Paranoia2_original/cl_dll/render/gl_cubemaps.cpp

228 lines
4.8 KiB
C++

/*
gl_cubemaps.cpp - tools for cubemaps search & handling
Copyright (C) 2016 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 "hud.h"
#include "cl_util.h"
#include "const.h"
#include "com_model.h"
#include "ref_params.h"
#include "gl_local.h"
#include "gl_decals.h"
#include <mathlib.h>
#include "gl_world.h"
/*
=================
CL_FindNearestCubeMap
find the nearest cubemap for a given point
=================
*/
void CL_FindNearestCubeMap( const Vector &pos, mcubemap_t **result )
{
if( !result ) return;
float maxDist = 99999.0f;
*result = NULL;
for( int i = 0; i < world->num_cubemaps; i++ )
{
mcubemap_t *check = &world->cubemaps[i];
float dist = VectorDistance( check->origin, pos );
if( dist < maxDist )
{
*result = check;
maxDist = dist;
}
}
if( !*result )
{
// this may happens if map
// doesn't have any cubemaps
*result = &world->defaultCubemap;
}
}
/*
=================
CL_FindNearestCubeMapForSurface
find the nearest cubemap on front of plane
=================
*/
void CL_FindNearestCubeMapForSurface( const Vector &pos, const msurface_t *surf, mcubemap_t **result )
{
if( !result ) return;
float maxDist = 99999.0f;
mplane_t plane;
*result = NULL;
plane = *surf->plane;
if( FBitSet( surf->flags, SURF_PLANEBACK ))
{
plane.normal = -plane.normal;
plane.dist = -plane.dist;
}
for( int i = 0; i < world->num_cubemaps; i++ )
{
mcubemap_t *check = &world->cubemaps[i];
float dist = VectorDistance( check->origin, pos );
if( dist < maxDist && PlaneDiff( check->origin, &plane ) >= 0.0f )
{
*result = check;
maxDist = dist;
}
}
if( *result ) return;
// fallback to default method
CL_FindNearestCubeMap( pos, result );
}
/*
=================
CL_FindTwoNearestCubeMap
find the two nearest cubemaps for a given point
=================
*/
void CL_FindTwoNearestCubeMap( const Vector &pos, mcubemap_t **result1, mcubemap_t **result2 )
{
if( !result1 || !result2 )
return;
float maxDist1 = 99999.0f;
float maxDist2 = 99999.0f;
*result1 = *result2 = NULL;
for( int i = 0; i < world->num_cubemaps; i++ )
{
mcubemap_t *check = &world->cubemaps[i];
float dist = VectorDistance( check->origin, pos );
if( dist < maxDist1 )
{
*result1 = check;
maxDist1 = dist;
}
else if( dist < maxDist2 && dist > maxDist1 )
{
*result2 = check;
maxDist2 = dist;
}
}
if( !*result1 )
{
// this may happens if map
// doesn't have any cubemaps
*result1 = &world->defaultCubemap;
}
if( !*result2 )
{
// this may happens if map
// doesn't have any cubemaps
*result2 = *result1;
}
}
/*
=================
CL_FindTwoNearestCubeMapForSurface
find the two nearest cubemaps on front of plane
=================
*/
void CL_FindTwoNearestCubeMapForSurface( const Vector &pos, const msurface_t *surf, mcubemap_t **result1, mcubemap_t **result2 )
{
if( !result1 || !result2 ) return;
float maxDist1 = 99999.0f;
float maxDist2 = 99999.0f;
mplane_t plane;
*result1 = NULL;
*result2 = NULL;
plane = *surf->plane;
if( FBitSet( surf->flags, SURF_PLANEBACK ))
{
plane.normal = -plane.normal;
plane.dist = -plane.dist;
}
for( int i = 0; i < world->num_cubemaps; i++ )
{
mcubemap_t *check = &world->cubemaps[i];
float dist = VectorDistance( check->origin, pos );
if( dist < maxDist1 && PlaneDiff( check->origin, &plane ) >= 0.0f )
{
*result1 = check;
maxDist1 = dist;
}
else if( dist < maxDist2 && dist > maxDist1 )
{
*result2 = check;
maxDist2 = dist;
}
}
if( *result1 )
{
if( !*result2 )
*result2 = *result1;
return;
}
// fallback to default method
CL_FindTwoNearestCubeMap( pos, result1, result2 );
}
/*
=================
CL_BuildCubemaps_f
force to rebuilds all the cubemaps
in the scene
=================
*/
void CL_BuildCubemaps_f( void )
{
mcubemap_t *m = &world->defaultCubemap;
FREE_TEXTURE( m->texture );
m->valid = m->texture = false;
for( int i = 0; i < world->num_cubemaps; i++ )
{
mcubemap_t *m = &world->cubemaps[i];
FREE_TEXTURE( m->texture );
m->valid = m->texture = false;
}
if( FBitSet( world->features, WORLD_HAS_SKYBOX ))
world->build_default_cubemap = true;
world->rebuilding_cubemaps = CMREBUILD_CHECKING;
world->loading_cubemaps = true;
}