Files
assaultcube-/source/src/rendergl.cpp
T
Lee Salzman 9e6147ebfe *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@823 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-01-16 02:03:54 +00:00

457 lines
12 KiB
C++

// rendergl.cpp: core opengl rendering stuff
#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);
void gl_init(int w, int h, int bpp, int depth, int fsaa)
{
//#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 if(strstr(exts, "GL_ARB_texture_env_combine")) hasoverbright = true;
else conoutf("WARNING: cannot use overbright lighting, using old lighting model!");
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
GLUquadricObj *qsphere = gluNewQuadric();
if(!qsphere) 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();
gluDeleteQuadric(qsphere);
if(fsaa) glEnable(GL_MULTISAMPLE);
camera1 = player1;
};
Texture *crosshair = NULL;
hashtable<char *, Texture> textures;
void cleangl()
{
};
VAR(warnqual, 0, 0, 1);
GLuint installtex(const char *texname, int &xs, int &ys, bool 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;
};
// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };
GLuint tnum;
glGenTextures(1, &tnum);
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);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
int w = (xs = s->w), h = (ys = s->h);
if(maxtexsize) while(w>maxtexsize || h>maxtexsize) { w /= 2; h /= 2; };
int mode = s->format->BitsPerPixel==24 ? GL_RGB : GL_RGBA;
if(w!=s->w)
{
if(warnqual) conoutf("warning: quality loss: scaling %s", texname); // for voodoo cards under linux
if(gluScaleImage(mode, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels, w, h, GL_UNSIGNED_BYTE, s->pixels))
{
w = s->w;
h = s->h;
};
};
if(gluBuild2DMipmaps(GL_TEXTURE_2D, mode, w, h, mode, GL_UNSIGNED_BYTE, s->pixels)) fatal("could not build mipmaps");
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, bool clamp)
{
string pname;
s_strcpy(pname, name);
path(pname);
Texture *t = textures.access(pname);
if(t) return t;
int xs, ys;
GLuint id = installtex(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)
{
vector<strip> *strips;
if(tex==DEFAULT_SKY) strips = &skystrips;
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(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());
};
});
physent *camera1 = NULL;
void trypitch(int i) { camera1->pitch = (float)i; }
COMMAND(trypitch, ARG_1INT);
void recomputecamera()
{
if(editmode || player1->state!=CS_DEAD)
{
camera1 = player1;
}
else
{
static physent deathcam;
if(camera1==&deathcam) return;
deathcam = *(physent *)player1;
deathcam.reset();
deathcam.type = ENT_CAMERA;
deathcam.roll = 0;
deathcam.move = -1;
camera1 = &deathcam;
loopi(10) moveplayer(camera1, 10, true, 50);
};
};
void transplayer()
{
glLoadIdentity();
glRotated(camera1->roll,0.0,0.0,1.0);
glRotated(camera1->pitch,-1.0,0.0,0.0);
glRotated(camera1->yaw,0.0,1.0,0.0);
glTranslated(-camera1->o.x, -camera1->o.z, -camera1->o.y);
};
VARP(fov, 90, 100, 120);
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;
glEnable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective((float)100.0f*h/w, aspect, 0.3f, farplane); // fov fixed at 100°
glMatrixMode(GL_MODELVIEW);
if(hudgun && player1->state!=CS_DEAD) renderhudgun();
rendermenumdl();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective((float)fov*h/w, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_CULL_FACE);
};
bool outsidemap(physent *pl)
{
if(pl->o.x < 0 || pl->o.x >= ssize || pl->o.y <0 || pl->o.y > ssize) return true;
sqr *s = S((int)pl->o.x, (int)pl->o.y);
return SOLID(s)
|| pl->o.z < s->floor - (s->type==FHF ? s->vdelta/4 : 0)
|| pl->o.z > s->ceil + (s->type==CHF ? s->vdelta/4 : 0);
};
void gl_drawframe(int w, int h, float changelod, float curfps)
{
recomputecamera();
float hf = hdr.waterlevel-0.3f;
float fovy = (float)fov*h/w;
float aspect = w/(float)h;
bool underwater = camera1->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 += sinf(lastmillis/1000.0f)*2.0f;
aspect += sinf(lastmillis/1000.0f+PI)*0.1f;
glFogi(GL_FOG_START, 0);
glFogi(GL_FOG_END, (fog+96)/8);
};
glClear((outsidemap(camera1) ? 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);
resetcubes();
render_world(camera1->o.x, camera1->o.y, camera1->o.z, changelod,
(int)camera1->yaw, (int)camera1->pitch, (float)fov, w, h);
finishstrips();
setupworld();
renderstripssky();
glLoadIdentity();
glRotated(camera1->pitch, -1.0, 0.0, 0.0);
glRotated(camera1->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(fog*4/3);
glDepthFunc(GL_LESS);
glEnable(GL_FOG);
transplayer();
overbright(2);
renderstrips();
xtraverts = 0;
renderentities();
readdepth(w, h);
renderclients();
if(player1->state==CS_ALIVE) readdepth(w, h, hitpos);
renderspheres(curtime);
renderents();
renderbounceents();
rendershotlines();
glDisable(GL_CULL_FACE);
// Added by Rick: Need todo here because of drawing the waypoints
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
WaypointClass.Think();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// end add
drawhudgun(w, h, aspect, farplane);
overbright(1);
int nquads = renderwater(hf);
overbright(2);
render_particles(curtime);
overbright(1);
glDisable(GL_FOG);
glDisable(GL_TEXTURE_2D);
extern vector<vertex> verts;
gl_drawhud(w, h, (int)curfps, nquads, verts.length(), underwater);
glEnable(GL_CULL_FACE);
glEnable(GL_FOG);
};