2 * Copyright (C) 2003 Robert Kooima
4 * NEVERBALL is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published
6 * by the Free Software Foundation; either version 2 of the License,
7 * or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful, but
10 * WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
16 #include <SDL_rwops.h>
26 #include "base_image.h"
28 #include "base_config.h"
30 /*---------------------------------------------------------------------------*/
32 static int sol_enum_mtrl(const struct s_file *fp,
33 const struct s_body *bp, int mi)
37 /* Count all lump geoms with this material. */
39 for (li = 0; li < bp->lc; li++)
41 int g0 = fp->lv[bp->l0 + li].g0;
42 int gc = fp->lv[bp->l0 + li].gc;
44 for (gi = 0; gi < gc; gi++)
45 if (fp->gv[fp->iv[g0 + gi]].mi == mi)
49 /* Count all body geoms with this material. */
51 for (gi = 0; gi < bp->gc; gi++)
52 if (fp->gv[fp->iv[bp->g0 + gi]].mi == mi)
58 static int sol_enum_body(const struct s_file *fp,
59 const struct s_body *bp, int fl)
63 /* Count all geoms with this flag. */
65 for (mi = 0; mi < fp->mc; mi++)
66 if (fp->mv[mi].fl & fl)
67 c = c + sol_enum_mtrl(fp, bp, mi);
72 /*---------------------------------------------------------------------------*/
74 #define tobyte(f) ((GLubyte) (f * 255.0f))
76 #define color_cmp(a, b) (tobyte((a)[0]) == tobyte((b)[0]) && \
77 tobyte((a)[1]) == tobyte((b)[1]) && \
78 tobyte((a)[2]) == tobyte((b)[2]) && \
79 tobyte((a)[3]) == tobyte((b)[3]))
81 static struct s_mtrl default_mtrl =
83 { 0.8f, 0.8f, 0.8f, 1.0f },
84 { 0.2f, 0.2f, 0.2f, 1.0f },
85 { 0.0f, 0.0f, 0.0f, 1.0f },
86 { 0.0f, 0.0f, 0.0f, 1.0f },
87 { 0.0f, }, 0.0f, M_OPAQUE, 0, ""
90 static const struct s_mtrl *sol_draw_mtrl(const struct s_file *fp,
91 const struct s_mtrl *mp,
92 const struct s_mtrl *mq)
94 /* Change material properties only as needed. */
96 if (!color_cmp(mp->a, mq->a))
97 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mp->a);
98 if (!color_cmp(mp->d, mq->d))
99 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->d);
100 if (!color_cmp(mp->s, mq->s))
101 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mp->s);
102 if (!color_cmp(mp->e, mq->e))
103 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mp->e);
104 if (tobyte(mp->h[0]) != tobyte(mq->h[0]))
105 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mp->h);
107 /* Bind the texture. */
110 glBindTexture(GL_TEXTURE_2D, mp->o);
112 /* Enable environment mapping. */
114 if ((mp->fl & M_ENVIRONMENT) && !(mq->fl & M_ENVIRONMENT))
116 glEnable(GL_TEXTURE_GEN_S);
117 glEnable(GL_TEXTURE_GEN_T);
119 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
120 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
123 /* Disable environment mapping. */
125 if ((mq->fl & M_ENVIRONMENT) && !(mp->fl & M_ENVIRONMENT))
127 glDisable(GL_TEXTURE_GEN_S);
128 glDisable(GL_TEXTURE_GEN_T);
131 /* Enable additive blending. */
133 if ((mp->fl & M_ADDITIVE) && !(mq->fl & M_ADDITIVE))
134 glBlendFunc(GL_ONE, GL_ONE);
136 /* Enable standard blending. */
138 if ((mq->fl & M_ADDITIVE) && !(mp->fl & M_ADDITIVE))
139 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
141 /* Enable visibility-from-behind. */
143 if ((mp->fl & M_TWO_SIDED) && !(mq->fl & M_TWO_SIDED))
145 glDisable(GL_CULL_FACE);
146 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
149 /* Disable visibility-from-behind. */
151 if ((mq->fl & M_TWO_SIDED) && !(mp->fl & M_TWO_SIDED))
153 glEnable(GL_CULL_FACE);
154 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
157 /* Enable decal offset. */
159 if ((mp->fl & M_DECAL) && !(mq->fl & M_DECAL))
161 glEnable(GL_POLYGON_OFFSET_FILL);
162 glPolygonOffset(-1.0f, -2.0f);
165 /* Disable decal offset. */
167 if ((mq->fl & M_DECAL) && !(mp->fl & M_DECAL))
168 glDisable(GL_POLYGON_OFFSET_FILL);
173 static const struct s_mtrl *sol_back_bill(const struct s_file *fp,
174 const struct s_bill *rp,
175 const struct s_mtrl *mp, float t)
177 float T = (rp->t > 0.0f) ? (fmodf(t, rp->t) - rp->t / 2) : 0.0f;
179 float w = rp->w[0] + rp->w[1] * T + rp->w[2] * T * T;
180 float h = rp->h[0] + rp->h[1] * T + rp->h[2] * T * T;
184 float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * T * T;
185 float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * T * T;
186 float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * T * T;
190 float y0 = (rp->fl & B_EDGE) ? 0 : -h / 2;
191 float y1 = (rp->fl & B_EDGE) ? h : +h / 2;
193 glRotatef(ry, 0.0f, 1.0f, 0.0f);
194 glRotatef(rx, 1.0f, 0.0f, 0.0f);
195 glTranslatef(0.0f, 0.0f, -rp->d);
199 glRotatef(-rx - 90.0f, 1.0f, 0.0f, 0.0f);
200 glRotatef(-ry, 0.0f, 0.0f, 1.0f);
203 glRotatef(-rx, 1.0f, 0.0f, 0.0f);
205 glRotatef(rz, 0.0f, 0.0f, 1.0f);
207 mp = sol_draw_mtrl(fp, fp->mv + rp->mi, mp);
211 glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y0);
212 glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y0);
213 glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y1);
214 glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y1);
224 /*---------------------------------------------------------------------------*/
226 void sol_back(const struct s_file *fp, float n, float f, float t)
228 const struct s_mtrl *mp = &default_mtrl;
232 /* Render all billboards in the given range. */
234 glDisable(GL_LIGHTING);
235 glDepthMask(GL_FALSE);
237 for (ri = 0; ri < fp->rc; ri++)
238 if (n <= fp->rv[ri].d && fp->rv[ri].d < f)
239 mp = sol_back_bill(fp, fp->rv + ri, mp, t);
241 mp = sol_draw_mtrl(fp, &default_mtrl, mp);
243 glDepthMask(GL_TRUE);
244 glEnable(GL_LIGHTING);
247 /*---------------------------------------------------------------------------*/
249 * The following code renders a body in a ludicrously inefficient
250 * manner. It iterates the materials and scans the data structure for
251 * geometry using each. This has the effect of absolutely minimizing
252 * material changes, texture bindings, and Begin/End pairs, but
253 * maximizing trips through the data.
255 * However, this is only done once for each level. The results are
256 * stored in display lists. Thus, it is well worth it.
259 static void sol_draw_geom(const struct s_file *fp,
260 const struct s_geom *gp, int mi)
264 const float *ui = fp->tv[gp->ti].u;
265 const float *uj = fp->tv[gp->tj].u;
266 const float *uk = fp->tv[gp->tk].u;
268 const float *ni = fp->sv[gp->si].n;
269 const float *nj = fp->sv[gp->sj].n;
270 const float *nk = fp->sv[gp->sk].n;
272 const float *vi = fp->vv[gp->vi].p;
273 const float *vj = fp->vv[gp->vj].p;
274 const float *vk = fp->vv[gp->vk].p;
290 static void sol_draw_lump(const struct s_file *fp,
291 const struct s_lump *lp, int mi)
295 for (i = 0; i < lp->gc; i++)
296 sol_draw_geom(fp, fp->gv + fp->iv[lp->g0 + i], mi);
299 static const struct s_mtrl *sol_draw_body(const struct s_file *fp,
300 const struct s_body *bp,
301 const struct s_mtrl *mp,
306 /* Iterate all materials of the correct opacity. */
308 for (mi = 0; mi < fp->mc; mi++)
309 if ((fp->mv[mi].fl & fl) && (fp->mv[mi].fl & M_DECAL) == decal)
311 if (sol_enum_mtrl(fp, bp, mi))
313 /* Set the material state. */
315 mp = sol_draw_mtrl(fp, fp->mv + mi, mp);
317 /* Render all geometry of that material. */
319 glBegin(GL_TRIANGLES);
321 for (li = 0; li < bp->lc; li++)
322 sol_draw_lump(fp, fp->lv + bp->l0 + li, mi);
323 for (gi = 0; gi < bp->gc; gi++)
324 sol_draw_geom(fp, fp->gv + fp->iv[bp->g0 + gi], mi);
333 static void sol_draw_list(const struct s_file *fp,
334 const struct s_body *bp, GLuint list)
338 sol_body_p(p, fp, bp);
342 /* Translate a moving body. */
344 glTranslatef(p[0], p[1], p[2]);
353 void sol_draw(const struct s_file *fp, int depthmask, int depthtest)
357 /* Render all opaque geometry into the color and depth buffers. */
359 for (bi = 0; bi < fp->bc; bi++)
361 sol_draw_list(fp, fp->bv + bi, fp->bv[bi].ol);
363 /* Render all translucent geometry into only the color buffer. */
365 if (depthtest == 0) glDisable(GL_DEPTH_TEST);
366 if (depthmask == 0) glDepthMask(GL_FALSE);
368 for (bi = 0; bi < fp->bc; bi++)
370 sol_draw_list(fp, fp->bv + bi, fp->bv[bi].tl);
372 if (depthmask == 0) glDepthMask(GL_TRUE);
373 if (depthtest == 0) glEnable(GL_DEPTH_TEST);
376 void sol_bill(const struct s_file *fp, const float *M)
378 float t = SDL_GetTicks() / 1000.f + 120.0f;
379 const struct s_mtrl *mp = &default_mtrl;
383 for (ri = 0; ri < fp->rc; ++ri)
385 const struct s_bill *rp = fp->rv + ri;
389 float w = rp->w [0] + rp->w [1] * T + rp->w [2] * fsinf(T);
390 float h = rp->h [0] + rp->h [1] * T + rp->h [2] * fsinf(T);
391 float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * fsinf(T);
393 mp = sol_draw_mtrl(fp, fp->mv + rp->mi, mp);
397 glTranslatef(rp->p[0], rp->p[1], rp->p[2]);
399 if (M) glMultMatrixf(M);
401 glRotatef(rz, 0.0f, 0.0f, 1.0f);
405 glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, -h / 2);
406 glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, -h / 2);
407 glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, +h / 2);
408 glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, +h / 2);
415 mp = sol_draw_mtrl(fp, &default_mtrl, mp);
418 void sol_refl(const struct s_file *fp)
422 /* Render all reflective geometry into the color and depth buffers. */
424 for (bi = 0; bi < fp->bc; bi++)
426 sol_draw_list(fp, fp->bv + bi, fp->bv[bi].rl);
429 /*---------------------------------------------------------------------------*/
431 static void sol_shad_geom(const struct s_file *fp,
432 const struct s_geom *gp, int mi)
436 const float *vi = fp->vv[gp->vi].p;
437 const float *vj = fp->vv[gp->vj].p;
438 const float *vk = fp->vv[gp->vk].p;
440 glTexCoord2f(vi[0], vi[2]);
443 glTexCoord2f(vj[0], vj[2]);
446 glTexCoord2f(vk[0], vk[2]);
451 static void sol_shad_lump(const struct s_file *fp,
452 const struct s_lump *lp, int mi)
456 for (i = 0; i < lp->gc; i++)
457 sol_shad_geom(fp, fp->gv + fp->iv[lp->g0 + i], mi);
460 static void sol_shad_body(const struct s_file *fp,
461 const struct s_body *bp,
468 glEnable(GL_POLYGON_OFFSET_FILL);
469 glPolygonOffset(-1.0f, -2.0f);
472 glBegin(GL_TRIANGLES);
474 for (mi = 0; mi < fp->mc; mi++)
475 if ((fp->mv[mi].fl & fl) && (fp->mv[mi].fl & M_DECAL) == decal)
477 for (li = 0; li < bp->lc; li++)
478 sol_shad_lump(fp, fp->lv + bp->l0 + li, mi);
479 for (gi = 0; gi < bp->gc; gi++)
480 sol_shad_geom(fp, fp->gv + fp->iv[bp->g0 + gi], mi);
486 glDisable(GL_POLYGON_OFFSET_FILL);
489 static void sol_shad_list(const struct s_file *fp,
490 const struct s_body *bp, GLuint list)
494 sol_body_p(p, fp, bp);
498 /* Translate a moving body. */
500 glTranslatef(p[0], p[1], p[2]);
502 /* Translate the shadow on a moving body. */
504 glMatrixMode(GL_TEXTURE);
507 glTranslatef(p[0], p[2], 0.0f);
509 glMatrixMode(GL_MODELVIEW);
515 /* Pop the shadow translation. */
517 glMatrixMode(GL_TEXTURE);
521 glMatrixMode(GL_MODELVIEW);
526 void sol_shad(const struct s_file *fp)
530 /* Render all shadowed geometry. */
532 glDepthMask(GL_FALSE);
534 for (bi = 0; bi < fp->bc; bi++)
536 sol_shad_list(fp, fp->bv + bi, fp->bv[bi].sl);
538 glDepthMask(GL_TRUE);
541 /*---------------------------------------------------------------------------*/
543 static void sol_load_objects(struct s_file *fp, int s)
547 /* Here we sort geometry into display lists by material type. */
549 for (i = 0; i < fp->bc; i++)
551 struct s_body *bp = fp->bv + i;
553 int on = sol_enum_body(fp, bp, M_OPAQUE);
554 int tn = sol_enum_body(fp, bp, M_TRANSPARENT);
555 int rn = sol_enum_body(fp, bp, M_REFLECTIVE);
556 int dn = sol_enum_body(fp, bp, M_DECAL);
558 /* Draw all opaque geometry, decals last. */
562 fp->bv[i].ol = glGenLists(1);
564 glNewList(fp->bv[i].ol, GL_COMPILE);
566 const struct s_mtrl *mp = &default_mtrl;
568 mp = sol_draw_body(fp, fp->bv + i, mp, M_OPAQUE, 0);
569 mp = sol_draw_body(fp, fp->bv + i, mp, M_OPAQUE, M_DECAL);
570 mp = sol_draw_mtrl(fp, &default_mtrl, mp);
574 else fp->bv[i].ol = 0;
576 /* Draw all translucent geometry, decals first. */
580 fp->bv[i].tl = glGenLists(1);
582 glNewList(fp->bv[i].tl, GL_COMPILE);
584 const struct s_mtrl *mp = &default_mtrl;
586 mp = sol_draw_body(fp, fp->bv + i, mp, M_TRANSPARENT, M_DECAL);
587 mp = sol_draw_body(fp, fp->bv + i, mp, M_TRANSPARENT, 0);
588 mp = sol_draw_mtrl(fp, &default_mtrl, mp);
592 else fp->bv[i].tl = 0;
594 /* Draw all reflective geometry. */
598 fp->bv[i].rl = glGenLists(1);
600 glNewList(fp->bv[i].rl, GL_COMPILE);
602 const struct s_mtrl *mp = &default_mtrl;
604 mp = sol_draw_body(fp, fp->bv + i, mp, M_REFLECTIVE, 0);
605 mp = sol_draw_mtrl(fp, &default_mtrl, mp);
609 else fp->bv[i].rl = 0;
611 /* Draw all shadowed geometry. */
615 fp->bv[i].sl = glGenLists(1);
617 glNewList(fp->bv[i].sl, GL_COMPILE);
619 if (on) sol_shad_body(fp, fp->bv + i, M_OPAQUE, 0);
620 if (rn) sol_shad_body(fp, fp->bv + i, M_REFLECTIVE, 0);
621 if (dn) sol_shad_body(fp, fp->bv + i, M_OPAQUE, M_DECAL);
625 else fp->bv[i].sl = 0;
629 static GLuint sol_find_texture(const char *name)
636 /* Prefer a lossless copy of the texture over a lossy compression. */
638 strncpy(png, name, PATHMAX); strcat(png, ".png");
639 strncpy(jpg, name, PATHMAX); strcat(jpg, ".jpg");
641 /* Check for a PNG. */
643 if ((o = make_image_from_file(png)))
646 /* Check for a JPG. */
648 if ((o = make_image_from_file(jpg)))
654 static void sol_load_textures(struct s_file *fp, int k)
658 /* Load the image referenced by each material. */
660 for (i = 0; i < fp->mc; i++)
661 if ((fp->mv[i].o = sol_find_texture(fp->mv[i].f)))
663 /* Set the texture to clamp or repeat based on material type. */
665 if (fp->mv[i].fl & M_CLAMPED)
667 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
668 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
672 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
673 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
678 /*---------------------------------------------------------------------------*/
680 int sol_load_gl(struct s_file *fp, const char *filename, int k, int s)
682 if (sol_load_only_file(fp, filename))
684 sol_load_textures(fp, k);
685 sol_load_objects (fp, s);
691 /*---------------------------------------------------------------------------*/
693 void sol_free_gl(struct s_file *fp)
697 for (i = 0; i < fp->mc; i++)
699 if (glIsTexture(fp->mv[i].o))
700 glDeleteTextures(1, &fp->mv[i].o);
703 for (i = 0; i < fp->bc; i++)
705 if (glIsList(fp->bv[i].ol))
706 glDeleteLists(fp->bv[i].ol, 1);
707 if (glIsList(fp->bv[i].tl))
708 glDeleteLists(fp->bv[i].tl, 1);
709 if (glIsList(fp->bv[i].rl))
710 glDeleteLists(fp->bv[i].rl, 1);
716 /*---------------------------------------------------------------------------*/