*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@936 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2007-04-07 01:27:15 +00:00
parent b37bd5a9f1
commit 13de086fc6
6 changed files with 101 additions and 43 deletions
+1 -1
View File
@@ -82,7 +82,7 @@ extern int lastmillis; // last time
extern int curtime; // current frame time
extern int gamemode, nextmode;
extern int xtraverts;
extern bool minimap, reflecting;
extern bool minimap, reflecting, refracting;
extern bool demoplayback;
extern bool intermission;
extern bool arenajoin;
+1 -1
View File
@@ -77,7 +77,7 @@ extern void render_square(int wtex, float floor1, float floor2, float ceil1, flo
extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);
extern void setwatercolor(char *r = "", char *g = "", char *b = "", char *a = "");
extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf, GLuint tex);
extern int renderwater(float hf, GLuint reflecttex, GLuint refracttex);
extern void resetcubes();
extern void setupstrips();
extern void renderstripssky();
+33 -17
View File
@@ -387,8 +387,8 @@ inline void vertw(int v1, float v2, int v3, float t, int tex)
float v = cosf(angle);
if(tex>0)
{
glColor4f(1, 1, 1, 0.15f + max(v, 0)*0.15f);
glTexCoord3f(v1+v*0.3f, v2+h*0.3f, v3+v*0.3f);
if(tex>1) glColor4f(1, 1, 1, 0.15f + max(v, 0)*0.15f);
}
else glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], (uchar)(hdr.watercolor[3] + (max(v, 0) - 0.5f)*51.0f));
}
@@ -413,27 +413,32 @@ void renderwaterstrips(float hf, int tex, float t)
}
}
int renderwater(float hf, GLuint tex)
int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
{
if(wx1<0) return nquads;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
wx1 &= ~(watersubdiv-1);
wy1 &= ~(watersubdiv-1);
glDisable(GL_TEXTURE_2D);
float t = lastmillis/300.0f;
if(tex)
if(!refracttex)
{
glColor4ubv(hdr.watercolor);
renderwaterstrips(hf, 0, t);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
if(reflecttex)
{
if(!refracttex)
{
glColor4ubv(hdr.watercolor);
renderwaterstrips(hf, 0, t);
glEnable(GL_TEXTURE_2D);
}
GLfloat pm[16], mm[16];
glGetFloatv(GL_PROJECTION_MATRIX, pm);
@@ -446,13 +451,24 @@ int renderwater(float hf, GLuint tex)
glMultMatrixf(pm);
glMultMatrixf(mm);
glBindTexture(GL_TEXTURE_2D, tex);
glBindTexture(GL_TEXTURE_2D, refracttex ? refracttex : reflecttex);
}
renderwaterstrips(hf, tex ? 1 : -1, t);
if(tex)
if(refracttex)
{
glColor3f(1, 1, 1);
renderwaterstrips(hf, 1, t);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glDepthFunc(GL_LEQUAL);
glBindTexture(GL_TEXTURE_2D, reflecttex);
}
renderwaterstrips(hf, reflecttex ? 2 : -1, t);
if(reflecttex)
{
if(refracttex) glDepthFunc(GL_LESS);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
@@ -461,7 +477,7 @@ int renderwater(float hf, GLuint tex)
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
return nquads;
return nquads + (reflecttex ? nquads : 0);
}
void addwaterquad(int x, int y, int size) // update bounding rect that contains water
+62 -21
View File
@@ -253,50 +253,65 @@ void genclipmatrix(float a, float b, float c, float d, GLfloat matrix[16])
matrix[14] = clip[3]*scale;
}
bool reflecting = false;
GLuint reflecttex = 0;
bool reflecting = false, refracting = false;
GLuint reflecttex = 0, refracttex = 0;
int reflectlastsize = 0;
VARP(reflectres, 6, 7, 10);
VAR(reflectclip, 0, 3, 100);
VARP(waterreflect, 0, 1, 1);
VARP(waterrefract, 0, 0, 1);
void drawreflection(float hf, int w, int h, float changelod)
void drawreflection(float hf, int w, int h, float changelod, bool refract)
{
reflecting = true;
refracting = refract;
int size = 1<<reflectres;
while(size > w || size > h) size /= 2;
if(size!=reflectlastsize)
{
glDeleteTextures(1, &reflecttex);
reflecttex = 0;
if(reflecttex) glDeleteTextures(1, &reflecttex);
if(refracttex) glDeleteTextures(1, &refracttex);
reflecttex = refracttex = 0;
}
if(!reflecttex)
if(!reflecttex || (waterrefract && !refracttex))
{
glGenTextures(1, &reflecttex);
createtexture(reflecttex, size, size, NULL, 3, false, GL_RGB);
if(!reflecttex)
{
glGenTextures(1, &reflecttex);
createtexture(reflecttex, size, size, NULL, 3, false, GL_RGB);
}
if(!refracttex)
{
glGenTextures(1, &refracttex);
createtexture(refracttex, size, size, NULL, 3, false, GL_RGB);
}
reflectlastsize = size;
}
resetcubes();
render_world(camera1->o.x, camera1->o.y, hf, changelod,
(int)camera1->yaw, -(int)camera1->pitch, (float)fov, size, size);
render_world(camera1->o.x, camera1->o.y, refract ? camera1->o.z : hf, changelod,
(int)camera1->yaw, (refract ? 1 : -1)*(int)camera1->pitch, (float)fov, size, size);
setupstrips();
glCullFace(GL_BACK);
if(!refract) glCullFace(GL_BACK);
glViewport(0, 0, size, size);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
transplayer();
glTranslatef(0, 2*hf, 0);
glScalef(1, -1, 1);
if(!refract)
{
glTranslatef(0, 2*hf, 0);
glScalef(1, -1, 1);
}
GLfloat clipmat[16];
genclipmatrix(0, 1, 0, 0.1f-hf, clipmat);
genclipmatrix(0, refract ? -1 : 1, 0, refract ? 0.1f*reflectclip+hf : 0.1f*reflectclip-hf, clipmat);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixf(clipmat);
@@ -309,7 +324,7 @@ void drawreflection(float hf, int w, int h, float changelod)
glRotatef(camera1->pitch, -1, 0, 0);
glRotatef(camera1->yaw, 0, 1, 0);
glRotatef(90, 1, 0, 0);
glScalef(1, 1, -1);
if(!refract) glScalef(1, 1, -1);
glColor3f(1, 1, 1);
glDisable(GL_FOG);
glDepthFunc(GL_GREATER);
@@ -326,19 +341,41 @@ void drawreflection(float hf, int w, int h, float changelod)
overbright(1);
render_particles(0);
if(refract) glLoadIdentity();
glMatrixMode(GL_PROJECTION);
if(refract)
{
glLoadIdentity();
glOrtho(0, 1, 0, 1, -1, 1);
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ubv(hdr.watercolor);
glBegin(GL_QUADS);
glVertex2i(0, 1);
glVertex2i(1, 1);
glVertex2i(1, 0);
glVertex2i(0, 0);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glCullFace(GL_FRONT);
if(!refract) glCullFace(GL_FRONT);
glViewport(0, 0, w, h);
glBindTexture(GL_TEXTURE_2D, reflecttex);
glBindTexture(GL_TEXTURE_2D, refract ? refracttex : reflecttex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
glDisable(GL_TEXTURE_2D);
reflecting = false;
reflecting = refracting = false;
}
bool minimap = false, minimapdirty = true;
@@ -413,7 +450,7 @@ void drawminimap(int w, int h)
overbright(1);
float hf = hdr.waterlevel-0.3f;
renderwater(hf, 0);
renderwater(hf, 0, 0);
minimap = false;
@@ -530,7 +567,11 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
else if(waterreflect)
{
extern int wx1;
if(wx1>=0) drawreflection(hf, w, h, changelod);
if(wx1>=0)
{
drawreflection(hf, w, h, changelod, false);
if(waterrefract) drawreflection(hf, w, h, changelod, true);
}
}
glClear((outsidemap(camera1) ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);
@@ -591,7 +632,7 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
render_particles(curtime);
glDisable(GL_CULL_FACE);
int nquads = renderwater(hf, !waterreflect || underwater ? 0 : reflecttex);
int nquads = renderwater(hf, !waterreflect || underwater ? 0 : reflecttex, !waterreflect || !waterrefract || underwater ? 0 : refracttex);
glDisable(GL_FOG);
glDisable(GL_TEXTURE_2D);
+1 -1
View File
@@ -259,6 +259,6 @@ void renderclients()
{
playerent *d;
loopv(players) if((d = players[i]) && (!demoplayback || i!=democlientnum)) renderclient(d);
if(player1->state==CS_DEAD || reflecting) renderclient(player1);
if(player1->state==CS_DEAD || (reflecting && !refracting)) renderclient(player1);
}
+3 -2
View File
@@ -183,8 +183,9 @@ void render_particles(int time)
break;
}
}
if(lastmillis-p->millis>p->fade)
if(!time) pp = &p->next;
else if(lastmillis-p->millis>p->fade)
{
*pp = p->next;
p->next = parempty;