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gl_renderworld.cpp
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gl_renderworld.cpp
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/*
Copyright (C) 1996-1997 Id Software, Inc.
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 2
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//code written by Dr Labman ([email protected])
//world brush related drawing code
#include "quakedef.h"
#include "Texture.h"
typedef struct glRect_s {
unsigned char l, t, w, h;
} glRect_t;
//world texture chains
extern msurface_t *skychain;
extern msurface_t *waterchain;
extern msurface_t *extrachain;
extern msurface_t *outlinechain;
#define BLOCK_WIDTH 128
#define BLOCK_HEIGHT 128
#define MAX_LIGHTMAPS 1024
extern bool lightmap_modified[MAX_LIGHTMAPS];
extern glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
extern byte lightmaps[4 * MAX_LIGHTMAPS*BLOCK_WIDTH*BLOCK_HEIGHT];
extern int lightmap_textures[];
void R_RenderDynamicLightmaps(msurface_t *fa);
void R_DrawExtraChains(msurface_t *extrachain);
void Surf_DrawExtraChainsFour(msurface_t *extrachain);
/*
Thoughts about code
Textures to draw on a surface:
Normal, Lightmap, Detail (semi optional)
Optional textures:
Caustic, Shiny, Fullbright
Other surfaces:
Water, Sky
4 TMU's
2 pass system
first pass:
Normal, Lightmap, Fullbright, Detail
second pass:
caustics 1, caustics 2, Shiny Glass, Shiny Metal
Needs to be replaced with a system to compress passes together
IE: shiny glass and shiny metal currently wont be used together
so if there is no fullbright or detail is turned off they could be added into that stage
To make changing order easier each texture type should have a enable and disable function
also because caustics need a diffrent texture coord system (ie scrolling) there should be some option for that
*/
__inline void Surf_EnableNormal() {
//just uses normal modulate
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
__inline void Surf_EnableLightmap() {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 4.0);
}
__inline void Surf_EnableFullbright() {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
}
__inline void Surf_EnableDetail() {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0);
}
__inline void Surf_EnableShiny() {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
__inline void Surf_EnableExtra() {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
__inline void Surf_EnableCaustic() {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
__inline void Surf_Reset() {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
void Surf_Outline(msurface_t *surfchain) {
glColor4f(0, 0, 0, 1);
Surf_EnableNormal();
glBindTexture(GL_TEXTURE_2D, 0);
glCullFace(GL_BACK);
glPolygonMode(GL_FRONT, GL_LINE);
glLineWidth(5.5f);
glEnable(GL_LINE_SMOOTH);
for (msurface_t *s = surfchain; s;) {
// Outline the polys
glBegin(GL_POLYGON);
float *v = s->polys->verts[0];
for (int k = 0; k < s->polys->numverts; k++, v += VERTEXSIZE) {
glVertex3fv(v);
}
glEnd();
msurface_t *removelink = s;
s = s->outline;
removelink->outline = NULL;
}
glColor4f(1, 1, 1, 1);
glCullFace(GL_FRONT);
glPolygonMode(GL_FRONT, GL_FILL);
Surf_Reset();
}
extern void UpdateLightmap(int texNum);
void PreUpdateLightmaps(model_t *model) {
// Ok now we are ready to draw the texture chains
glActiveTexture(GL_TEXTURE0_ARB);
for (int i = 0; i < model->numtextures; i++) {
// if there's no chain go to next.
// saves binding the textures if they aren't used.
if (!model->textures[i] || !model->textures[i]->texturechain)
continue;
for (msurface_t *s = model->textures[i]->texturechain; s; s = s->texturechain) {
// Update lightmap now
R_RenderDynamicLightmaps(s);
glBindTexture(GL_TEXTURE_2D, lightmap_textures[s->lightmaptexturenum]);
// Upload changes
UpdateLightmap(s->lightmaptexturenum);
}
}
}
void Surf_DrawTextureChainsFour(model_t *model) {
int detail;
extern int detailtexture;
float *v;
texture_t *t;
//Draw the sky chains first so they can have depth on...
//draw the sky
R_DrawSkyChain(skychain);
skychain = NULL;
//always a normal texture, so enable tmu
glActiveTexture(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
Surf_EnableNormal();
if (!r_fullbright.getBool()) {
//always a lightmap, so enable tmu
glActiveTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
Surf_EnableLightmap();
}
//could be a fullbright, just setup for them
glActiveTexture(GL_TEXTURE2_ARB);
Surf_EnableFullbright();
if (gl_detail.getBool()) {
GL_EnableTMU(GL_TEXTURE3_ARB);
glBindTexture(GL_TEXTURE_2D, detailtexture);
Surf_EnableDetail();
detail = true;
} else {
detail = false;
}
PreUpdateLightmaps(model);
//ok now we are ready to draw the texture chains
for (int i = 0; i < model->numtextures; i++) {
//if theres no chain go to next.
//saves binding the textures if they arnt used.
if (!model->textures[i] || !model->textures[i]->texturechain)
continue;
//work out what texture we need if its animating texture
t = R_TextureAnimation(model->textures[i]->texturechain->texinfo->texture);
// Binds world to texture unit 0
glActiveTexture(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, t->gl_texturenum);
if (t->gl_fullbright != 0) {
//if there is a fullbright texture then bind it to TMU2
glActiveTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, t->gl_fullbright);
}
glActiveTexture(GL_TEXTURE1_ARB);
for (msurface_t *s = model->textures[i]->texturechain; s;) {
// Select the right lightmap
glBindTexture(GL_TEXTURE_2D, lightmap_textures[s->lightmaptexturenum]);
// Draw the polys
glBegin(GL_POLYGON);
v = s->polys->verts[0];
for (int k = 0; k < s->polys->numverts; k++, v += VERTEXSIZE) {
glMultiTexCoord2f(GL_TEXTURE0_ARB, v[3], v[4]);
glMultiTexCoord2f(GL_TEXTURE1_ARB, v[5], v[6]);
if (t->gl_fullbright)
glMultiTexCoord2f(GL_TEXTURE2_ARB, v[3], v[4]);
if (detail)
glMultiTexCoord2f(GL_TEXTURE3_ARB, v[7]*18, v[8]*18);
glVertex3fv(v);
}
glEnd();
msurface_t *removelink = s;
s = s->texturechain;
removelink->texturechain = NULL;
}
if (t->gl_fullbright != 0) {
//if there was a fullbright disable the TMU now
GL_DisableTMU(GL_TEXTURE2_ARB);
}
model->textures[i]->texturechain = NULL;
}
// Disable detail texture
if (detail) {
GL_DisableTMU(GL_TEXTURE3_ARB);
Surf_Reset();
}
// Disable fullbright texture
GL_DisableTMU(GL_TEXTURE2_ARB);
Surf_Reset();
// Disable lightmaps
GL_DisableTMU(GL_TEXTURE1_ARB);
Surf_Reset();
glActiveTexture(GL_TEXTURE0_ARB);
Surf_Reset();
if (r_outline.getBool()) {
Surf_Outline(outlinechain);
outlinechain = NULL;
}
//draw the extra polys (caustics, metal, glass)
Surf_DrawExtraChainsFour(extrachain);
extrachain = NULL;
//draw the water
R_DrawWaterChain(waterchain);
waterchain = NULL;
}
void Surf_DrawExtraChainsFour(msurface_t *extrachain) {
bool caustic = false, shiny_metal = false, shiny_glass = false;
//the first water caustic
GL_DisableTMU(GL_TEXTURE0_ARB);
Surf_EnableCaustic();
glBindTexture(GL_TEXTURE_2D, TextureManager::underwatertexture);
//the second water caustic
glActiveTexture(GL_TEXTURE1_ARB);
Surf_EnableCaustic();
glBindTexture(GL_TEXTURE_2D, TextureManager::underwatertexture);
//the glass shiny texture
glActiveTexture(GL_TEXTURE2_ARB);
Surf_EnableShiny();
glBindTexture(GL_TEXTURE_2D, TextureManager::shinetex_glass);
//the metal shiny texture
glActiveTexture(GL_TEXTURE3_ARB);
Surf_EnableShiny();
glBindTexture(GL_TEXTURE_2D, TextureManager::shinetex_chrome);
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
glEnable(GL_BLEND);
glColor4f(1, 1, 1, 1);
for (msurface_t *surf = extrachain; surf;) {
if (!caustic && surf->flags & SURF_UNDERWATER && gl_caustics.getBool()) {
GL_EnableTMU(GL_TEXTURE0_ARB);
GL_EnableTMU(GL_TEXTURE1_ARB);
caustic = true;
}
if (!shiny_glass && surf->flags & SURF_SHINY_GLASS && gl_shiny.getBool()) {
GL_EnableTMU(GL_TEXTURE2_ARB);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
shiny_glass = true;
}
if (!shiny_metal && surf->flags & SURF_SHINY_METAL && gl_shiny.getBool()) {
GL_EnableTMU(GL_TEXTURE3_ARB);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
shiny_metal = true;
}
glBegin(GL_POLYGON);
glNormal3fv(surf->plane->normal);
float *v = surf->polys->verts[0];
for (int k = 0; k < surf->polys->numverts; k++, v += VERTEXSIZE) {
if (caustic) {
//work out tex coords
float os = v[7];
float ot = v[8];
float s = os / 4 + (realtime * 0.05);
float t = ot / 4 + (realtime * 0.05);
float ss = os / 5 - (realtime * 0.05);
float tt = ot / 5 + (realtime * 0.05);
glMultiTexCoord2f(GL_TEXTURE0_ARB, s, t);
glMultiTexCoord2f(GL_TEXTURE1_ARB, ss, tt);
}
if (shiny_glass)
glMultiTexCoord2f(GL_TEXTURE2_ARB, v[7], v[8]);
if (shiny_metal)
glMultiTexCoord2f(GL_TEXTURE3_ARB, v[7], v[8]);
glVertex3fv(v);
}
glEnd();
if (surf->extra) {
if (!surf->extra->flags & SURF_UNDERWATER && caustic && gl_caustics.getBool()) {
GL_DisableTMU(GL_TEXTURE0_ARB);
GL_DisableTMU(GL_TEXTURE1_ARB);
caustic = false;
}
if (!(surf->extra->flags & SURF_SHINY_GLASS) && shiny_glass && gl_shiny.getBool()) {
GL_DisableTMU(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
shiny_glass = false;
}
if (!surf->extra->flags & SURF_SHINY_METAL && shiny_metal && gl_shiny.getBool()) {
GL_DisableTMU(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
shiny_metal = false;
}
}
msurface_t *removelink = surf;
surf = surf->extra;
removelink->extra = NULL;
}
// Disable shiny metal
GL_DisableTMU(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
Surf_Reset();
// Disable shiny glass
GL_DisableTMU(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
Surf_Reset();
// Disable caustic
GL_DisableTMU(GL_TEXTURE1_ARB);
Surf_Reset();
// Disable caustic
glActiveTexture(GL_TEXTURE0_ARB);
Surf_Reset();
GL_EnableTMU(GL_TEXTURE0_ARB);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 1, 1, 1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}