// 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 *)realloc(verts, (curmaxverts *= 2)*sizeof(vertex));
curmaxverts -= 10;
if(!verts) fatal("no vertex memory!");
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; };
void mipstats(int a, int b, int c) { if(showm) conoutf("1x1/2x2/4x4: %d / %d / %d", a, b, c); };
COMMAND(showmip, ARG_NONE);
#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;
};