// rendergl.cpp: core opengl rendering stuff
#include "cube.h"
#ifdef DARWIN
# define GL_COMBINE_EXT GL_COMBINE_ARB
# define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
# define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB
# define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB
# define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB
#endif
extern int curvert;
bool hasoverbright = false;
void purgetextures();
GLUquadricObj *qsphere = NULL;
int glmaxtexsize = 256;
void
gl_init(int w, int h)
{
// #define fogvalues 0.5f, 0.6f, 0.7f, 1.0f
glViewport(0, 0, w, h);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_DENSITY, 0.25);
glHint(GL_FOG_HINT, GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-3.0, -3.0);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
char *exts = (char *)glGetString(GL_EXTENSIONS);
if (strstr(exts, "GL_EXT_texture_env_combine"))
hasoverbright = true;
else
conoutf(@"WARNING: cannot use overbright lighting, using old "
@"lighting model!");
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glmaxtexsize);
purgetextures();
if (!(qsphere = gluNewQuadric()))
fatal(@"glu sphere");
gluQuadricDrawStyle(qsphere, GLU_FILL);
gluQuadricOrientation(qsphere, GLU_INSIDE);
gluQuadricTexture(qsphere, GL_TRUE);
glNewList(1, GL_COMPILE);
gluSphere(qsphere, 1, 12, 6);
glEndList();
};
void
cleangl()
{
if (qsphere)
gluDeleteQuadric(qsphere);
};
bool
installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
{
SDL_Surface *s = IMG_Load(texname);
if (!s) {
conoutf(@"couldn't load texture %s", texname);
return false;
};
if (s->format->BitsPerPixel != 24) {
conoutf(@"texture must be 24bpp: %s", texname);
return false;
};
// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };
glBindTexture(GL_TEXTURE_2D, tnum);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR); // NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
xs = s->w;
ys = s->h;
while (xs > glmaxtexsize || ys > glmaxtexsize) {
xs /= 2;
ys /= 2;
};
void *scaledimg = s->pixels;
if (xs != s->w) {
conoutf(@"warning: quality loss: scaling %s",
texname); // for voodoo cards under linux
scaledimg = alloc(xs * ys * 3);
gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels,
xs, ys, GL_UNSIGNED_BYTE, scaledimg);
};
if (gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB,
GL_UNSIGNED_BYTE, scaledimg))
fatal(@"could not build mipmaps");
if (xs != s->w)
free(scaledimg);
SDL_FreeSurface(s);
return true;
};
// management of texture slots
// each texture slot can have multople texture frames, of which currently only
// the first is used additional frames can be used for various shaders
const int MAXTEX = 1000;
int texx[MAXTEX]; // ( loaded texture ) -> ( name, size )
int texy[MAXTEX];
string texname[MAXTEX];
int curtex = 0;
const int FIRSTTEX = 1000; // opengl id = loaded id + FIRSTTEX
// std 1+, sky 14+, mdls 20+
const int MAXFRAMES = 2; // increase to allow more complex shader defs
int mapping[256][MAXFRAMES]; // ( cube texture, frame ) -> ( opengl id, name )
string mapname[256][MAXFRAMES];
void
purgetextures()
{
loopi(256) loop(j, MAXFRAMES) mapping[i][j] = 0;
};
int curtexnum = 0;
void
texturereset()
{
curtexnum = 0;
}
COMMAND(texturereset, ARG_NONE)
void
texture(OFString *aframe, OFString *name)
{
@autoreleasepool {
int num = curtexnum++, frame = (int)aframe.longLongValue;
if (num < 0 || num >= 256 || frame < 0 || frame >= MAXFRAMES)
return;
mapping[num][frame] = 1;
char *n = mapname[num][frame];
strcpy_s(n, name.UTF8String);
path(n);
}
}
COMMAND(texture, ARG_2STR)
int
lookuptexture(int tex, int &xs, int &ys)
{
int frame = 0; // other frames?
int tid = mapping[tex][frame];
if (tid >= FIRSTTEX) {
xs = texx[tid - FIRSTTEX];
ys = texy[tid - FIRSTTEX];
return tid;
};
xs = ys = 16;
if (!tid)
return 1; // crosshair :)
loopi(curtex) // lazily happens once per "texture" command, basically
{
if (strcmp(mapname[tex][frame], texname[i]) == 0) {
mapping[tex][frame] = tid = i + FIRSTTEX;
xs = texx[i];
ys = texy[i];
return tid;
};
};
if (curtex == MAXTEX)
fatal(@"loaded too many textures");
int tnum = curtex + FIRSTTEX;
strcpy_s(texname[curtex], mapname[tex][frame]);
sprintf_sd(name)("packages%c%s", PATHDIV, texname[curtex]);
if (installtex(tnum, name, xs, ys)) {
mapping[tex][frame] = tnum;
texx[curtex] = xs;
texy[curtex] = ys;
curtex++;
return tnum;
} else {
return mapping[tex][frame] = FIRSTTEX; // temp fix
};
};
void
setupworld()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
setarraypointers();
if (hasoverbright) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(
GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
};
};
int skyoglid;
struct strip {
int tex, start, num;
};
vector<strip> strips;
void
renderstripssky()
{
glBindTexture(GL_TEXTURE_2D, skyoglid);
loopv(strips) if (strips[i].tex == skyoglid)
glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
}
void
renderstrips()
{
int lasttex = -1;
loopv(strips) if (strips[i].tex != skyoglid)
{
if (strips[i].tex != lasttex) {
glBindTexture(GL_TEXTURE_2D, strips[i].tex);
lasttex = strips[i].tex;
}
glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
}
}
void
overbright(float amount)
{
if (hasoverbright)
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount);
}
void
addstrip(int tex, int start, int n)
{
strip &s = strips.add();
s.tex = tex;
s.start = start;
s.num = n;
}
VARFP(gamma, 30, 100, 300, {
float f = gamma / 100.0f;
Uint16 ramp[256];
SDL_CalculateGammaRamp(f, ramp);
if (SDL_SetWindowGammaRamp(
Cube.sharedInstance.window, ramp, ramp, ramp) == -1) {
conoutf(
@"Could not set gamma (card/driver doesn't support it?)");
conoutf(@"sdl: %s", SDL_GetError());
}
})
void
transplayer()
{
glLoadIdentity();
glRotated(player1->roll, 0.0, 0.0, 1.0);
glRotated(player1->pitch, -1.0, 0.0, 0.0);
glRotated(player1->yaw, 0.0, 1.0, 0.0);
glTranslated(-player1->o.x,
(player1->state == CS_DEAD ? player1->eyeheight - 0.2f : 0) -
player1->o.z,
-player1->o.y);
};
VARP(fov, 10, 105, 120);
int xtraverts;
VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
VARP(hudgun, 0, 1, 1);
OFString *hudgunnames[] = {@"hudguns/fist", @"hudguns/shotg", @"hudguns/chaing",
@"hudguns/rocket", @"hudguns/rifle"};
void
drawhudmodel(int start, int end, float speed, int base)
{
rendermodel(hudgunnames[player1->gunselect], start, end, 0, 1.0f,
player1->o.x, player1->o.z, player1->o.y, player1->yaw + 90,
player1->pitch, false, 1.0f, speed, 0, base);
}
void
drawhudgun(float fovy, float aspect, int farplane)
{
if (!hudgun /*|| !player1->gunselect*/)
return;
glEnable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy, aspect, 0.3f, farplane);
glMatrixMode(GL_MODELVIEW);
// glClear(GL_DEPTH_BUFFER_BIT);
int rtime = reloadtime(player1->gunselect);
if (player1->lastaction &&
player1->lastattackgun == player1->gunselect &&
lastmillis - player1->lastaction < rtime) {
drawhudmodel(7, 18, rtime / 18.0f, player1->lastaction);
} else {
drawhudmodel(6, 1, 100, 0);
};
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_CULL_FACE);
};
void
gl_drawframe(int w, int h, float curfps)
{
float hf = hdr.waterlevel - 0.3f;
float fovy = (float)fov * h / w;
float aspect = w / (float)h;
bool underwater = player1->o.z < hf;
glFogi(GL_FOG_START, (fog + 64) / 8);
glFogi(GL_FOG_END, fog);
float fogc[4] = {(fogcolour >> 16) / 256.0f,
((fogcolour >> 8) & 255) / 256.0f, (fogcolour & 255) / 256.0f,
1.0f};
glFogfv(GL_FOG_COLOR, fogc);
glClearColor(fogc[0], fogc[1], fogc[2], 1.0f);
if (underwater) {
fovy += (float)sin(lastmillis / 1000.0) * 2.0f;
aspect += (float)sin(lastmillis / 1000.0 + PI) * 0.1f;
glFogi(GL_FOG_START, 0);
glFogi(GL_FOG_END, (fog + 96) / 8);
};
glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) |
GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int farplane = fog * 5 / 2;
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
transplayer();
glEnable(GL_TEXTURE_2D);
int xs, ys;
skyoglid = lookuptexture(DEFAULT_SKY, xs, ys);
resetcubes();
curvert = 0;
strips.setsize(0);
render_world(player1->o.x, player1->o.y, player1->o.z,
(int)player1->yaw, (int)player1->pitch, (float)fov, w, h);
finishstrips();
setupworld();
renderstripssky();
glLoadIdentity();
glRotated(player1->pitch, -1.0, 0.0, 0.0);
glRotated(player1->yaw, 0.0, 1.0, 0.0);
glRotated(90.0, 1.0, 0.0, 0.0);
glColor3f(1.0f, 1.0f, 1.0f);
glDisable(GL_FOG);
glDepthFunc(GL_GREATER);
draw_envbox(14, fog * 4 / 3);
glDepthFunc(GL_LESS);
glEnable(GL_FOG);
transplayer();
overbright(2);
renderstrips();
xtraverts = 0;
renderclients();
monsterrender();
renderentities();
renderspheres(curtime);
renderents();
glDisable(GL_CULL_FACE);
drawhudgun(fovy, aspect, farplane);
overbright(1);
int nquads = renderwater(hf);
overbright(2);
render_particles(curtime);
overbright(1);
glDisable(GL_FOG);
glDisable(GL_TEXTURE_2D);
gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);
glEnable(GL_CULL_FACE);
glEnable(GL_FOG);
};