// rendergl.cpp: core opengl rendering stuff
#include "cube.h"
#import "DynamicEntity.h"
#import "OFString+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, OFIRI *IRI, int *xs, int *ys, bool clamp)
{
SDL_Surface *s = IMG_Load(IRI.fileSystemRepresentation.UTF8String);
if (s == NULL) {
conoutf(@"couldn't load texture %@", IRI.string);
return false;
}
if (s->format->BitsPerPixel != 24) {
SDL_PixelFormat *format =
SDL_AllocFormat(SDL_PIXELFORMAT_RGB24);
if (format == NULL) {
conoutf(@"texture cannot be converted to 24bpp: %@",
IRI.string);
return false;
}
@try {
SDL_Surface *converted =
SDL_ConvertSurface(s, format, 0);
if (converted == NULL) {
conoutf(@"texture cannot be converted "
@"to 24bpp: %@",
IRI.string);
return false;
}
SDL_FreeSurface(s);
s = converted;
} @finally {
SDL_FreeFormat(format);
}
}
#if 0
loopi(s->w * s->h * 3)
{
uchar *p = (uchar *)s->pixels + i;
*p = 255 - *p;
}
#endif
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 %@",
IRI.string); // for voodoo cards under linux
scaledimg = OFAllocMemory(1, *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
static const int MAXTEX = 1000;
static int texx[MAXTEX]; // ( loaded texture ) -> ( name, size )
static int texy[MAXTEX];
static OFString *texname[MAXTEX];
static int curtex = 0;
static const int FIRSTTEX = 1000; // opengl id = loaded id + FIRSTTEX
// std 1+, sky 14+, mdls 20+
static const int MAXFRAMES = 2; // increase to allow more complex shader defs
static int mapping[256]
[MAXFRAMES]; // ( cube texture, frame ) -> ( opengl id, name )
static OFString *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)
{
int num = curtexnum++, frame = aframe.cube_intValue;
if (num < 0 || num >= 256 || frame < 0 || frame >= MAXFRAMES)
return;
mapping[num][frame] = 1;
mapname[num][frame] = [name stringByReplacingOccurrencesOfString:@"\\"
withString:@"/"];
}
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 == 0)
return 1; // crosshair :)
loopi(curtex) // lazily happens once per "texture" command, basically
{
if ([mapname[tex][frame] isEqual:texname[i]]) {
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;
texname[curtex] = mapname[tex][frame];
OFString *path =
[OFString stringWithFormat:@"packages/%@", texname[curtex]];
if (installtex(tnum,
[Cube.sharedInstance.gameDataIRI
IRIByAppendingPathComponent:path],
xs, ys, false)) {
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;
};
static OFMutableData *strips;
void
renderstripssky()
{
glBindTexture(GL_TEXTURE_2D, skyoglid);
const strip *items = (const strip *)strips.items;
size_t count = strips.count;
for (size_t i = 0; i < count; i++)
if (items[i].tex == skyoglid)
glDrawArrays(
GL_TRIANGLE_STRIP, items[i].start, items[i].num);
}
void
renderstrips()
{
int lasttex = -1;
const strip *items = (const strip *)strips.items;
size_t count = strips.count;
for (size_t i = 0; i < count; i++) {
if (items[i].tex == skyoglid)
continue;
if (items[i].tex != lasttex) {
glBindTexture(GL_TEXTURE_2D, items[i].tex);
lasttex = items[i].tex;
}
glDrawArrays(GL_TRIANGLE_STRIP, items[i].start, items[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)
{
if (strips == nil)
strips = [[OFMutableData alloc] initWithItemSize:sizeof(strip)];
strip s = { .tex = tex, .start = start, .num = n };
[strips addItem:&s];
}
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,
OFMakeVector3D(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 removeAllItems];
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);
}