Files
assaultcube-/source/src/rendergl.cpp
T
Lee Salzman c7c63901d0 *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1303 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-09-09 02:33:32 +00:00

699 lines
19 KiB
C++

// rendergl.cpp: core opengl rendering stuff
#include "cube.h"
#include "bot/bot.h"
bool hasTE = false, hasMT = false, hasMDA = false;
// GL_ARB_multitexture
PFNGLACTIVETEXTUREARBPROC glActiveTexture_ = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTexture_ = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2f_ = NULL;
PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3f_ = NULL;
// GL_EXT_multi_draw_arrays
PFNGLMULTIDRAWARRAYSEXTPROC glMultiDrawArrays_ = NULL;
PFNGLMULTIDRAWELEMENTSEXTPROC glMultiDrawElements_ = NULL;
void *getprocaddress(const char *name)
{
return SDL_GL_GetProcAddress(name);
}
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);
glPolygonOffset(-3.0, -3.0);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *exts = (const char *)glGetString(GL_EXTENSIONS);
const char *renderer = (const char *)glGetString(GL_RENDERER);
const char *version = (const char *)glGetString(GL_VERSION);
conoutf("Renderer: %s (%s)", renderer, vendor);
conoutf("Driver: %s", version);
if(strstr(exts, "GL_EXT_texture_env_combine") || strstr(exts, "GL_ARB_texture_env_combine")) hasTE = true;
else conoutf("WARNING: cannot use overbright lighting, using old lighting model!");
if(strstr(exts, "GL_ARB_multitexture"))
{
glActiveTexture_ = (PFNGLACTIVETEXTUREARBPROC) getprocaddress("glActiveTextureARB");
glClientActiveTexture_ = (PFNGLCLIENTACTIVETEXTUREARBPROC)getprocaddress("glClientActiveTextureARB");
glMultiTexCoord2f_ = (PFNGLMULTITEXCOORD2FARBPROC) getprocaddress("glMultiTexCoord2fARB");
glMultiTexCoord3f_ = (PFNGLMULTITEXCOORD3FARBPROC) getprocaddress("glMultiTexCoord3fARB");
hasMT = true;
}
if(strstr(exts, "GL_EXT_multi_draw_arrays"))
{
glMultiDrawArrays_ = (PFNGLMULTIDRAWARRAYSEXTPROC) getprocaddress("glMultiDrawArraysEXT");
glMultiDrawElements_ = (PFNGLMULTIDRAWELEMENTSEXTPROC)getprocaddress("glMultiDrawElementsEXT");
hasMDA = true;
}
if(fsaa) glEnable(GL_MULTISAMPLE);
inittmus();
camera1 = player1;
}
void cleangl()
{
}
void line(int x1, int y1, float z1, int x2, int y2, float z2)
{
glBegin(GL_POLYGON);
glVertex3f((float)x1, (float)y1, z1);
glVertex3f((float)x1, y1+0.01f, z1);
glVertex3f((float)x2, y2+0.01f, z2);
glVertex3f((float)x2, (float)y2, z2);
glEnd();
xtraverts += 4;
}
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, (float)b.y, z1);
glVertex3f((float)b.x+b.xs, (float)b.y, z2);
glVertex3f((float)b.x+b.xs, (float)b.y+b.ys, z3);
glVertex3f((float)b.x, (float)b.y+b.ys, z4);
glEnd();
xtraverts += 4;
}
void quad(GLuint tex, float x, float y, float s, float tx, float ty, float tsx, float tsy)
{
if(!tsy) tsy = tsx;
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glTexCoord2f(tx, ty); glVertex2f(x, y);
glTexCoord2f(tx+tsx, ty); glVertex2f(x+s, y);
glTexCoord2f(tx+tsx, ty+tsy); glVertex2f(x+s, y+s);
glTexCoord2f(tx, ty+tsy); 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)
{
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, y-DOF, z);
glVertex3f(x+DOF, y-DOF, z);
glVertex3f(x+DOF, y+DOF, z);
glVertex3f(x-DOF, y+DOF, z);
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
{
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;
}
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);
}
VARP(fov, 90, 100, 120);
VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
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();
glRotatef(camera1->roll, 0, 0, 1);
glRotatef(camera1->pitch, -1, 0, 0);
glRotatef(camera1->yaw, 0, 1, 0);
// move from RH to Z-up LH quake style worldspace
glRotatef(-90, 1, 0, 0);
glScalef(1, -1, 1);
glTranslatef(-camera1->o.x, -camera1->o.y, -camera1->o.z);
}
void genclipmatrix(float a, float b, float c, float d, GLfloat matrix[16])
{
// transform the clip plane into camera space
GLdouble clip[4] = {a, b, c, d};
glClipPlane(GL_CLIP_PLANE0, clip);
glGetClipPlane(GL_CLIP_PLANE0, clip);
glGetFloatv(GL_PROJECTION_MATRIX, matrix);
float x = ((clip[0]<0 ? -1 : (clip[0]>0 ? 1 : 0)) + matrix[8]) / matrix[0],
y = ((clip[1]<0 ? -1 : (clip[1]>0 ? 1 : 0)) + matrix[9]) / matrix[5],
w = (1 + matrix[10]) / matrix[14],
scale = 2 / (x*clip[0] + y*clip[1] - clip[2] + w*clip[3]);
matrix[2] = clip[0]*scale;
matrix[6] = clip[1]*scale;
matrix[10] = clip[2]*scale + 1.0f;
matrix[14] = clip[3]*scale;
}
bool reflecting = false, refracting = false;
GLuint reflecttex = 0, refracttex = 0;
int reflectlastsize = 0;
VARP(reflectres, 6, 8, 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, bool refract)
{
reflecting = true;
refracting = refract;
int size = 1<<reflectres, sizelimit = min(hwtexsize, min(w, h));
while(size > sizelimit) size /= 2;
if(size!=reflectlastsize)
{
if(reflecttex) glDeleteTextures(1, &reflecttex);
if(refracttex) glDeleteTextures(1, &refracttex);
reflecttex = refracttex = 0;
}
if(!reflecttex || (waterrefract && !refracttex))
{
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, refract ? camera1->o.z : hf, changelod,
(int)camera1->yaw, (refract ? 1 : -1)*(int)camera1->pitch, (float)fov, size, size);
setupstrips();
if(!refract) glCullFace(GL_BACK);
glViewport(0, 0, size, size);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
transplayer();
if(!refract)
{
glTranslatef(0, 0, 2*hf);
glScalef(1, 1, -1);
}
GLfloat clipmat[16];
genclipmatrix(0, 0, refract ? -1 : 1, refract ? 0.1f*reflectclip+hf : 0.1f*reflectclip-hf, clipmat);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixf(clipmat);
glMatrixMode(GL_MODELVIEW);
renderstripssky();
glPushMatrix();
glLoadIdentity();
glRotatef(camera1->pitch, -1, 0, 0);
glRotatef(camera1->yaw, 0, 1, 0);
glRotatef(90, 1, 0, 0);
if(!refract) glScalef(1, 1, -1);
glColor3f(1, 1, 1);
glDisable(GL_FOG);
glDepthFunc(GL_GREATER);
draw_envbox(fog*4/3);
glDepthFunc(GL_LESS);
glEnable(GL_FOG);
glPopMatrix();
setuptmu(0, "T * P x 2");
renderstrips();
renderentities();
renderclients();
resettmu(0);
render_particles(0);
if(refract) glLoadIdentity();
glMatrixMode(GL_PROJECTION);
extern int mtwater;
if(refract && (!mtwater || maxtmus<2))
{
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);
if(!refract) glCullFace(GL_FRONT);
glViewport(0, 0, w, h);
glBindTexture(GL_TEXTURE_2D, refract ? refracttex : reflecttex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
glDisable(GL_TEXTURE_2D);
reflecting = refracting = false;
}
bool minimap = false, minimapdirty = true;
int minimaplastsize = 0;
GLuint minimaptex = 0;
void clearminimap()
{
minimapdirty = true;
}
COMMAND(clearminimap, ARG_NONE);
VARFP(minimapres, 7, 9, 10, clearminimap());
void drawminimap(int w, int h)
{
if(!minimapdirty) return;
int size = 1<<minimapres, sizelimit = min(hwtexsize, min(w, h));
while(size > sizelimit) size /= 2;
if(size!=minimaplastsize)
{
glDeleteTextures(1, &minimaptex);
minimaptex = 0;
}
if(!minimaptex)
{
glGenTextures(1, &minimaptex);
createtexture(minimaptex, size, size, NULL, 3, false, GL_RGB);
minimaplastsize = size;
}
minimap = true;
physent minicam;
camera1 = &minicam;
camera1->o.x = camera1->o.y = ssize/2;
camera1->o.z = 128;
camera1->pitch = -90;
camera1->yaw = 0;
glViewport(0, 0, size, size);
glClearDepth(0.0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ssize/2, ssize/2, -ssize/2, ssize/2, 0, 256);
glScalef(1, -1, 1);
glMatrixMode(GL_MODELVIEW);
glCullFace(GL_BACK);
glDisable(GL_FOG);
glEnable(GL_TEXTURE_2D);
transplayer();
resetcubes();
render_world(camera1->o.x, camera1->o.y, camera1->o.z, 1.0f,
(int)camera1->yaw, (int)camera1->pitch, 90.0f, size, size);
setupstrips();
setuptmu(0, "T * P x 2");
glDepthFunc(GL_ALWAYS);
renderstrips();
glDepthFunc(GL_LESS);
renderentities();
resettmu(0);
float hf = hdr.waterlevel-0.3f;
renderwater(hf, 0, 0);
minimap = false;
glBindTexture(GL_TEXTURE_2D, minimaptex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
minimapdirty = false;
glCullFace(GL_FRONT);
glEnable(GL_FOG);
glDisable(GL_TEXTURE_2D);
glViewport(0, 0, w, h);
glClearDepth(1.0);
}
int xtraverts;
void drawhudgun(int w, int h, float aspect, int farplane)
{
if(scoped && player1->gunselect==GUN_SNIPER) return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective((float)100.0f*h/w, aspect, 0.3f, farplane); // fov fixed at 100°
glMatrixMode(GL_MODELVIEW);
if(player1->state!=CS_DEAD) renderhudgun();
rendermenumdl();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective((float)fov*h/w, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
}
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);
}
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, &worldy, &worldz);
pos.x = (float)worldx;
pos.y = (float)worldy;
pos.z = (float)worldz;
}
void gl_drawframe(int w, int h, float changelod, float curfps)
{
drawminimap(w, h);
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);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int farplane = fog*5/2;
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
if(underwater)
{
fovy += sinf(lastmillis/1000.0f)*2.0f;
aspect += sinf(lastmillis/1000.0f+PI)*0.1f;
float wfogc[4] = { hdr.watercolor[0]/255.0f, hdr.watercolor[1]/255.0f, hdr.watercolor[2]/255.0f, 1.0f };
glFogfv(GL_FOG_COLOR, wfogc);
glFogi(GL_FOG_START, 0);
glFogi(GL_FOG_END, (fog+96)/8);
}
else if(waterreflect)
{
extern int wx1;
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);
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);
setupstrips();
renderstripssky();
glLoadIdentity();
glRotatef(camera1->pitch, -1, 0, 0);
glRotatef(camera1->yaw, 0, 1, 0);
glRotatef(90, 1, 0, 0);
glColor3f(1, 1, 1);
glDisable(GL_FOG);
glDepthFunc(GL_GREATER);
draw_envbox(fog*4/3);
glDepthFunc(GL_LESS);
glEnable(GL_FOG);
transplayer();
setuptmu(0, "T * P x 2");
renderstrips();
xtraverts = 0;
startmodelbatches();
renderentities();
endmodelbatches();
readmatrices();
readdepth(w, h, worldpos);
startmodelbatches();
renderclients();
endmodelbatches();
if(player1->state==CS_ALIVE) readdepth(w, h, hitpos);
startmodelbatches();
renderbounceents();
endmodelbatches();
// 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);
resettmu(0);
render_particles(curtime);
glDisable(GL_CULL_FACE);
int nquads = renderwater(hf, !waterreflect || underwater ? 0 : reflecttex, !waterreflect || !waterrefract || underwater ? 0 : refracttex);
glDisable(GL_FOG);
glDisable(GL_TEXTURE_2D);
if(editmode)
{
if(cursordepth==1.0f) worldpos = camera1->o;
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
cursorupdate();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
}
extern vector<vertex> verts;
gl_drawhud(w, h, (int)curfps, nquads, verts.length(), underwater);
glEnable(GL_CULL_FACE);
glEnable(GL_FOG);
}