*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@903 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2007-04-03 18:56:40 +00:00
parent a735498b8e
commit fae7543e2a
14 changed files with 563 additions and 560 deletions
+201 -222
View File
@@ -3,15 +3,6 @@
#include "cube.h"
#include "bot/bot.h"
#ifdef __APPLE__
#define GL_COMBINE_EXT GL_COMBINE_ARB
#define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
#define GL_SOURCE0_RGB_EXT GL_SOURCE0_RGB_ARB
#define GL_SOURCE1_RGB_EXT GL_SOURCE1_RGB_ARB
#define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB
#define GL_PRIMARY_COLOR_EXT GL_PRIMARY_COLOR_ARB
#endif
bool hasoverbright = false;
VAR(maxtexsize, 0, 0, 4096);
@@ -54,221 +45,155 @@ void gl_init(int w, int h, int bpp, int depth, int fsaa)
camera1 = player1;
}
Texture *crosshair = NULL;
hashtable<char *, Texture> textures;
void cleangl()
{
}
void createtexture(int tnum, int w, int h, void *pixels, int clamp, bool mipmap, GLenum format)
{
glBindTexture(GL_TEXTURE_2D, tnum);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp&1 ? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp&2 ? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
int tw = w, th = h;
if(maxtexsize) while(tw>maxtexsize || th>maxtexsize) { tw /= 2; th /= 2; }
if(tw!=w)
{
if(gluScaleImage(format, w, h, GL_UNSIGNED_BYTE, pixels, tw, th, GL_UNSIGNED_BYTE, pixels))
{
tw = w;
th = h;
}
}
if(mipmap)
{
if(gluBuild2DMipmaps(GL_TEXTURE_2D, format, tw, th, format, GL_UNSIGNED_BYTE, pixels)) fatal("could not build mipmaps");
}
else glTexImage2D(GL_TEXTURE_2D, 0, format, tw, th, 0, format, GL_UNSIGNED_BYTE, pixels);
}
GLuint loadsurface(const char *texname, int &xs, int &ys, int clamp)
{
SDL_Surface *s = IMG_Load(texname);
if(!s) { conoutf("couldn't load texture %s", texname); return 0; }
if(s->format->BitsPerPixel!=24 && s->format->BitsPerPixel!=32)
{
SDL_FreeSurface(s);
conoutf("texture must be 24bpp or 32bpp: %s", texname);
return 0;
}
GLuint tnum;
glGenTextures(1, &tnum);
createtexture(tnum, s->w, s->h, s->pixels, clamp, true, s->format->BitsPerPixel==24 ? GL_RGB : GL_RGBA);
xs = s->w;
ys = s->h;
SDL_FreeSurface(s);
return tnum;
}
// 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
Texture *textureload(const char *name, int clamp)
{
string pname;
s_strcpy(pname, name);
path(pname);
Texture *t = textures.access(pname);
if(t) return t;
int xs, ys;
GLuint id = loadsurface(pname, xs, ys, clamp);
if(!id) return crosshair;
char *key = newstring(pname);
t = &textures[key];
t->name = key;
t->xs = xs;
t->ys = ys;
t->id = id;
return t;
}
struct Slot
{
string name;
Texture *tex;
bool loaded;
};
vector<Slot> slots;
void texturereset() { slots.setsizenodelete(0); }
void texture(char *aframe, char *name)
{
Slot &s = slots.add();
s_strcpy(s.name, name);
path(s.name);
s.tex = NULL;
s.loaded = false;
}
COMMAND(texturereset, ARG_NONE);
COMMAND(texture, ARG_2STR);
int lookuptexture(int tex, int &xs, int &ys)
{
Texture *t = crosshair;
if(slots.inrange(tex))
{
Slot &s = slots[tex];
if(!s.loaded)
{
s_sprintfd(pname)("packages/textures/%s", s.name);
s.tex = textureload(pname);
s.loaded = true;
}
if(s.tex) t = s.tex;
}
xs = t->xs;
ys = t->ys;
return t->id;
}
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);
}
}
struct strip { int type, start, num; };
struct stripbatch
{
int tex;
vector<strip> strips;
};
vector<strip> skystrips;
stripbatch stripbatches[256];
uchar renderedtex[256];
int renderedtexs = 0;
void renderstripssky()
{
if(skystrips.empty()) return;
int xs, ys;
glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_SKY, xs, ys));
loopv(skystrips) glDrawArrays(skystrips[i].type, skystrips[i].start, skystrips[i].num);
skystrips.setsizenodelete(0);
}
void renderstrips()
{
int xs, ys;
loopj(renderedtexs)
{
stripbatch &sb = stripbatches[j];
glBindTexture(GL_TEXTURE_2D, lookuptexture(sb.tex, xs, ys));
loopv(sb.strips) glDrawArrays(sb.strips[i].type, sb.strips[i].start, sb.strips[i].num);
sb.strips.setsizenodelete(0);
}
renderedtexs = 0;
}
void overbright(float amount) { if(hasoverbright) glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount ); }
void addstrip(int type, int tex, int start, int n)
void line(int x1, int y1, float z1, int x2, int y2, float z2)
{
vector<strip> *strips;
glBegin(GL_POLYGON);
glVertex3f((float)x1, z1, (float)y1);
glVertex3f((float)x1, z1, y1+0.01f);
glVertex3f((float)x2, z2, y2+0.01f);
glVertex3f((float)x2, z2, (float)y2);
glEnd();
xtraverts += 4;
}
if(tex==DEFAULT_SKY)
void linestyle(float width, int r, int g, int b)
{
glLineWidth(width);
glColor3ub(r,g,b);
}
void box(block &b, float z1, float z2, float z3, float z4)
{
glBegin(GL_POLYGON);
glVertex3f((float)b.x, z1, (float)b.y);
glVertex3f((float)b.x+b.xs, z2, (float)b.y);
glVertex3f((float)b.x+b.xs, z3, (float)b.y+b.ys);
glVertex3f((float)b.x, z4, (float)b.y+b.ys);
glEnd();
xtraverts += 4;
}
void quad(GLuint tex, float x, float y, float s, float tx, float ty, float ts)
{
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glTexCoord2f(tx, ty); glVertex2f(x, y);
glTexCoord2f(tx+ts, ty); glVertex2f(x+s, y);
glTexCoord2f(tx+ts, ty+ts); glVertex2f(x+s, y+s);
glTexCoord2f(tx, ty+ts); glVertex2f(x, y+s);
glEnd();
xtraverts += 4;
}
void circle(GLuint tex, float x, float y, float r, float tx, float ty, float tr, int subdiv)
{
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(tx, ty);
glVertex2f(x, y);
loopi(subdiv+1)
{
if(minimap) return;
strips = &skystrips;
float c = cosf(2*M_PI*i/float(subdiv)), s = sinf(2*M_PI*i/float(subdiv));
glTexCoord2f(tx + tr*c, ty + tr*s);
glVertex2f(x + r*c, y + r*s);
}
glEnd();
xtraverts += subdiv+2;
}
void dot(int x, int y, float z)
{
const float DOF = 0.1f;
glBegin(GL_POLYGON);
glVertex3f(x-DOF, (float)z, y-DOF);
glVertex3f(x+DOF, (float)z, y-DOF);
glVertex3f(x+DOF, (float)z, y+DOF);
glVertex3f(x-DOF, (float)z, y+DOF);
glEnd();
xtraverts += 4;
}
void blendbox(int x1, int y1, int x2, int y2, bool border, int tex)
{
glDepthMask(GL_FALSE);
glDisable(GL_TEXTURE_2D);
if(tex>=0)
{
glBindTexture(GL_TEXTURE_2D, tex);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glColor3f(1, 1, 1);
int texw = 512;
int texh = texw;
int cols = (int)((x2-x1)/texw+1);
int rows = (int)((y2-y1)/texh+1);
xtraverts += cols*rows*4;
loopj(rows)
{
float ytexcut = 0.0f;
float yboxcut = 0.0f;
if((j+1)*texh>y2-y1) // cut last row to match the box height
{
yboxcut = (float)(((j+1)*texh)-(y2-y1));
ytexcut = (float)(((j+1)*texh)-(y2-y1))/texh;
}
loopi(cols)
{
float xtexcut = 0.0f;
float xboxcut = 0.0f;
if((i+1)*texw>x2-x1)
{
xboxcut = (float)(((i+1)*texw)-(x2-x1));
xtexcut = (float)(((i+1)*texw)-(x2-x1))/texw;
}
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f((float)x1+texw*i, (float)y1+texh*j);
glTexCoord2f(1-xtexcut, 0); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*j);
glTexCoord2f(1-xtexcut, 1-ytexcut); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*(j+1)-yboxcut);
glTexCoord2f(0, 1-ytexcut); glVertex2f((float)x1+texw*i, y1+texh*(j+1)-yboxcut);
glEnd();
}
}
}
else
{
stripbatch *sb = &stripbatches[renderedtex[tex]];
if(sb->tex!=tex || sb>=&stripbatches[renderedtexs])
{
sb = &stripbatches[renderedtex[tex] = renderedtexs++];
sb->tex = tex;
}
strips = &sb->strips;
if(border) glColor3f(0.7f, 0.7f, 0.7f); //glColor3d(0.5, 0.3, 0.4);
else glColor3f(1, 1, 1);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(x1, y1);
glTexCoord2f(1, 0); glVertex2i(x2, y1);
glTexCoord2f(1, 1); glVertex2i(x2, y2);
glTexCoord2f(0, 1); glVertex2i(x1, y2);
glEnd();
xtraverts += 4;
}
if(type!=GL_TRIANGLE_STRIP && !strips->empty())
{
strip &last = strips->last();
if(last.type==type && last.start+last.num==start)
{
last.num += n;
return;
}
}
strip &s = strips->add();
s.type = type;
s.start = start;
s.num = n;
}
VARFP(gamma, 30, 100, 300,
{
float f = gamma/100.0f;
if(SDL_SetGamma(f,f,f)==-1)
{
conoutf("Could not set gamma (card/driver doesn't support it?)");
conoutf("sdl: %s", SDL_GetError());
}
});
glDisable(GL_BLEND);
if(tex>=0) glDisable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_POLYGON);
glColor3f(0.6f, 0.6f, 0.6f); //glColor3d(0.2, 0.7, 0.4);
glVertex2i(x1, y1);
glVertex2i(x2, y1);
glVertex2i(x2, y2);
glVertex2i(x1, y2);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
}
physent *camera1 = NULL;
@@ -369,9 +294,8 @@ void drawminimap()
render_world(camera1->o.x, camera1->o.y, camera1->o.z, 1.0f,
(int)camera1->yaw, (int)camera1->pitch, 90.0f, size, size);
finishstrips();
setupworld();
setupstrips();
overbright(2);
glDepthFunc(GL_ALWAYS);
@@ -404,10 +328,6 @@ int xtraverts;
VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
VARP(hudgun,0,1,1);
char *hudgunnames[] = { "knife", "pistol", "shotgun", "subgun", "sniper", "assault", "grenade" };
void drawhudgun(int w, int h, float aspect, int farplane)
{
if(scoped && player1->gunselect==GUN_SNIPER) return;
@@ -419,7 +339,7 @@ void drawhudgun(int w, int h, float aspect, int farplane)
gluPerspective((float)100.0f*h/w, aspect, 0.3f, farplane); // fov fixed at 100°
glMatrixMode(GL_MODELVIEW);
if(hudgun && player1->state!=CS_DEAD) renderhudgun();
if(player1->state!=CS_DEAD) renderhudgun();
rendermenumdl();
glMatrixMode(GL_PROJECTION);
@@ -439,6 +359,58 @@ bool outsidemap(physent *pl)
|| pl->o.z > s->ceil + (s->type==CHF ? s->vdelta/4 : 0);
}
float cursordepth = 0.9f;
GLint viewport[4];
GLdouble mm[16], pm[16];
vec worldpos, camup, camright;
void readmatrices()
{
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, mm);
glGetDoublev(GL_PROJECTION_MATRIX, pm);
camright = vec(float(mm[0]), float(mm[4]), float(mm[8]));
camup = vec(float(mm[1]), float(mm[5]), float(mm[9]));
}
// stupid function to cater for stupid ATI linux drivers that return incorrect depth values
float depthcorrect(float d)
{
return (d<=1/256.0f) ? d*256 : d;
}
// find out the 3d target of the crosshair in the world easily and very acurately.
// sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false
// coordinates, making shooting and such impossible.
// also hits map entities which is unwanted.
// could be replaced by a more acurate version of monster.cpp los() if needed
void readdepth(int w, int h, vec &pos)
{
glReadPixels(w/2, h/2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth);
double worldx = 0, worldy = 0, worldz = 0;
gluUnProject(w/2, h/2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldz, &worldy);
pos.x = (float)worldx;
pos.y = (float)worldy;
pos.z = (float)worldz;
}
void invertperspective()
{
// This only generates a valid inverse matrix for matrices generated by gluPerspective()
GLdouble inv[16];
memset(inv, 0, sizeof(inv));
inv[0*4+0] = 1.0/pm[0*4+0];
inv[1*4+1] = 1.0/pm[1*4+1];
inv[2*4+3] = 1.0/pm[3*4+2];
inv[3*4+2] = -1.0;
inv[3*4+3] = pm[2*4+2]/pm[3*4+2];
glLoadMatrixd(inv);
}
void gl_drawframe(int w, int h, float changelod, float curfps)
{
drawminimap();
@@ -480,9 +452,8 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
render_world(camera1->o.x, camera1->o.y, camera1->o.z, changelod,
(int)camera1->yaw, (int)camera1->pitch, (float)fov, w, h);
finishstrips();
setupworld();
setupstrips();
renderstripssky();
@@ -507,14 +478,13 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
renderentities();
readdepth(w, h);
readmatrices();
readdepth(w, h, worldpos);
renderclients();
if(player1->state==CS_ALIVE) readdepth(w, h, hitpos);
renderents();
renderbounceents();
// Added by Rick: Need todo here because of drawing the waypoints
@@ -535,6 +505,15 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
glDisable(GL_FOG);
glDisable(GL_TEXTURE_2D);
if(editmode)
{
if(cursordepth==1.0f) worldpos = camera1->o;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
cursorupdate();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
invertperspective();
extern vector<vertex> verts;
gl_drawhud(w, h, (int)curfps, nquads, verts.length(), underwater);