760 lines
20 KiB
C++
760 lines
20 KiB
C++
/*
|
|
This file is part of Warzone 2100.
|
|
Copyright (C) 1999-2004 Eidos Interactive
|
|
Copyright (C) 2005-2011 Warzone 2100 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
|
|
* Render routines for 3D coloured and shaded transparency rendering.
|
|
*/
|
|
|
|
#include <GLee.h>
|
|
#include <string.h>
|
|
|
|
#include "lib/framework/frame.h"
|
|
#include "lib/ivis_opengl/ivisdef.h"
|
|
#include "lib/ivis_opengl/imd.h"
|
|
#include "lib/ivis_opengl/piefunc.h"
|
|
#include "lib/ivis_opengl/tex.h"
|
|
#include "lib/ivis_opengl/piedef.h"
|
|
#include "lib/ivis_opengl/piestate.h"
|
|
#include "lib/ivis_opengl/piepalette.h"
|
|
#include "lib/ivis_opengl/pieclip.h"
|
|
#include "piematrix.h"
|
|
#include "screen.h"
|
|
|
|
#define SHADOW_END_DISTANCE (8000*8000) // Keep in sync with lighting.c:FOG_END
|
|
|
|
#define VERTICES_PER_TRIANGLE 3
|
|
#define COLOUR_COMPONENTS 4
|
|
#define TEXCOORD_COMPONENTS 2
|
|
#define VERTEX_COMPONENTS 3
|
|
#define TRIANGLES_PER_TILE 2
|
|
#define VERTICES_PER_TILE (TRIANGLES_PER_TILE * VERTICES_PER_TRIANGLE)
|
|
|
|
extern BOOL drawing_interface;
|
|
|
|
/*
|
|
* Local Variables
|
|
*/
|
|
|
|
static unsigned int pieCount = 0;
|
|
static unsigned int tileCount = 0;
|
|
static unsigned int polyCount = 0;
|
|
static bool shadows = false;
|
|
static GLfloat lighting0[LIGHT_MAX][4] = {{0.0f, 0.0f, 0.0f, 1.0f}, {0.5f, 0.5f, 0.5f, 1.0f}, {0.8f, 0.8f, 0.8f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}};
|
|
|
|
/*
|
|
* Source
|
|
*/
|
|
|
|
void pie_Lighting0(LIGHTING_TYPE entry, float value[4])
|
|
{
|
|
lighting0[entry][0] = value[0];
|
|
lighting0[entry][1] = value[1];
|
|
lighting0[entry][2] = value[2];
|
|
lighting0[entry][3] = value[3];
|
|
}
|
|
|
|
void pie_BeginLighting(const Vector3f *light, bool drawshadows)
|
|
{
|
|
const float pos[4] = {light->x, light->y, light->z, 0.0f};
|
|
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lighting0[LIGHT_EMISSIVE]);
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
|
glLightfv(GL_LIGHT0, GL_POSITION, pos);
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, lighting0[LIGHT_AMBIENT]);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, lighting0[LIGHT_DIFFUSE]);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, lighting0[LIGHT_SPECULAR]);
|
|
glEnable(GL_LIGHT0);
|
|
|
|
if (drawshadows)
|
|
{
|
|
shadows = true;
|
|
}
|
|
}
|
|
|
|
bool pie_GetLightingState(void)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void pie_EndLighting(void)
|
|
{
|
|
shadows = false;
|
|
}
|
|
|
|
/***************************************************************************
|
|
* 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
|
|
***************************************************************************/
|
|
|
|
struct shadowcasting_shape_t
|
|
{
|
|
float matrix[16];
|
|
iIMDShape* shape;
|
|
int flag;
|
|
int flag_data;
|
|
Vector3f light;
|
|
};
|
|
|
|
struct transluscent_shape_t
|
|
{
|
|
float matrix[16];
|
|
iIMDShape* shape;
|
|
int frame;
|
|
PIELIGHT colour;
|
|
int flag;
|
|
int flag_data;
|
|
};
|
|
|
|
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 teamcolour, int pieFlag, int pieFlagData, int shaderlessTeamColourHackAmount = 0)
|
|
{
|
|
if (bShaderlessTeamcolourHack)
|
|
{
|
|
colour.byte.r = (colour.byte.r*(256 - shaderlessTeamColourHackAmount) + teamcolour.byte.r*shaderlessTeamColourHackAmount) / 256; // Ugly, but better than being colourblind.
|
|
colour.byte.g = (colour.byte.g*(256 - shaderlessTeamColourHackAmount) + teamcolour.byte.g*shaderlessTeamColourHackAmount) / 256;
|
|
colour.byte.b = (colour.byte.b*(256 - shaderlessTeamColourHackAmount) + teamcolour.byte.b*shaderlessTeamColourHackAmount) / 256;
|
|
}
|
|
|
|
iIMDPoly *pPolys;
|
|
bool light = true;
|
|
|
|
pie_SetAlphaTest(true);
|
|
/* Set fog status */
|
|
if (!(pieFlag & pie_FORCE_FOG) &&
|
|
(pieFlag & pie_ADDITIVE || pieFlag & pie_TRANSLUCENT || pieFlag & pie_BUTTON))
|
|
{
|
|
pie_SetFogStatus(false);
|
|
}
|
|
else
|
|
{
|
|
pie_SetFogStatus(true);
|
|
}
|
|
|
|
/* Set tranlucency */
|
|
if (pieFlag & pie_ADDITIVE)
|
|
{
|
|
pie_SetRendMode(REND_ADDITIVE);
|
|
colour.byte.a = (UBYTE)pieFlagData;
|
|
light = false;
|
|
}
|
|
else if (pieFlag & pie_TRANSLUCENT)
|
|
{
|
|
pie_SetRendMode(REND_ALPHA);
|
|
colour.byte.a = (UBYTE)pieFlagData;
|
|
light = false;
|
|
}
|
|
else
|
|
{
|
|
if (pieFlag & pie_BUTTON)
|
|
{
|
|
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
|
|
light = false;
|
|
pie_ActivateShader(SHADER_BUTTON, teamcolour, shape->tcmaskpage);
|
|
}
|
|
pie_SetRendMode(REND_OPAQUE);
|
|
}
|
|
|
|
if (light)
|
|
{
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT, shape->material[LIGHT_AMBIENT]);
|
|
glMaterialfv(GL_FRONT, GL_DIFFUSE, shape->material[LIGHT_DIFFUSE]);
|
|
glMaterialfv(GL_FRONT, GL_SPECULAR, shape->material[LIGHT_SPECULAR]);
|
|
glMaterialf(GL_FRONT, GL_SHININESS, shape->shininess);
|
|
glMaterialfv(GL_FRONT, GL_EMISSION, shape->material[LIGHT_EMISSIVE]);
|
|
pie_ActivateShader(SHADER_COMPONENT, teamcolour, shape->tcmaskpage);
|
|
}
|
|
|
|
if (pieFlag & pie_HEIGHT_SCALED) // construct
|
|
{
|
|
glScalef(1.0f, (float)pieFlagData / (float)pie_RAISE_SCALE, 1.0f);
|
|
}
|
|
if (pieFlag & pie_RAISE) // collapse
|
|
{
|
|
glTranslatef(1.0f, (-shape->max.y * (pie_RAISE_SCALE - pieFlagData)) * (1.0f / pie_RAISE_SCALE), 1.0f);
|
|
}
|
|
|
|
glColor4ubv(colour.vector); // Only need to set once for entire model
|
|
pie_SetTexturePage(shape->texpage);
|
|
|
|
frame %= MAX(1, shape->numFrames);
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
for (pPolys = shape->polys; pPolys < shape->polys + shape->npolys; pPolys++)
|
|
{
|
|
Vector3f vertexCoords[3];
|
|
unsigned int n, frameidx = frame;
|
|
int *index;
|
|
|
|
if (!(pPolys->flags & iV_IMD_TEXANIM))
|
|
{
|
|
frameidx = 0;
|
|
}
|
|
|
|
for (n = 0, index = pPolys->pindex;
|
|
n < pPolys->npnts;
|
|
n++, index++)
|
|
{
|
|
vertexCoords[n].x = shape->points[*index].x;
|
|
vertexCoords[n].y = shape->points[*index].y;
|
|
vertexCoords[n].z = shape->points[*index].z;
|
|
}
|
|
|
|
polyCount++;
|
|
|
|
glNormal3fv((GLfloat*)&pPolys->normal);
|
|
for (n = 0; n < pPolys->npnts; n++)
|
|
{
|
|
glTexCoord2fv((GLfloat*)&pPolys->texCoord[frameidx * pPolys->npnts + n]);
|
|
glVertex3fv((GLfloat*)&vertexCoords[n]);
|
|
}
|
|
}
|
|
glEnd();
|
|
|
|
if (light || (pieFlag & pie_BUTTON))
|
|
{
|
|
pie_DeactivateShader();
|
|
}
|
|
|
|
if (pieFlag & pie_BUTTON)
|
|
{
|
|
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
|
|
}
|
|
}
|
|
|
|
/// returns true if the edges are adjacent
|
|
static bool compare_edge (EDGE *A, EDGE *B, const Vector3f *pVertices )
|
|
{
|
|
if(A->from == B->to)
|
|
{
|
|
if(A->to == B->from)
|
|
{
|
|
return true;
|
|
}
|
|
return pVertices[A->to] == pVertices[B->from];
|
|
}
|
|
|
|
if (pVertices[A->from] != pVertices[B->to])
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(A->to == B->from)
|
|
{
|
|
return true;
|
|
}
|
|
return 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, unsigned int* edge_count, Vector3f *pVertices)
|
|
{
|
|
EDGE newEdge = {a, b};
|
|
unsigned int i;
|
|
BOOL foundMatching = false;
|
|
|
|
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)
|
|
{
|
|
unsigned int i, j, n;
|
|
Vector3f *pVertices;
|
|
iIMDPoly *pPolys;
|
|
unsigned 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 = shape->shadowEdgeList;
|
|
edge_count = shape->nShadowEdges;
|
|
}
|
|
else
|
|
{
|
|
|
|
for (i = 0, pPolys = shape->polys; i < shape->npolys; ++i, ++pPolys) {
|
|
Vector3f p[3];
|
|
int current, first;
|
|
for(j = 0; j < 3; j++)
|
|
{
|
|
current = pPolys->pindex[j];
|
|
p[j] = Vector3f(pVertices[current].x, scale_y(pVertices[current].y, flag, flag_data), pVertices[current].z);
|
|
}
|
|
|
|
Vector3f normal = crossProduct(p[2] - p[0], p[1] - p[0]);
|
|
if (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;
|
|
edgelistsize *= 2;
|
|
newstack = (EDGE *)realloc(edgelist, sizeof(EDGE) * edgelistsize);
|
|
if (newstack == NULL)
|
|
{
|
|
debug(LOG_FATAL, "pie_DrawShadow: Out of memory!");
|
|
abort();
|
|
return;
|
|
}
|
|
|
|
edgelist = newstack;
|
|
|
|
debug(LOG_WARNING, "new edge list size: %u", 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
|
|
for(i = 0, j = 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->nShadowEdges = edge_count;
|
|
shape->shadowEdgeList = (EDGE *)realloc(shape->shadowEdgeList, sizeof(EDGE) * shape->nShadowEdges);
|
|
memcpy(shape->shadowEdgeList, edgelist, sizeof(EDGE) * shape->nShadowEdges);
|
|
}
|
|
}
|
|
|
|
// draw the shadow volume
|
|
glBegin(GL_QUADS);
|
|
glNormal3f(0.0, 1.0, 0.0);
|
|
for(i=0;i<edge_count;i++)
|
|
{
|
|
int a = drawlist[i].from, b = drawlist[i].to;
|
|
if(a < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
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, b = drawlist[i].to;
|
|
if(a < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
static void inverse_matrix(const float * src, float * dst)
|
|
{
|
|
const 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];
|
|
const 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]);
|
|
}
|
|
|
|
void pie_SetUp(void)
|
|
{
|
|
// initialise pie engine (just a placeholder for now)
|
|
}
|
|
|
|
void pie_CleanUp( void )
|
|
{
|
|
free( tshapes );
|
|
free( scshapes );
|
|
tshapes = NULL;
|
|
scshapes = NULL;
|
|
}
|
|
|
|
void pie_Draw3DShape(iIMDShape *shape, int frame, int team, PIELIGHT colour, int pieFlag, int pieFlagData, int shaderlessTeamColourHackAmount)
|
|
{
|
|
PIELIGHT teamcolour;
|
|
|
|
ASSERT_OR_RETURN(, shape, "Attempting to draw null sprite");
|
|
|
|
teamcolour = pal_GetTeamColour(team);
|
|
|
|
pieCount++;
|
|
|
|
if (frame == 0)
|
|
{
|
|
frame = team;
|
|
}
|
|
|
|
if (drawing_interface || !shadows)
|
|
{
|
|
pie_Draw3DShape2(shape, frame, colour, teamcolour, pieFlag, pieFlagData, shaderlessTeamColourHackAmount);
|
|
}
|
|
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
|
|
{
|
|
const 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].flag = pieFlag;
|
|
tshapes[nb_tshapes].flag_data = pieFlagData;
|
|
nb_tshapes++;
|
|
}
|
|
else
|
|
{
|
|
if(pieFlag & pie_SHADOW || pieFlag & pie_STATIC_SHADOW)
|
|
{
|
|
float distance;
|
|
|
|
// 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
|
|
{
|
|
const 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 < SHADOW_END_DISTANCE)
|
|
{
|
|
float invmat[9], pos_light0[4];
|
|
|
|
inverse_matrix( scshapes[nb_scshapes].matrix, invmat );
|
|
|
|
// Calculate the light position relative to the object
|
|
glGetLightfv(GL_LIGHT0, GL_POSITION, pos_light0);
|
|
scshapes[nb_scshapes].light.x = invmat[0] * pos_light0[0] + invmat[3] * pos_light0[1] + invmat[6] * pos_light0[2];
|
|
scshapes[nb_scshapes].light.y = invmat[1] * pos_light0[0] + invmat[4] * pos_light0[1] + invmat[7] * pos_light0[2];
|
|
scshapes[nb_scshapes].light.z = invmat[2] * pos_light0[0] + invmat[5] * pos_light0[1] + invmat[8] * pos_light0[2];
|
|
|
|
scshapes[nb_scshapes].shape = shape;
|
|
scshapes[nb_scshapes].flag = pieFlag;
|
|
scshapes[nb_scshapes].flag_data = pieFlagData;
|
|
|
|
nb_scshapes++;
|
|
}
|
|
}
|
|
|
|
pie_Draw3DShape2(shape, frame, colour, teamcolour, pieFlag, pieFlagData, shaderlessTeamColourHackAmount);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void pie_ShadowDrawLoop(void)
|
|
{
|
|
unsigned int i = 0;
|
|
|
|
for (i = 0; i < nb_scshapes; i++)
|
|
{
|
|
glLoadMatrixf(scshapes[i].matrix);
|
|
pie_DrawShadow(scshapes[i].shape, scshapes[i].flag, scshapes[i].flag_data, &scshapes[i].light);
|
|
}
|
|
}
|
|
|
|
static void pie_DrawShadows(void)
|
|
{
|
|
const float width = pie_GetVideoBufferWidth();
|
|
const float height = pie_GetVideoBufferHeight();
|
|
GLenum op_depth_pass_front = GL_INCR, op_depth_pass_back = GL_DECR;
|
|
|
|
pie_SetTexturePage(TEXPAGE_NONE);
|
|
|
|
glPushMatrix();
|
|
|
|
pie_SetAlphaTest(false);
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
glDepthFunc(GL_LESS);
|
|
glDepthMask(GL_FALSE);
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
// Check if we have the required extensions
|
|
if (GLEE_EXT_stencil_wrap)
|
|
{
|
|
op_depth_pass_front = GL_INCR_WRAP_EXT;
|
|
op_depth_pass_back = GL_DECR_WRAP_EXT;
|
|
}
|
|
|
|
// generic 1-pass version
|
|
if (GLEE_EXT_stencil_two_side)
|
|
{
|
|
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
glDisable(GL_CULL_FACE);
|
|
glStencilMask(~0);
|
|
glActiveStencilFaceEXT(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_back);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
glActiveStencilFaceEXT(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_front);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
pie_ShadowDrawLoop();
|
|
|
|
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
}
|
|
// check for ATI-specific 1-pass version
|
|
else if (GLEE_ATI_separate_stencil)
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
glStencilMask(~0);
|
|
glStencilOpSeparateATI(GL_BACK, GL_KEEP, GL_KEEP, op_depth_pass_back);
|
|
glStencilOpSeparateATI(GL_FRONT, GL_KEEP, GL_KEEP, op_depth_pass_front);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
pie_ShadowDrawLoop();
|
|
}
|
|
// fall back to default 2-pass version
|
|
else
|
|
{
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
// Setup stencil for front-facing polygons
|
|
glCullFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_front);
|
|
|
|
pie_ShadowDrawLoop();
|
|
|
|
// Setup stencil for back-facing polygons
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_back);
|
|
|
|
pie_ShadowDrawLoop();
|
|
}
|
|
|
|
pie_SetRendMode(REND_ALPHA);
|
|
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);
|
|
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();
|
|
|
|
pie_SetRendMode(REND_OPAQUE);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glPopMatrix();
|
|
|
|
nb_scshapes = 0;
|
|
}
|
|
|
|
static void pie_DrawRemainingTransShapes(void)
|
|
{
|
|
unsigned int i = 0;
|
|
|
|
glPushMatrix();
|
|
for (i = 0; i < nb_tshapes; ++i)
|
|
{
|
|
glLoadMatrixf(tshapes[i].matrix);
|
|
pie_Draw3DShape2(tshapes[i].shape, tshapes[i].frame, tshapes[i].colour, tshapes[i].colour,
|
|
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
|
|
*
|
|
***************************************************************************/
|
|
void pie_DrawImage(const PIEIMAGE *image, const PIERECT *dest)
|
|
{
|
|
PIELIGHT colour = WZCOL_WHITE;
|
|
|
|
/* Set transparent color to be 0 red, 0 green, 0 blue, 0 alpha */
|
|
polyCount++;
|
|
|
|
pie_SetTexturePage(image->texPage);
|
|
|
|
glColor4ubv(colour.vector);
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
//set up 4 pie verts
|
|
glTexCoord2f(image->tu / OLD_TEXTURE_SIZE_FIX, image->tv / OLD_TEXTURE_SIZE_FIX);
|
|
glVertex2f(dest->x, dest->y);
|
|
|
|
glTexCoord2f((image->tu + image->tw) / OLD_TEXTURE_SIZE_FIX, image->tv / OLD_TEXTURE_SIZE_FIX);
|
|
glVertex2f(dest->x + dest->w, dest->y);
|
|
|
|
glTexCoord2f(image->tu / OLD_TEXTURE_SIZE_FIX, (image->tv + image->th) / OLD_TEXTURE_SIZE_FIX);
|
|
glVertex2f(dest->x, dest->y + dest->h);
|
|
|
|
glTexCoord2f((image->tu + image->tw) / OLD_TEXTURE_SIZE_FIX, (image->tv + image->th) / OLD_TEXTURE_SIZE_FIX);
|
|
glVertex2f(dest->x + dest->w, dest->y + dest->h);
|
|
glEnd();
|
|
}
|
|
|
|
void pie_GetResetCounts(unsigned int* pPieCount, unsigned int* pTileCount, unsigned int* pPolyCount, unsigned int* pStateCount)
|
|
{
|
|
*pPieCount = pieCount;
|
|
*pTileCount = tileCount;
|
|
*pPolyCount = polyCount;
|
|
*pStateCount = pieStateCount;
|
|
|
|
pieCount = 0;
|
|
tileCount = 0;
|
|
polyCount = 0;
|
|
pieStateCount = 0;
|
|
return;
|
|
}
|