Files
assaultcube-/source/src/rendergl.cpp
T
driAn ff6481e8c5 minimap
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@880 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-04-01 23:42:03 +00:00

505 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);
if(fsaa) glEnable(GL_MULTISAMPLE);
camera1 = player1;
}
Texture *crosshair = NULL;
hashtable<char *, Texture> textures;
void cleangl()
{
}
void createtexture(int tnum, int w, int h, void *pixels, int clamp, 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, GL_LINEAR_MIPMAP_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(gluBuild2DMipmaps(GL_TEXTURE_2D, format, tw, th, format, GL_UNSIGNED_BYTE, pixels)) fatal("could not build mipmaps");
}
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, 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)
{
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();
glRotatef(camera1->roll, 0, 0, 1);
glRotatef(camera1->pitch, -1, 0, 0);
glRotatef(camera1->yaw, 0, 1, 0);
glTranslatef(-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();
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();
overbright(2);
renderstrips();
xtraverts = 0;
renderentities();
readdepth(w, h);
renderclients();
if(player1->state==CS_ALIVE) readdepth(w, h, hitpos);
renderents();
renderbounceents();
// 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);
render_particles(curtime);
glDisable(GL_CULL_FACE);
int nquads = renderwater(hf);
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);
}
void createminimap(char *map)
{
if(!map) return;
extern void toggleocull();
extern void screenshot(char *imagepath);
extern int scr_w, scr_h;
int changelod = 100, curfps = 100;
toggleocull();
camera1 = new physent();
camera1->o.x = camera1->o.y = ssize/2;
camera1->o.z = ssize/3;
camera1->pitch = -90;
camera1->yaw = 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, -1, ssize);
glMatrixMode(GL_MODELVIEW);
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, scr_w, scr_h);
finishstrips();
setupworld();
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();
overbright(2);
renderstrips();
renderentities();
delete camera1;
toggleocull();
screenshot(map);
}
COMMAND(createminimap, ARG_NONE);