// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills
// the vertex array for different cube surfaces.
#include "cube.h"
vertex *verts = NULL;
int curvert;
int curmaxverts = 10000;
void
setarraypointers()
{
glVertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].x);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].u);
}
void
reallocv()
{
verts =
(vertex *)OFResizeMemory(verts, (curmaxverts *= 2), sizeof(vertex));
curmaxverts -= 10;
setarraypointers();
}
// generating the actual vertices is done dynamically every frame and sits at
// the leaves of all these functions, and are part of the cpu bottleneck on
// really slow machines, hence the macros.
#define vertcheck() \
{ \
if (curvert >= curmaxverts) \
reallocv(); \
}
#define vertf(v1, v2, v3, ls, t1, t2) \
{ \
vertex &v = verts[curvert++]; \
v.u = t1; \
v.v = t2; \
v.x = v1; \
v.y = v2; \
v.z = v3; \
v.r = ls->r; \
v.g = ls->g; \
v.b = ls->b; \
v.a = 255; \
}
#define vert(v1, v2, v3, ls, t1, t2) \
{ \
vertf((float)(v1), (float)(v2), (float)(v3), ls, t1, t2); \
}
int nquads;
const float TEXTURESCALE = 32.0f;
bool floorstrip = false, deltastrip = false;
int oh, oy, ox, ogltex; // the o* vars are used by the stripification
int ol3r, ol3g, ol3b, ol4r, ol4g, ol4b;
int firstindex;
bool showm = false;
void
showmip()
{
showm = !showm;
}
COMMAND(showmip, ARG_NONE)
void
mipstats(int a, int b, int c)
{
if (showm)
conoutf(@"1x1/2x2/4x4: %d / %d / %d", a, b, c);
}
#define stripend() \
{ \
if (floorstrip || deltastrip) { \
addstrip(ogltex, firstindex, curvert - firstindex); \
floorstrip = deltastrip = false; \
} \
}
void
finishstrips()
{
stripend();
}
sqr sbright, sdark;
VAR(lighterror, 1, 8, 100);
void
render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3,
sqr *l4, bool isceil) // floor/ceil quads
{
vertcheck();
if (showm) {
l3 = l1 = &sbright;
l4 = l2 = &sdark;
}
int sx, sy;
int gltex = lookuptexture(wtex, &sx, &sy);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
float xs = size * xf;
float ys = size * yf;
float xo = xf * x;
float yo = yf * y;
bool first = !floorstrip || y != oy + size || ogltex != gltex ||
h != oh || x != ox;
if (first) // start strip here
{
stripend();
firstindex = curvert;
ogltex = gltex;
oh = h;
ox = x;
floorstrip = true;
if (isceil) {
vert(x + size, h, y, l2, xo + xs, yo);
vert(x, h, y, l1, xo, yo);
} else {
vert(x, h, y, l1, xo, yo);
vert(x + size, h, y, l2, xo + xs, yo);
}
ol3r = l1->r;
ol3g = l1->g;
ol3b = l1->b;
ol4r = l2->r;
ol4g = l2->g;
ol4b = l2->b;
} else // continue strip
{
int lighterr = lighterror * 2;
if ((abs(ol3r - l3->r) < lighterr &&
abs(ol4r - l4->r) < lighterr // skip vertices if light
// values are close enough
&& abs(ol3g - l3->g) < lighterr &&
abs(ol4g - l4->g) < lighterr &&
abs(ol3b - l3->b) < lighterr &&
abs(ol4b - l4->b) < lighterr) ||
!wtex) {
curvert -= 2;
nquads--;
} else {
uchar *p3 = (uchar *)(&verts[curvert - 1].r);
ol3r = p3[0];
ol3g = p3[1];
ol3b = p3[2];
uchar *p4 = (uchar *)(&verts[curvert - 2].r);
ol4r = p4[0];
ol4g = p4[1];
ol4b = p4[2];
}
}
if (isceil) {
vert(x + size, h, y + size, l3, xo + xs, yo + ys);
vert(x, h, y + size, l4, xo, yo + ys);
} else {
vert(x, h, y + size, l4, xo, yo + ys);
vert(x + size, h, y + size, l3, xo + xs, yo + ys);
}
oy = y;
nquads++;
}
void
render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3,
float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4,
bool isceil) // floor/ceil quads on a slope
{
vertcheck();
if (showm) {
l3 = l1 = &sbright;
l4 = l2 = &sdark;
}
int sx, sy;
int gltex = lookuptexture(wtex, &sx, &sy);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
float xs = size * xf;
float ys = size * yf;
float xo = xf * x;
float yo = yf * y;
bool first =
!deltastrip || y != oy + size || ogltex != gltex || x != ox;
if (first) {
stripend();
firstindex = curvert;
ogltex = gltex;
ox = x;
deltastrip = true;
if (isceil) {
vertf((float)x + size, h2, (float)y, l2, xo + xs, yo);
vertf((float)x, h1, (float)y, l1, xo, yo);
} else {
vertf((float)x, h1, (float)y, l1, xo, yo);
vertf((float)x + size, h2, (float)y, l2, xo + xs, yo);
}
ol3r = l1->r;
ol3g = l1->g;
ol3b = l1->b;
ol4r = l2->r;
ol4g = l2->g;
ol4b = l2->b;
}
if (isceil) {
vertf(
(float)x + size, h3, (float)y + size, l3, xo + xs, yo + ys);
vertf((float)x, h4, (float)y + size, l4, xo, yo + ys);
} else {
vertf((float)x, h4, (float)y + size, l4, xo, yo + ys);
vertf(
(float)x + size, h3, (float)y + size, l3, xo + xs, yo + ys);
}
oy = y;
nquads++;
}
void
render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3,
sqr *l1, sqr *l2, sqr *l3) // floor/ceil tris on a corner cube
{
stripend();
vertcheck();
int sx, sy;
int gltex = lookuptexture(h->ftex, &sx, &sy);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
vertf((float)x1, h->floor, (float)y1, l1, xf * x1, yf * y1);
vertf((float)x2, h->floor, (float)y2, l2, xf * x2, yf * y2);
vertf((float)x3, h->floor, (float)y3, l3, xf * x3, yf * y3);
addstrip(gltex, curvert - 3, 3);
gltex = lookuptexture(h->ctex, &sx, &sy);
xf = TEXTURESCALE / sx;
yf = TEXTURESCALE / sy;
vertf((float)x3, h->ceil, (float)y3, l3, xf * x3, yf * y3);
vertf((float)x2, h->ceil, (float)y2, l2, xf * x2, yf * y2);
vertf((float)x1, h->ceil, (float)y1, l1, xf * x1, yf * y1);
addstrip(gltex, curvert - 3, 3);
nquads++;
}
void
render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s,
sqr *t, sqr *u, sqr *v)
{
if (topleft) {
if (h1)
render_2tris(h1, s, x + size, y + size, x, y + size, x,
y, u, v, s);
if (h2)
render_2tris(h2, s, x, y, x + size, y, x + size,
y + size, s, t, v);
} else {
if (h1)
render_2tris(
h1, s, x, y, x + size, y, x, y + size, s, t, u);
if (h2)
render_2tris(h2, s, x + size, y, x + size, y + size, x,
y + size, t, u, v);
}
}
void
render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2,
int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2,
bool flip) // wall quads
{
stripend();
vertcheck();
if (showm) {
l1 = &sbright;
l2 = &sdark;
}
int sx, sy;
int gltex = lookuptexture(wtex, &sx, &sy);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
float xs = size * xf;
float xo = xf * (x1 == x2 ? min(y1, y2) : min(x1, x2));
if (!flip) {
vertf((float)x2, ceil2, (float)y2, l2, xo + xs, -yf * ceil2);
vertf((float)x1, ceil1, (float)y1, l1, xo, -yf * ceil1);
vertf((float)x2, floor2, (float)y2, l2, xo + xs, -floor2 * yf);
vertf((float)x1, floor1, (float)y1, l1, xo, -floor1 * yf);
} else {
vertf((float)x1, ceil1, (float)y1, l1, xo, -yf * ceil1);
vertf((float)x2, ceil2, (float)y2, l2, xo + xs, -yf * ceil2);
vertf((float)x1, floor1, (float)y1, l1, xo, -floor1 * yf);
vertf((float)x2, floor2, (float)y2, l2, xo + xs, -floor2 * yf);
}
nquads++;
addstrip(gltex, curvert - 4, 4);
}
int wx1, wy1, wx2, wy2;
VAR(watersubdiv, 1, 4, 64);
VARF(waterlevel, -128, -128, 127,
if (!noteditmode()) hdr.waterlevel = waterlevel);
inline void
vertw(int v1, float v2, int v3, sqr *c, float t1, float t2, float t)
{
vertcheck();
vertf((float)v1, v2 - (float)sin(v1 * v3 * 0.1 + t) * 0.2f, (float)v3,
c, t1, t2);
}
inline float
dx(float x)
{
return x + (float)sin(x * 2 + lastmillis / 1000.0f) * 0.04f;
}
inline float
dy(float x)
{
return x + (float)sin(x * 2 + lastmillis / 900.0f + PI / 5) * 0.05f;
}
// renders water for bounding rect area that contains water... simple but very
// inefficient
int
renderwater(float hf)
{
if (wx1 < 0)
return nquads;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_SRC_COLOR);
int sx, sy;
glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, &sx, &sy));
wx1 &= ~(watersubdiv - 1);
wy1 &= ~(watersubdiv - 1);
float xf = TEXTURESCALE / sx;
float yf = TEXTURESCALE / sy;
float xs = watersubdiv * xf;
float ys = watersubdiv * yf;
float t1 = lastmillis / 300.0f;
float t2 = lastmillis / 4000.0f;
sqr dl;
dl.r = dl.g = dl.b = 255;
for (int xx = wx1; xx < wx2; xx += watersubdiv) {
for (int yy = wy1; yy < wy2; yy += watersubdiv) {
float xo = xf * (xx + t2);
float yo = yf * (yy + t2);
if (yy == wy1) {
vertw(xx, hf, yy, &dl, dx(xo), dy(yo), t1);
vertw(xx + watersubdiv, hf, yy, &dl,
dx(xo + xs), dy(yo), t1);
}
vertw(xx, hf, yy + watersubdiv, &dl, dx(xo),
dy(yo + ys), t1);
vertw(xx + watersubdiv, hf, yy + watersubdiv, &dl,
dx(xo + xs), dy(yo + ys), t1);
}
int n = (wy2 - wy1 - 1) / watersubdiv;
nquads += n;
n = (n + 2) * 2;
glDrawArrays(GL_TRIANGLE_STRIP, curvert -= n, n);
}
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
return nquads;
}
void
addwaterquad(int x, int y, int size) // update bounding rect that contains water
{
int x2 = x + size;
int y2 = y + size;
if (wx1 < 0) {
wx1 = x;
wy1 = y;
wx2 = x2;
wy2 = y2;
} else {
if (x < wx1)
wx1 = x;
if (y < wy1)
wy1 = y;
if (x2 > wx2)
wx2 = x2;
if (y2 > wy2)
wy2 = y2;
}
}
void
resetcubes()
{
if (!verts)
reallocv();
floorstrip = deltastrip = false;
wx1 = -1;
nquads = 0;
sbright.r = sbright.g = sbright.b = 255;
sdark.r = sdark.g = sdark.b = 0;
}