/* 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 */ /** \file * Extended render routines for 3D rendering. */ #include "lib/framework/frame.h" #include "lib/framework/frameint.h" #include #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 "lib/ivis_common/piemode.h" #include "lib/ivis_common/pieclip.h" /* * Source */ void pie_DrawViewingWindow(Vector3i *v, UDWORD x1, UDWORD y1, UDWORD x2, UDWORD y2, PIELIGHT colour) { CLIP_VERTEX pieVrts[pie_MAX_VERTICES_PER_POLYGON]; SDWORD i; pie_SetTexturePage(-1); pie_SetRendMode(REND_ALPHA_FLAT); pieVrts[0].pos.x = v[1].x; pieVrts[0].pos.y = v[1].y; //cull triangles with off screen points pieVrts[0].pos.z = (int)INTERFACE_DEPTH; pieVrts[0].u = 0; pieVrts[0].v = 0; pieVrts[0].light = colour; pieVrts[1] = pieVrts[0]; pieVrts[2] = pieVrts[0]; pieVrts[3] = pieVrts[0]; pieVrts[4] = pieVrts[0]; pieVrts[1].pos.x = v[0].x; pieVrts[1].pos.y = v[0].y; pieVrts[2].pos.x = v[2].x; pieVrts[2].pos.y = v[2].y; pieVrts[3].pos.x = v[3].x; pieVrts[3].pos.y = v[3].y; glEnable(GL_SCISSOR_TEST); glScissor(x1, screenHeight - y2, x2 - x1, y2 - y1); glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a >> 1); glBegin(GL_TRIANGLE_FAN); for (i = 0; i < 5; i++) { glVertex2f(pieVrts[i].pos.x, pieVrts[i].pos.y); } glEnd(); glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a); glBegin(GL_LINE_STRIP); for (i = 0; i < 5; i++) { glVertex2f(pieVrts[i].pos.x, pieVrts[i].pos.y); } glVertex2f(pieVrts[0].pos.x, pieVrts[0].pos.y); glEnd(); glDisable(GL_SCISSOR_TEST); } void pie_TransColouredTriangle(CLIP_VERTEX *vrt, PIELIGHT c) { UDWORD i; pie_SetTexturePage(-1); pie_SetRendMode(REND_ALPHA_ITERATED); glColor4ub(c.byte.r, c.byte.g, c.byte.b, 128); glBegin(GL_TRIANGLE_FAN); for (i = 0; i < 3; ++i) { glVertex3f(vrt[i].pos.x, vrt[i].pos.y, vrt[i].pos.z); } glEnd(); } void pie_DrawSkybox(float scale, int u, int v, int w, int h) { const float r = 1.0f; // just because it is shorter than 1.0f glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_FOG_BIT); // no use in updating the depth buffer glDepthMask(GL_FALSE); // fog should not affect the sky glDisable(GL_FOG); // So we have realistic colors glColor4ub(0xFF,0xFF,0xFF,0xFF); // 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); // Apply scale matrix glScalef(scale, scale/2.0f, scale); glBegin(GL_QUAD_STRIP); // Front glTexCoord2f(u + w * 0, v + h); glVertex3f(-r, 0, r); // bottom left glTexCoord2f(u + w * 0, v); glVertex3f(-r, r, r); // top left glTexCoord2f(u + w * 2, v + h); glVertex3f( r, 0, r); // bottom right glTexCoord2f(u + w * 2, v); glVertex3f( r, r, r); // top right // Right glTexCoord2f(u + w * 4, v + h); glVertex3f( r, 0,-r); // bottom r glTexCoord2f(u + w * 4, v); glVertex3f( r, r,-r); // top r // Back glTexCoord2f(u + w * 6, v + h); glVertex3f(-r, 0, -r); // bottom right glTexCoord2f(u + w * 6, v); glVertex3f(-r, r, -r); // top right // Left glTexCoord2f(u + w * 8, v + h); glVertex3f(-r, 0, r); // bottom r glTexCoord2f(u + w * 8, v); glVertex3f(-r, r, r); // top r glEnd(); glPopAttrib(); } /// Draws a fog colored box which is wider at the top void pie_DrawFogBox(float left, float right, float front, float back, float height, float wider) { PIELIGHT fog_colour = pie_GetFogColour(); glColor4ub(fog_colour.byte.r,fog_colour.byte.g,fog_colour.byte.b,0xFF); pie_SetRendMode(REND_FLAT); glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_FOG_BIT); // no use in updating the depth buffer glDepthMask(GL_FALSE); glDisable(GL_FOG); glBegin(GL_QUAD_STRIP); // Front glVertex3f(-left, 0, front); // bottom left glVertex3f(-left-wider, height, front+wider); // top left glVertex3f( right, 0, front); // bottom right glVertex3f( right+wider, height, front+wider); // top right // Right glVertex3f( right, 0,-back); // bottom r glVertex3f( right+wider, height,-back-wider); // top r // Back glVertex3f(-left, 0, -back); // bottom right glVertex3f(-left-wider, height, -back-wider); // top right // Left glVertex3f(-left, 0, front); // bottom r glVertex3f(-left-wider, height, front+wider); // top r glEnd(); glPopAttrib(); } UBYTE pie_ByteScale(UBYTE a, UBYTE b) { return ((UDWORD)a * (UDWORD)b) >> 8; }