/* 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 #ifdef _MSC_VER #include //needed for gl.h! --Qamly #endif #include #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; }