warzone2100/lib/ivis_opengl/piefunc.c

206 lines
5.4 KiB
C

/*
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/ivis_opengl/GLee.h"
#include "lib/framework/frame.h"
#include "lib/framework/frameint.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 "lib/ivis_common/piemode.h"
#include "lib/ivis_common/pieclip.h"
/*
* Source
*/
void pie_ClipBegin(int x1, int y1, int x2, int y2)
{
glEnable(GL_SCISSOR_TEST);
glScissor(x1, screenHeight - y2, x2 - x1, y2 - y1);
}
void pie_ClipEnd()
{
glDisable(GL_SCISSOR_TEST);
}
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(TEXPAGE_NONE);
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 = 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;
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();
}
void pie_TransColouredTriangle(CLIP_VERTEX *vrt, PIELIGHT c)
{
UDWORD i;
pie_SetTexturePage(TEXPAGE_NONE);
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();
pie_SetTexturePage(TEXPAGE_NONE);
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;
}