warzone2100/lib/ivis_opengl/piedraw.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/***************************************************************************/
/*
* piedraw.c
*
* updated render routines for 3D coloured shaded transparency rendering
*
*/
/***************************************************************************/
#include <string.h>
#include <SDL/SDL_opengl.h>
#include <SDL/SDL_video.h>
#include "lib/framework/frame.h"
#include "lib/ivis_common/ivisdef.h"
#include "lib/ivis_common/imd.h"
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_common/piefunc.h"
#include "piematrix.h"
#include "lib/ivis_common/tex.h"
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piestate.h"
#include "pietexture.h"
#include "lib/ivis_common/pieclip.h"
#define MIST
/// Stores the from and to verticles from an edge
typedef struct edge_
{
int from, to;
} EDGE;
extern BOOL drawing_interface;
/***************************************************************************/
/*
* OpenGL extensions for shadows
*/
/***************************************************************************/
BOOL check_extension(const char* extension_name)
{
const char *extension_list = (const char *)glGetString(GL_EXTENSIONS);
unsigned int extension_name_length = strlen(extension_name);
const char *tmp = extension_list;
unsigned int first_extension_length;
if (!extension_name || !extension_list) return FALSE;
while (tmp[0]) {
first_extension_length = strcspn(tmp, " ");
if ( extension_name_length == first_extension_length
&& strncmp(extension_name, tmp, first_extension_length) == 0) {
debug( LOG_3D, "%s is supported.\n", extension_name );
return TRUE;
}
tmp += first_extension_length + 1;
}
debug( LOG_3D, "%s is not supported.\n", extension_name );
return FALSE;
}
// EXT_stencil_two_side
#ifndef GL_EXT_stencil_two_side
#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910
#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911
#endif
#ifndef GL_EXT_stencil_two_side
#define GL_EXT_stencil_two_side 1
typedef void (APIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);
#endif
#ifndef WZ_OS_MAC
PFNGLACTIVESTENCILFACEEXTPROC glActiveStencilFaceEXT;
#endif
/// Check if we can use one-pass stencil in the shadow draw code
static BOOL stencil_one_pass(void)
{
// tribool, -1: uninitialized, 0: FALSE, 1: TRUE
static int can_do_stencil_one_pass = -1;
if (can_do_stencil_one_pass < 0) {
can_do_stencil_one_pass = 0; // can't use it until we decide otherwise
// let's check if we have the needed extensions
#ifdef WZ_OS_MAC
can_do_stencil_one_pass = 1;
#else
if( check_extension("GL_EXT_stencil_two_side")
&& check_extension("GL_EXT_stencil_wrap"))
{
// retrieve the function pointer
glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC) SDL_GL_GetProcAddress("glActiveStencilFaceEXT");
if(glActiveStencilFaceEXT)
{
// all went well
can_do_stencil_one_pass = 1;
}
}
#endif /* WZ_OS_MAC */
}
return (1 == can_do_stencil_one_pass); // to get the types right
}
/***************************************************************************/
/*
* Local Definitions
*/
/***************************************************************************/
/***************************************************************************/
/*
* Local Variables
*/
/***************************************************************************/
static Vector3f scrPoints[pie_MAX_POINTS];
static PIEVERTEX pieVrts[pie_MAX_POLY_VERTS];
static SDWORD pieCount = 0;
static SDWORD tileCount = 0;
static SDWORD polyCount = 0;
/***************************************************************************/
/*
* Local ProtoTypes
*/
/***************************************************************************/
//pievertex draw poly (low level) //all modes from PIEVERTEX data
static inline void pie_PiePoly(PIEPOLY *poly, BOOL bClip);
static inline void pie_PiePolyFrame(PIEPOLY *poly, SDWORD frame, BOOL bClip);
/***************************************************************************/
/*
* Source
*/
/***************************************************************************/
static BOOL lighting = FALSE;
static BOOL shadows = FALSE;
void pie_BeginLighting(float x, float y, float z)
{
float pos[4];
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float ambient[4] = {0.2f, 0.2f, 0.2f, 0.0f};
float diffuse[4] = {0.5f, 0.5f, 0.5f, 0.0f};
float specular[4] = {1.0f, 1.0f, 1.0f, 0.0f};
pos[0] = x;
pos[1] = y;
pos[2] = z;
pos[3] = 0;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glEnable(GL_LIGHT0);
//lighting = TRUE;
shadows = TRUE;
}
void pie_EndLighting(void)
{
shadows = FALSE;
lighting = FALSE;
}
static inline void Vector3f_Set(Vector3f* v, float x, float y, float z)
{
v->x = x;
v->y = y;
v->z = z;
}
static inline void Vector3f_Sub(Vector3f* dest, Vector3f* op1, Vector3f* op2)
{
dest->x = op1->x - op2->x;
dest->y = op1->y - op2->y;
dest->z = op1->z - op2->z;
}
static inline float Vector3f_SP(Vector3f* op1, Vector3f* op2)
{
return op1->x * op2->x + op1->y * op2->y + op1->z * op2->z;
}
static inline void Vector3f_CP(Vector3f* dest, Vector3f* op1, Vector3f* op2)
{
dest->x = op1->y * op2->z - op1->z * op2->y;
dest->y = op1->z * op2->x - op1->x * op2->z;
dest->z = op1->x * op2->y - op1->y * op2->x;
}
static inline void
pie_Polygon(SDWORD numVerts, PIEVERTEX* pVrts, FRACT texture_offset, BOOL light)
{
SDWORD i;
if (numVerts < 1) {
return;
} else if (numVerts == 1) {
glBegin(GL_POINTS);
} else if (numVerts == 2) {
glBegin(GL_LINE_STRIP);
} else {
if (light) {
float ambient[4] = { 1, 1, 1, 1 };
float diffuse[4] = { 1, 1, 1, 1 };
float specular[4] = { 1, 1, 1, 1 };
float shininess = 10;
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
}
glBegin(GL_TRIANGLE_FAN);
if (light) {
Vector3f p1, p2, p3, v1, v2, n;
float l;
Vector3f_Set(&p1, pVrts[0].sx, pVrts[0].sy, pVrts[0].sz);
Vector3f_Set(&p2, pVrts[1].sx, pVrts[1].sy, pVrts[1].sz);
Vector3f_Set(&p3, pVrts[2].sx, pVrts[2].sy, pVrts[2].sz);
Vector3f_Sub(&v1, &p3, &p1);
Vector3f_Sub(&v2, &p2, &p1);
Vector3f_CP(&n, &v1, &v2);
l = 1.0;
glNormal3f(n.x*l, n.y*l, n.z*l);
//printf("%f %f %f\n", n.x*l, n.y*l, n.z*l);
}
}
for (i = 0; i < numVerts; i++) {
glColor4ub(pVrts[i].light.byte.r, pVrts[i].light.byte.g, pVrts[i].light.byte.b, pVrts[i].light.byte.a);
glTexCoord2f(pVrts[i].tu, pVrts[i].tv+texture_offset);
//d3dVrts[i].specular = pVrts[i].specular.argb;
glVertex3f(pVrts[i].sx, pVrts[i].sy, pVrts[i].sz);
}
glEnd();
glDisable(GL_LIGHTING);
}
/***************************************************************************
* pie_Draw3dShape
*
* Project and render a pumpkin image to render surface
* Will support zbuffering, texturing, coloured lighting and alpha effects
* Avoids recalculating vertex projections for every poly
***************************************************************************/
typedef struct {
float matrix[16];
iIMDShape* shape;
int flag;
int flag_data;
} shadowcasting_shape_t;
typedef struct {
float matrix[16];
iIMDShape* shape;
int frame;
PIELIGHT colour;
PIELIGHT specular;
int flag;
int flag_data;
} transluscent_shape_t;
static shadowcasting_shape_t* scshapes = NULL;
static unsigned int scshapes_size = 0;
static unsigned int nb_scshapes = 0;
static transluscent_shape_t* tshapes = NULL;
static unsigned int tshapes_size = 0;
static unsigned int nb_tshapes = 0;
static void pie_Draw3DShape2(iIMDShape *shape, int frame, PIELIGHT colour, PIELIGHT specular,
int pieFlag, int pieFlagData)
{
Sint32 tempY;
int i, n;
Vector3i *pVertices;
Vector3f *pPixels;
iIMDPoly *pPolys;
PIEPOLY piePoly;
VERTEXID *index;
BOOL light = lighting;
/* Set tranlucency */
if (pieFlag & pie_ADDITIVE) { //Assume also translucent
pie_SetFogStatus(FALSE);
pie_SetRendMode(REND_ADDITIVE_TEX);
colour.byte.a = (UBYTE)pieFlagData;
pie_SetBilinear(TRUE);
light = FALSE;
} else if (pieFlag & pie_TRANSLUCENT) {
pie_SetFogStatus(FALSE);
pie_SetRendMode(REND_ALPHA_TEX);
colour.byte.a = (UBYTE)pieFlagData;
pie_SetBilinear(FALSE);//never bilinear with constant alpha, gives black edges
light = FALSE;
} else {
if (pieFlag & pie_BUTTON)
{
pie_SetFogStatus(FALSE);
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
} else {
pie_SetFogStatus(TRUE);
}
pie_SetRendMode(REND_GOURAUD_TEX);
//if hardware fog then alpha is set else unused in decal mode
//colour.byte.a = MAX_UB_LIGHT;
if (pieFlag & pie_NO_BILINEAR) {
pie_SetBilinear(FALSE);
} else {
pie_SetBilinear(TRUE);
}
}
if (pieFlag & pie_RAISE) {
pieFlagData = (shape->ymax * (pie_RAISE_SCALE - pieFlagData))/pie_RAISE_SCALE;
}
pie_SetTexturePage(shape->texpage);
//now draw the shape
//rotate and project points from shape->points to scrPoints
pVertices = shape->points;
pPixels = &scrPoints[0];
//--
for (i=0; i<shape->npoints; i++, pVertices++, pPixels++) {
tempY = pVertices->y;
if (pieFlag & pie_RAISE)
{
tempY = pVertices->y - pieFlagData;
if (tempY < 0) tempY = 0;
}
else if (pieFlag & pie_HEIGHT_SCALED)
{
if(pVertices->y>0)
{
tempY = (pVertices->y * pieFlagData)/pie_RAISE_SCALE;
}
//if (tempY < 0) tempY = 0;
}
pPixels->x = pVertices->x;
pPixels->y = tempY;
pPixels->z = pVertices->z;
}
pPolys = shape->polys;
for (i=0; i<shape->npolys; i++, pPolys++) {
index = pPolys->pindex;
piePoly.flags = pPolys->flags;
if (pieFlag & pie_TRANSLUCENT)
{
/* There are no PIE files with PIE_ALPHA set, this is the only user, and
* this flag is never checked anywhere, except we check below that _some_
* flag is set. This is weird. FIXME. - Per */
piePoly.flags |= PIE_ALPHA;
}
else if (pieFlag & pie_ADDITIVE)
{
piePoly.flags &= (0xffffffff-PIE_COLOURKEYED);//dont treat additive images as colour keyed
}
for (n=0; n<pPolys->npnts; n++, index++)
{
pieVrts[n].sx = MAKEINT(scrPoints[*index].x);
pieVrts[n].sy = MAKEINT(scrPoints[*index].y);
pieVrts[n].sz = MAKEINT(scrPoints[*index].z);
pieVrts[n].tu = pPolys->vrt[n].u;
pieVrts[n].tv = pPolys->vrt[n].v;
pieVrts[n].light.argb = colour.argb;
pieVrts[n].specular.argb = specular.argb;
}
piePoly.nVrts = pPolys->npnts;
piePoly.pVrts = &pieVrts[0];
piePoly.pTexAnim = pPolys->pTexAnim;
if (piePoly.flags > 0) {
pie_PiePolyFrame(&piePoly,frame,light); // draw the polygon ... this is an inline function
}
}
if (pieFlag & pie_BUTTON) {
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
}
}
/// returns true if both vectors are equal
static inline BOOL compare_point (Vector3i *A, Vector3i *B)
{
return A->x == B->x && A->y == B->y && A->z == B->z;
}
/// returns true if the edges are adjacent
static int compare_edge (EDGE *A, EDGE *B, Vector3i *pVertices )
{
if(A->from == B->to)
{
if(A->to == B->from)
{
return TRUE;
}
return compare_point(&pVertices[A->to], &pVertices[B->from]);
}
if(!compare_point(&pVertices[A->from], &pVertices[B->to]))
{
return FALSE;
}
if(A->to == B->from)
{
return TRUE;
}
return compare_point(&pVertices[A->to], &pVertices[B->from]);
}
/// Add an edge to an edgelist
/// Makes sure only silhouette edges are present
static void addToEdgeList(int a, int b, EDGE *edgelist, int *edge_count, Vector3i *pVertices)
{
EDGE newEdge;
int i;
BOOL foundMatching = FALSE;
newEdge.from = a;
newEdge.to = b;
for(i=0;i<*edge_count;i++)
{
if(edgelist[i].from < 0)
{
// does not exist anymore
continue;
}
if(compare_edge(&newEdge, &edgelist[i], pVertices)) {
// remove the other too
edgelist[i].from = -1;
foundMatching = TRUE;
break;
}
}
if(!foundMatching)
{
edgelist[*edge_count] = newEdge;
(*edge_count)++;
}
}
/// scale the height according to the flags
static inline float scale_y(float y, int flag, int flag_data)
{
float tempY = y;
if (flag & pie_RAISE) {
tempY = y - flag_data;
if (y - flag_data < 0) tempY = 0;
} else if (flag & pie_HEIGHT_SCALED) {
if(y>0) {
tempY = (y * flag_data)/pie_RAISE_SCALE;
}
}
return tempY;
}
/// Draw the shadow for a shape
static void pie_DrawShadow(iIMDShape *shape, int flag, int flag_data, Vector3f* light)
{
int i,j, n;
Vector3i *pVertices;
iIMDPoly *pPolys;
int edge_count = 0;
static EDGE *edgelist = NULL;
static unsigned int edgelistsize = 256;
EDGE *drawlist = NULL;
if(!edgelist)
{
edgelist = (EDGE*)malloc(sizeof(EDGE)*edgelistsize);
}
pVertices = shape->points;
if( flag & pie_STATIC_SHADOW && shape->shadowEdgeList )
{
drawlist = (EDGE*)shape->shadowEdgeList;
edge_count = shape->nShadowEdges;
}
else
{
pPolys = shape->polys;
for (i = 0; i < shape->npolys; ++i, ++pPolys) {
Vector3f p[3], v[2], normal;
VERTEXID current, first;
for(j=0;j<3;j++)
{
current = pPolys->pindex[j];
Vector3f_Set(&p[j], pVertices[current].x, scale_y(pVertices[current].y, flag, flag_data), pVertices[current].z);
}
Vector3f_Sub(&v[0], &p[2], &p[0]);
Vector3f_Sub(&v[1], &p[1], &p[0]);
Vector3f_CP(&normal, &v[0], &v[1]);
if (Vector3f_SP(&normal, light) > 0)
{
first = pPolys->pindex[0];
for (n = 1; n < pPolys->npnts; n++) {
// link to the previous vertex
addToEdgeList(pPolys->pindex[n-1], pPolys->pindex[n], edgelist, &edge_count, pVertices);
// check if the edgelist is still large enough
if(edge_count >= edgelistsize-1)
{
// enlarge
EDGE *newstack = (EDGE*)malloc(sizeof(EDGE)*edgelistsize*2);
memcpy(newstack, edgelist, sizeof(EDGE)*edgelistsize);
free(edgelist);
edgelistsize*=2;
edgelist = newstack;
debug(LOG_WARNING, "new edge list size: %i", edgelistsize);
}
}
// back to the first
addToEdgeList(pPolys->pindex[ pPolys->npnts-1 ], first, edgelist, &edge_count, pVertices);
}
}
//debug(LOG_WARNING, "we have %i edges", edge_count);
drawlist = edgelist;
if(flag & pie_STATIC_SHADOW)
{
// first compact the current edgelist
j = 0;
for(i=0;i<edge_count;i++)
{
if(edgelist[i].from<0)
{
continue;
}
edgelist[j] = edgelist[i];
j++;
}
edge_count = j;
// then store it in the imd
shape->shadowEdgeList = malloc(sizeof(EDGE)*edge_count);
memcpy(shape->shadowEdgeList, edgelist, sizeof(EDGE)*edge_count);
shape->nShadowEdges = edge_count;
}
}
// draw the shadow volume
glBegin(GL_QUADS);
for(i=0;i<edge_count;i++)
{
int a,b;
a = drawlist[i].from;
if(a < 0)
{
continue;
}
b = drawlist[i].to;
glVertex3f(pVertices[b].x, scale_y(pVertices[b].y, flag, flag_data), pVertices[b].z);
glVertex3f(pVertices[b].x+light->x, scale_y(pVertices[b].y, flag, flag_data)+light->y, pVertices[b].z+light->z);
glVertex3f(pVertices[a].x+light->x, scale_y(pVertices[a].y, flag, flag_data)+light->y, pVertices[a].z+light->z);
glVertex3f(pVertices[a].x, scale_y(pVertices[a].y, flag, flag_data), pVertices[a].z);
}
glEnd();
#ifdef SHOW_SHADOW_EDGES
glDisable(GL_DEPTH_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColor4ub(0xFF,0,0,0xFF);
glBegin(GL_LINES);
for(i=0;i<edge_count;i++)
{
int a = drawlist[i].from;
if(a<0) continue;
int b = drawlist[i].to;
glVertex3f(pVertices[b].x, scale_y(pVertices[b].y, flag, flag_data), pVertices[b].z);
glVertex3f(pVertices[a].x, scale_y(pVertices[a].y, flag, flag_data), pVertices[a].z);
}
glEnd();
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
#endif
}
void pie_CleanUp( void )
{
free( tshapes );
free( scshapes );
}
void pie_Draw3DShape(iIMDShape *shape, int frame, int team, UDWORD col, UDWORD spec, int pieFlag, int pieFlagData)
{
PIELIGHT colour, specular;
float distance;
pieCount++;
// Fix for transparent buildings and features!! */
if( (pieFlag & pie_TRANSLUCENT) && (pieFlagData>220) )
{
// force to bilinear and non-transparent
pieFlag = pieFlag & ~pie_TRANSLUCENT;
pieFlagData = 0;
}
// Fix for transparent buildings and features!! */
// WARZONE light as byte passed in colour so expand
if (col <= MAX_UB_LIGHT) {
colour.byte.a = 255;//no fog
colour.byte.r = (UBYTE)col;
colour.byte.g = (UBYTE)col;
colour.byte.b = (UBYTE)col;
} else {
colour.argb = col;
}
specular.argb = spec;
if (frame == 0)
{
frame = team;
}
if (drawing_interface || !shadows) {
pie_Draw3DShape2(shape, frame, colour, specular, pieFlag, pieFlagData);
} else {
if (pieFlag & (pie_ADDITIVE | pie_TRANSLUCENT)) {
if (tshapes_size <= nb_tshapes) {
if (tshapes_size == 0) {
tshapes_size = 64;
tshapes = (transluscent_shape_t*)malloc(tshapes_size*sizeof(transluscent_shape_t));
memset( tshapes, 0, tshapes_size*sizeof(transluscent_shape_t) );
} else {
unsigned int old_size = tshapes_size;
tshapes_size <<= 1;
tshapes = (transluscent_shape_t*)realloc(tshapes, tshapes_size*sizeof(transluscent_shape_t));
memset( &tshapes[old_size], 0, (tshapes_size-old_size)*sizeof(transluscent_shape_t) );
}
}
glGetFloatv(GL_MODELVIEW_MATRIX, tshapes[nb_tshapes].matrix);
tshapes[nb_tshapes].shape = shape;
tshapes[nb_tshapes].frame = frame;
tshapes[nb_tshapes].colour = colour;
tshapes[nb_tshapes].specular = specular;
tshapes[nb_tshapes].flag = pieFlag;
tshapes[nb_tshapes].flag_data = pieFlagData;
nb_tshapes++;
} else {
if(pieFlag & pie_SHADOW || pieFlag & pie_STATIC_SHADOW)
{
// draw a shadow
if (scshapes_size <= nb_scshapes) {
if (scshapes_size == 0) {
scshapes_size = 64;
scshapes = (shadowcasting_shape_t*)malloc(scshapes_size*sizeof(shadowcasting_shape_t));
memset( scshapes, 0, scshapes_size*sizeof(shadowcasting_shape_t) );
} else {
unsigned int old_size = scshapes_size;
scshapes_size <<= 1;
scshapes = (shadowcasting_shape_t*)realloc(scshapes, scshapes_size*sizeof(shadowcasting_shape_t));
memset( &scshapes[old_size], 0, (scshapes_size-old_size)*sizeof(shadowcasting_shape_t) );
}
}
glGetFloatv(GL_MODELVIEW_MATRIX, scshapes[nb_scshapes].matrix);
distance = scshapes[nb_scshapes].matrix[12]*scshapes[nb_scshapes].matrix[12];
distance += scshapes[nb_scshapes].matrix[13]*scshapes[nb_scshapes].matrix[13];
distance += scshapes[nb_scshapes].matrix[14]*scshapes[nb_scshapes].matrix[14];
// if object is too far in the fog don't generate a shadow.
if (distance < 6000*6000) {
scshapes[nb_scshapes].shape = shape;
scshapes[nb_scshapes].flag = pieFlag;
scshapes[nb_scshapes].flag_data = pieFlagData;
nb_scshapes++;
}
}
pie_Draw3DShape2(shape, frame, colour, specular, pieFlag, pieFlagData);
}
}
}
static void inverse_matrix(float* src, float * dst)
{
float det = src[0]*src[5]*src[10]+src[4]*src[9]*src[2]+src[8]*src[1]*src[6] -src[2]*src[5]*src[8]-src[6]*src[9]*src[0]-src[10]*src[1]*src[4];
float invdet = 1.0f/det;
dst[0] = invdet*(src[5]*src[10]-src[9]*src[6]);
dst[1] = invdet*(src[9]*src[2]-src[1]*src[10]);
dst[2] = invdet*(src[1]*src[6]-src[5]*src[2]);
dst[3] = invdet*(src[8]*src[6]-src[4]*src[10]);
dst[4] = invdet*(src[0]*src[10]-src[8]*src[2]);
dst[5] = invdet*(src[4]*src[2]-src[0]*src[6]);
dst[6] = invdet*(src[4]*src[9]-src[8]*src[5]);
dst[7] = invdet*(src[8]*src[1]-src[0]*src[9]);
dst[8] = invdet*(src[0]*src[5]-src[4]*src[1]);
}
static void pie_ShadowDrawLoop(float pos_lgt0[4])
{
float invmat[9];
Vector3f light;
unsigned int i;
for (i = 0; i < nb_scshapes; i++)
{
glLoadIdentity();
glMultMatrixf( scshapes[i].matrix );
inverse_matrix( scshapes[i].matrix, invmat );
light.x = invmat[0] * pos_lgt0[0] + invmat[3] * pos_lgt0[1] + invmat[6] * pos_lgt0[2];
light.y = invmat[1] * pos_lgt0[0] + invmat[4] * pos_lgt0[1] + invmat[7] * pos_lgt0[2];
light.z = invmat[2] * pos_lgt0[0] + invmat[5] * pos_lgt0[1] + invmat[8] * pos_lgt0[2];
pie_DrawShadow(scshapes[i].shape, scshapes[i].flag, scshapes[i].flag_data, &light);
}
}
static void pie_DrawShadows(void)
{
static BOOL dlist_defined = FALSE;
static GLuint dlist;
float pos_lgt0[4];
float width = pie_GetVideoBufferWidth();
float height = pie_GetVideoBufferHeight();
glGetLightfv(GL_LIGHT0, GL_POSITION, pos_lgt0);
pie_SetTexturePage(-1);
glPushMatrix();
pie_SetColourKeyedBlack(FALSE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
if (stencil_one_pass()) {
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
glDisable(GL_CULL_FACE);
glStencilMask(~0);
glActiveStencilFaceEXT(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);
glStencilFunc(GL_ALWAYS, 0, ~0);
glActiveStencilFaceEXT(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
glStencilFunc(GL_ALWAYS, 0, ~0);
pie_ShadowDrawLoop(pos_lgt0);
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
} else {
if (!dlist_defined) {
dlist = glGenLists(1);
dlist_defined = TRUE;
}
// Setup stencil for back faces.
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
pie_ShadowDrawLoop(pos_lgt0);
// Setup stencil for front faces.
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
// Draw shadows again
pie_ShadowDrawLoop(pos_lgt0);
}
glEnable(GL_CULL_FACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(~0);
glStencilFunc(GL_LESS, 0, ~0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, 0.5);
pie_PerspectiveEnd();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0, 0);
glVertex2f(width, 0);
glVertex2f(0, height);
glVertex2f(width, height);
glEnd();
pie_PerspectiveBegin();
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glPopMatrix();
nb_scshapes = 0;
}
static void pie_DrawRemainingTransShapes(void)
{
unsigned int i;
for (i = 0; i < nb_tshapes; ++i)
{
glPushMatrix();
glLoadIdentity();
glMultMatrixf(tshapes[i].matrix);
pie_Draw3DShape2(tshapes[i].shape, tshapes[i].frame, tshapes[i].colour,
tshapes[i].specular, tshapes[i].flag, tshapes[i].flag_data);
glPopMatrix();
}
nb_tshapes = 0;
}
void pie_RemainingPasses(void)
{
if(shadows)
{
pie_DrawShadows();
}
pie_DrawRemainingTransShapes();
}
/***************************************************************************
* pie_Drawimage
*
* General purpose blit function
* Will support zbuffering, non_textured, coloured lighting and alpha effects
*
* replaces all ivis blit functions
*
***************************************************************************/
//d3d loses edge pixels in triangle draw
//this is a temporary correction that may become an option
# define EDGE_CORRECTION 0
void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style)
{
/* Set transparent color to be 0 red, 0 green, 0 blue, 0 alpha */
polyCount++;
pie_SetTexturePage(image->texPage);
style->colour.argb = pie_GetColour();
style->specular.argb = 0x00000000;
glBegin(GL_TRIANGLE_STRIP);
glColor4ub(style->colour.byte.r, style->colour.byte.g, style->colour.byte.b, style->colour.byte.a);
//set up 4 pie verts
glTexCoord2f(image->tu, image->tv);
glVertex2f(dest->x, dest->y);
//pieVrts[0].sz = (SDWORD)INTERFACE_DEPTH;
//pieVrts[0].specular.argb = style->specular.argb;
glTexCoord2f(image->tu + image->tw + EDGE_CORRECTION, image->tv);
glVertex2f(dest->x + dest->w + EDGE_CORRECTION, dest->y);
//pieVrts[1].sz = (SDWORD)INTERFACE_DEPTH;
//pieVrts[1].specular.argb = style->specular.argb;
glTexCoord2f(image->tu, image->tv + image->th + EDGE_CORRECTION);
glVertex2f(dest->x, dest->y + dest->h + EDGE_CORRECTION);
//pieVrts[3].sz = (SDWORD)INTERFACE_DEPTH;
//pieVrts[3].specular.argb = style->specular.argb;
glTexCoord2f(image->tu + image->tw + EDGE_CORRECTION, image->tv + image->th + EDGE_CORRECTION);
glVertex2f(dest->x + dest->w + EDGE_CORRECTION, dest->y + dest->h + EDGE_CORRECTION);
//pieVrts[2].sz = (SDWORD)INTERFACE_DEPTH;
//pieVrts[2].specular.argb = style->specular.argb;
glEnd();
}
/***************************************************************************
* pie_Drawimage270
*
* General purpose blit function
* Will support zbuffering, non_textured, coloured lighting and alpha effects
*
* replaces all ivis blit functions
*
***************************************************************************/
void pie_DrawImage270( PIEIMAGE *image, PIERECT *dest )
{
PIELIGHT colour;
polyCount++;
pie_SetTexturePage(image->texPage);
colour.argb = pie_GetColour();
glBegin(GL_TRIANGLE_FAN);
glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a);
glTexCoord2f(image->tu+image->tw+EDGE_CORRECTION, image->tv);
glVertex2f(dest->x, dest->y);
glTexCoord2f(image->tu+image->tw+EDGE_CORRECTION, image->tv+image->th+EDGE_CORRECTION);
glVertex2f(dest->x+dest->h+EDGE_CORRECTION, dest->y);
glTexCoord2f(image->tu, image->tv+image->th+EDGE_CORRECTION);
glVertex2f(dest->x+dest->h+EDGE_CORRECTION, dest->y+dest->w+EDGE_CORRECTION);
glTexCoord2f(image->tu, image->tv);
glVertex2f(dest->x, dest->y+dest->w+EDGE_CORRECTION);
glEnd();
}
/***************************************************************************
* pie_DrawRect
*
* universal rectangle function for hardware
*
* Assumes render mode set up externally, draws filled rectangle
*
***************************************************************************/
void pie_DrawRect( SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1, UDWORD colour )
{
PIELIGHT c;
polyCount++;
c.argb = colour;
pie_SetColourKeyedBlack(FALSE);
glColor4ub(c.byte.r, c.byte.g, c.byte.b, c.byte.a);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(x0, y0);
glVertex2i(x1, y0);
glVertex2i(x0, y1);
glVertex2i(x1, y1);
glEnd();
}
/***************************************************************************
* pie_PiePoly
*
* universal poly draw function for hardware
*
* Assumes render mode set up externally
*
***************************************************************************/
static void pie_PiePoly(PIEPOLY *poly, BOOL light)
{
polyCount++;
if (poly->nVrts >= 3) {
if (poly->flags & PIE_COLOURKEYED) {
pie_SetColourKeyedBlack(TRUE);
} else {
pie_SetColourKeyedBlack(FALSE);
}
pie_SetColourKeyedBlack(TRUE);
if (poly->flags & PIE_NO_CULL) {
glDisable(GL_CULL_FACE);
}
pie_Polygon(poly->nVrts, poly->pVrts, 0.0, light);
if (poly->flags & PIE_NO_CULL) {
glEnable(GL_CULL_FACE);
}
}
}
static inline void pie_PiePolyFrame(PIEPOLY *poly, SDWORD frame, BOOL light)
{
int uFrame, vFrame, j, framesPerLine;
if ((poly->flags & iV_IMD_TEXANIM) && (frame != 0)) {
if (poly->pTexAnim != NULL) {
if (poly->pTexAnim->nFrames >=0) {
frame %= poly->pTexAnim->nFrames;
} else {
frame %= (-poly->pTexAnim->nFrames);
}
if (frame > 0) {
// HACK - fix this!!!!
framesPerLine = 256 / poly->pTexAnim->textureWidth;
//should be framesPerLine = iV_TEXTEX(texPage)->width / poly->pTexAnim->textureWidth;
vFrame = 0;
while (frame >= framesPerLine)
{
frame -= framesPerLine;
vFrame += poly->pTexAnim->textureHeight;
}
uFrame = frame * poly->pTexAnim->textureWidth;
for (j=0; j<poly->nVrts; j++)
{
poly->pVrts[j].tu += uFrame;
poly->pVrts[j].tv += vFrame;
}
}
}
}
#ifndef NO_RENDER
//draw with new texture data
pie_PiePoly(poly, light);
#endif
}
/***************************************************************************
*
*
*
***************************************************************************/
void pie_DrawTexTriangle(PIEVERTEX *aVrts, void* psEffects)
{
GLfloat offset = 0;
int i;
/* Since this is only used from within source for the terrain draw - we can backface cull the polygons.
*/
tileCount++;
pie_SetFogStatus(TRUE);
if (psEffects != NULL)
{
/* Translucent water with animation */
pie_SetRendMode(REND_ALPHA_TEX);
pie_SetColourKeyedBlack(FALSE);
offset = *((GLfloat*)psEffects);
}
pie_SetBilinear(TRUE);
glBegin(GL_TRIANGLE_FAN);
for ( i = 0; i < 3; i++ )
{
glColor4ub( aVrts[i].light.byte.r, aVrts[i].light.byte.g, aVrts[i].light.byte.b, aVrts[i].light.byte.a );
glTexCoord2f( aVrts[i].tu, aVrts[i].tv + offset );
glVertex3f( aVrts[i].sx, aVrts[i].sy, aVrts[i].sz );
}
glEnd();
if (psEffects != NULL)
{
/* Solid terrain */
pie_SetRendMode(REND_GOURAUD_TEX);
pie_SetColourKeyedBlack(TRUE);
}
}
void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCount, SDWORD* pStateCount)
{
*pPieCount = pieCount;
*pTileCount = tileCount;
*pPolyCount = polyCount;
*pStateCount = pieStateCount;
pieCount = 0;
tileCount = 0;
polyCount = 0;
pieStateCount = 0;
return;
}