warzone2100/lib/ivis_opengl/piefunc.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
*/
/***************************************************************************/
/*
* piefunc.c
*
* extended render routines for 3D rendering
*
*/
/***************************************************************************/
#include <string.h>
#ifdef _MSC_VER
#include <windows.h> //needed for gl.h! --Qamly
#endif
#include <SDL/SDL_opengl.h>
#include "lib/framework/frame.h"
#include "lib/gamelib/gtime.h"
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_common/piefunc.h"
#include "lib/ivis_common/piestate.h"
#include "piematrix.h"
#include "pietexture.h"
#include "lib/ivis_common/piemode.h"
#include "lib/ivis_common/pieclip.h"
/***************************************************************************/
/*
* Local Definitions
*/
/***************************************************************************/
/***************************************************************************/
/*
* Local Variables
*/
/***************************************************************************/
static PIEVERTEX pieVrts[pie_MAX_POLY_VERTS];
static PIEVERTEX clippedVrts[pie_MAX_POLY_VERTS];
static UBYTE aByteScale[256][256];
/***************************************************************************/
/*
* Local ProtoTypes
*/
/***************************************************************************/
/***************************************************************************/
/*
* Source
*/
/***************************************************************************/
/* ---------------------------------------------------------------------------------- */
void pie_DrawViewingWindow(iVector *v, UDWORD x1, UDWORD y1, UDWORD x2, UDWORD y2, UDWORD colour)
{
SDWORD clip, i;
pie_SetTexturePage(-1);
pie_SetRendMode(REND_ALPHA_FLAT);
//PIE verts
pieVrts[0].sx = v[1].x;
pieVrts[0].sy = v[1].y;
//cull triangles with off screen points
pieVrts[0].sz = (SDWORD)INTERFACE_DEPTH;
pieVrts[0].tu = (UWORD)0.0;
pieVrts[0].tv = (UWORD)0.0;
pieVrts[0].light.argb = colour;//0x7fffffff;
pieVrts[0].specular.argb = 0;
memcpy(&pieVrts[1],&pieVrts[0],sizeof(PIEVERTEX));
memcpy(&pieVrts[2],&pieVrts[0],sizeof(PIEVERTEX));
memcpy(&pieVrts[3],&pieVrts[0],sizeof(PIEVERTEX));
memcpy(&pieVrts[4],&pieVrts[0],sizeof(PIEVERTEX));
pieVrts[1].sx = v[0].x;
pieVrts[1].sy = v[0].y;
pieVrts[2].sx = v[2].x;
pieVrts[2].sy = v[2].y;
pieVrts[3].sx = v[3].x;
pieVrts[3].sy = v[3].y;
pie_Set2DClip(x1,y1,x2-1,y2-1);
clip = pie_ClipTextured(4, &pieVrts[0], &clippedVrts[0]);
pie_Set2DClip(CLIP_BORDER,CLIP_BORDER,psRendSurface->width-CLIP_BORDER,psRendSurface->height-CLIP_BORDER);
if (clip >= 3) {
PIELIGHT c;
c.argb = colour;
glBegin(GL_TRIANGLE_FAN);
glColor4ub(c.byte.r, c.byte.g, c.byte.b, c.byte.a >> 1);
for (i = 0; i < clip; i++) {
glVertex2f(clippedVrts[i].sx, clippedVrts[i].sy);
}
glEnd();
glBegin(GL_LINE_STRIP);
glColor4ub(c.byte.r, c.byte.g, c.byte.b, c.byte.a);
for (i = 0; i < clip; i++) {
glVertex2f(clippedVrts[i].sx, clippedVrts[i].sy);
}
glVertex2f(clippedVrts[0].sx, clippedVrts[0].sy);
glEnd();
}
}
/* ---------------------------------------------------------------------------------- */
void pie_TransColouredTriangle( PIEVERTEX *vrt, UDWORD rgb )
{
PIELIGHT c;
UDWORD i;
c.argb = rgb;
pie_SetTexturePage(-1);
pie_SetRendMode(REND_ALPHA_ITERATED);
glBegin(GL_TRIANGLE_FAN);
glColor4ub(c.byte.r, c.byte.g, c.byte.b, 128);
for (i = 0; i < 3; ++i)
{
glVertex3f(vrt[i].sx, vrt[i].sy, vrt[i].sz);
}
glEnd();}
/* ---------------------------------------------------------------------------------- */
void pie_DrawSkybox(iView player, iView camera, float rotation, int texpage, int u, int v, int w, int h)
{
const int scale = 10000;
const float r = 1.0f; // just because it is shorter than 1.0f
// save previous states
BOOL oldFogState = glIsEnabled(GL_FOG);
BOOL oldAlphaTestState = glIsEnabled(GL_ALPHA_TEST);
// set up matrices and textures
pie_PerspectiveBegin();
// Push identity matrix onto stack
pie_MatBegin();
// Now, scale the world according to what resolution we're running in
pie_MatScale(pie_GetResScalingFactor());
// Set the camera position
pie_MATTRANS(camera.p.x, camera.p.y, camera.p.z);
// Rotate for the player and for the wind
pie_MatRotZ(player.r.z);
pie_MatRotX(player.r.x);
pie_MatRotY(player.r.y + DEG(1) * rotation);
// Apply scale matrix
glScalef(scale,scale / 2.0,scale);
// move it somewhat below ground level for the blending effect
glTranslatef(0, -1 * r / 4, 0);
// Standard color/alpha for texturing
glColor4f(1.0, 1.0, 1.0, 1.0f);
// Set the texture page
pie_SetTexturePage(texpage);
// the texture wraps over at the edges (repeat)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// fog should not affect the sky
glDisable(GL_FOG);
// enable alpha
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// for the nice blend of the sky with the fog
glDisable(GL_ALPHA_TEST);
// It is behind everything
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUAD_STRIP);
// Front
glTexCoord2i(u, v + h); glVertex3f(-r, 0, r); // bottom left
glTexCoord2i(u, v); glVertex3f(-r, r, r); // top left
glTexCoord2i(u + w * 2, v + h); glVertex3f( r, 0, r); // bottom right
glTexCoord2i(u + w * 2, v); glVertex3f( r, r, r); // top right
// Right
glTexCoord2i(u + w * 4, v + h); glVertex3f( r, 0,-r); // bottom r
glTexCoord2i(u + w * 4, v); glVertex3f( r, r,-r); // top r
// Back
glTexCoord2i(u + w * 6, v + h); glVertex3f(-r, 0, -r); // bottom right
glTexCoord2i(u + w * 6, v); glVertex3f(-r, r, -r); // top right
// Left
glTexCoord2i(u + w * 8, v + h); glVertex3f(-r, 0, r); // bottom r
glTexCoord2i(u + w * 8, v); glVertex3f(-r, r, r); // top r
glEnd();
// Load Saved State
pie_MatEnd();
pie_PerspectiveEnd();
if (oldFogState)
{
glEnable(GL_FOG);
}
if (oldAlphaTestState)
{
glEnable(GL_ALPHA_TEST);
}
glDisable (GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
/* ---------------------------------------------------------------------------------- */
void pie_InitMaths(void)
{
UBYTE c;
UDWORD a,b,bigC;
for(a=0; a<=UBYTE_MAX; a++)
{
for(b=0; b<=UBYTE_MAX; b++)
{
bigC = a * b;
bigC /= UBYTE_MAX;
ASSERT( bigC <= UBYTE_MAX,"light_InitMaths; rounding error" );
c = (UBYTE)bigC;
aByteScale[a][b] = c;
}
}
}
UBYTE pie_ByteScale(UBYTE a, UBYTE b)
{
return (((UDWORD)a)*((UDWORD)b))>>8;
}