|
n++;
|
|
vertcount++;
|
|
if( n == 3 )
|
|
n = 0;
|
|
if (vertcount >= 3)
|
|
{
|
|
if( vertcount & 1 )
|
|
R_RenderTriangle( &triv[0], &triv[1], &triv[2] );
|
|
else
|
|
R_RenderTriangle( &triv[2], &triv[1], &triv[0] );
|
|
}
|
|
}
|
|
#if 0
|
|
if( mode == TRI_TRIANGLE_STRIP )
|
|
{
|
|
R_SetupFinalVert( &triv[vertcount], x, y, z, 0,s,t);
|
|
vertcount++;
|
|
if( vertcount == 3 )
|
|
{
|
|
|
|
R_RenderTriangle( triv );
|
|
finalvert_t fv = triv[0];
|
|
|
|
triv[0] = triv[2];
|
|
triv[2] = fv;
|
|
R_RenderTriangle( triv );
|
|
fv = triv[0];
|
|
triv[0] = triv[2];
|
|
triv[2] = fv;
|
|
triv[0] = triv[1];
|
|
triv[1] = triv[2];
|
|
vertcount = 2;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriWorldToScreen
|
|
|
|
convert world coordinates (x,y,z) into screen (x, y)
|
|
=============
|
|
*/
|
|
int GAME_EXPORT TriWorldToScreen( const float *world, float *screen )
|
|
{
|
|
return R_WorldToScreen( world, screen );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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 GAME_EXPORT TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
|
|
{
|
|
#if 0
|
|
// overrided by internal fog
|
|
if( RI.fogEnabled ) return;
|
|
RI.fogCustom = bOn;
|
|
|
|
// check for invalid parms
|
|
if( flEnd <= flStart )
|
|
{
|
|
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.fogStart = flStart;
|
|
RI.fogColor[3] = 1.0f;
|
|
RI.fogDensity = 0.0f;
|
|
RI.fogSkybox = true;
|
|
RI.fogEnd = flEnd;
|
|
|
|
pglFogi( GL_FOG_MODE, GL_LINEAR );
|
|
pglFogfv( GL_FOG_COLOR, RI.fogColor );
|
|
pglFogf( GL_FOG_START, RI.fogStart );
|
|
pglFogf( GL_FOG_END, RI.fogEnd );
|
|
pglHint( GL_FOG_HINT, GL_NICEST );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriGetMatrix
|
|
|
|
very strange export
|
|
=============
|
|
*/
|
|
void GAME_EXPORT TriGetMatrix( const int pname, float *matrix )
|
|
{
|
|
//pglGetFloatv( pname, matrix );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriForParams
|
|
|
|
=============
|
|
*/
|
|
void GAME_EXPORT TriFogParams( float flDensity, int iFogSkybox )
|
|
{
|
|
//RI.fogDensity = flDensity;
|
|
//RI.fogSkybox = iFogSkybox;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriCullFace
|
|
|
|
=============
|
|
*/
|
|
void GAME_EXPORT TriCullFace( TRICULLSTYLE mode )
|
|
{
|
|
#if 0
|
|
int glMode;
|
|
|
|
switch( mode )
|
|
{
|
|
case TRI_FRONT:
|
|
glMode = GL_FRONT;
|
|
break;
|
|
default:
|
|
glMode = GL_NONE;
|
|
break;
|
|
}
|
|
|
|
GL_Cull( mode );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TriBrightness
|
|
=============
|
|
*/
|
|
void TriBrightness( float brightness )
|
|
{
|
|
float r, g, b;
|
|
|
|
//if( brightness < 0.5 )
|
|
// brightness = 1; //0.5;
|
|
//ds.triRGBA[3] = 1;
|
|
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 );
|
|
}
|
|
|