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 static void sol_draw_mtrl(const struct s_file *fp, int i)
76 const struct s_mtrl *mp = fp->mv + i;
78 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mp->a);
79 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->d);
80 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mp->s);
81 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mp->e);
82 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mp->h);
84 if (mp->fl & M_ENVIRONMENT)
86 glEnable(GL_TEXTURE_GEN_S);
87 glEnable(GL_TEXTURE_GEN_T);
89 glBindTexture(GL_TEXTURE_2D, mp->o);
91 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
92 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
96 glDisable(GL_TEXTURE_GEN_S);
97 glDisable(GL_TEXTURE_GEN_T);
99 glBindTexture(GL_TEXTURE_2D, mp->o);
102 if (mp->fl & M_ADDITIVE)
103 glBlendFunc(GL_ONE, GL_ONE);
105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 if (mp->fl & M_DECAL)
109 glEnable(GL_POLYGON_OFFSET_FILL);
110 glPolygonOffset(-1.0f, -1.0f);
113 glDisable(GL_POLYGON_OFFSET_FILL);
116 static void sol_draw_bill(const struct s_file *fp,
117 const struct s_bill *rp, float t)
119 float T = fmodf(t, rp->t) - rp->t / 2;
121 float w = rp->w[0] + rp->w[1] * T + rp->w[2] * T * T;
122 float h = rp->h[0] + rp->h[1] * T + rp->h[2] * T * T;
126 float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * T * T;
127 float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * T * T;
128 float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * T * T;
132 float y0 = (rp->fl & B_EDGE) ? 0 : -h / 2;
133 float y1 = (rp->fl & B_EDGE) ? h : +h / 2;
135 glRotatef(ry, 0.0f, 1.0f, 0.0f);
136 glRotatef(rx, 1.0f, 0.0f, 0.0f);
137 glTranslatef(0.0f, 0.0f, -rp->d);
141 glRotatef(-rx - 90.0f, 1.0f, 0.0f, 0.0f);
142 glRotatef(-ry, 0.0f, 0.0f, 1.0f);
145 glRotatef(-rx, 1.0f, 0.0f, 0.0f);
147 glRotatef(rz, 0.0f, 0.0f, 1.0f);
149 sol_draw_mtrl(fp, rp->mi);
153 glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y0);
154 glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y0);
155 glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y1);
156 glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y1);
164 void sol_back(const struct s_file *fp, float n, float f, float t)
168 glPushAttrib(GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT);
170 /* Render all billboards in the given range. */
172 glDisable(GL_LIGHTING);
173 glDepthMask(GL_FALSE);
175 for (ri = 0; ri < fp->rc; ri++)
176 if (n <= fp->rv[ri].d && fp->rv[ri].d < f)
177 sol_draw_bill(fp, fp->rv + ri, t);
182 /*---------------------------------------------------------------------------*/
184 * The following code renders a body in a ludicrously inefficient
185 * manner. It iterates the materials and scans the data structure for
186 * geometry using each. This has the effect of absolutely minimizing
187 * material changes, texture bindings, and Begin/End pairs, but
188 * maximizing trips through the data.
190 * However, this is only done once for each level. The results are
191 * stored in display lists. Thus, it is well worth it.
194 static void sol_draw_geom(const struct s_file *fp,
195 const struct s_geom *gp, int mi)
199 const float *ui = fp->tv[gp->ti].u;
200 const float *uj = fp->tv[gp->tj].u;
201 const float *uk = fp->tv[gp->tk].u;
203 const float *ni = fp->sv[gp->si].n;
204 const float *nj = fp->sv[gp->sj].n;
205 const float *nk = fp->sv[gp->sk].n;
207 const float *vi = fp->vv[gp->vi].p;
208 const float *vj = fp->vv[gp->vj].p;
209 const float *vk = fp->vv[gp->vk].p;
225 static void sol_draw_lump(const struct s_file *fp,
226 const struct s_lump *lp, int mi)
230 for (i = 0; i < lp->gc; i++)
231 sol_draw_geom(fp, fp->gv + fp->iv[lp->g0 + i], mi);
234 static void sol_draw_body(const struct s_file *fp,
235 const struct s_body *bp, int fl)
239 /* Iterate all materials of the correct opacity. */
241 for (mi = 0; mi < fp->mc; mi++)
242 if (fp->mv[mi].fl & fl)
244 if (sol_enum_mtrl(fp, bp, mi))
246 /* Set the material state. */
248 sol_draw_mtrl(fp, mi);
250 /* Render all geometry of that material. */
252 glBegin(GL_TRIANGLES);
254 for (li = 0; li < bp->lc; li++)
255 sol_draw_lump(fp, fp->lv + bp->l0 + li, mi);
256 for (gi = 0; gi < bp->gc; gi++)
257 sol_draw_geom(fp, fp->gv + fp->iv[bp->g0 + gi], mi);
264 static void sol_draw_list(const struct s_file *fp,
265 const struct s_body *bp, GLuint list)
269 sol_body_p(p, fp, bp);
273 /* Translate a moving body. */
275 glTranslatef(p[0], p[1], p[2]);
284 void sol_draw(const struct s_file *fp)
288 glPushAttrib(GL_ENABLE_BIT |
291 GL_COLOR_BUFFER_BIT |
292 GL_DEPTH_BUFFER_BIT);
294 /* Render all opaque geometry into the color and depth buffers. */
296 for (bi = 0; bi < fp->bc; bi++)
298 sol_draw_list(fp, fp->bv + bi, fp->bv[bi].ol);
300 /* Render all translucent geometry into only the color buffer. */
302 glDepthMask(GL_FALSE);
305 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
307 for (bi = 0; bi < fp->bc; bi++)
309 sol_draw_list(fp, fp->bv + bi, fp->bv[bi].tl);
314 void sol_refl(const struct s_file *fp)
318 glPushAttrib(GL_LIGHTING_BIT);
320 /* Render all reflective geometry into the color and depth buffers. */
323 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
325 for (bi = 0; bi < fp->bc; bi++)
327 sol_draw_list(fp, fp->bv + bi, fp->bv[bi].rl);
332 /*---------------------------------------------------------------------------*/
334 static void sol_shad_geom(const struct s_file *fp,
335 const struct s_geom *gp, int mi)
339 const float *vi = fp->vv[gp->vi].p;
340 const float *vj = fp->vv[gp->vj].p;
341 const float *vk = fp->vv[gp->vk].p;
343 glTexCoord2f(vi[0], vi[2]);
346 glTexCoord2f(vj[0], vj[2]);
349 glTexCoord2f(vk[0], vk[2]);
354 static void sol_shad_lump(const struct s_file *fp,
355 const struct s_lump *lp, int mi)
359 for (i = 0; i < lp->gc; i++)
360 sol_shad_geom(fp, fp->gv + fp->iv[lp->g0 + i], mi);
363 static void sol_shad_body(const struct s_file *fp,
364 const struct s_body *bp, int fl)
368 glBegin(GL_TRIANGLES);
370 for (mi = 0; mi < fp->mc; mi++)
371 if (fp->mv[mi].fl & fl)
373 for (li = 0; li < bp->lc; li++)
374 sol_shad_lump(fp, fp->lv + bp->l0 + li, mi);
375 for (gi = 0; gi < bp->gc; gi++)
376 sol_shad_geom(fp, fp->gv + fp->iv[bp->g0 + gi], mi);
382 static void sol_shad_list(const struct s_file *fp,
383 const struct s_body *bp, GLuint list)
387 sol_body_p(p, fp, bp);
391 /* Translate a moving body. */
393 glTranslatef(p[0], p[1], p[2]);
395 /* Translate the shadow on a moving body. */
397 glMatrixMode(GL_TEXTURE);
400 glTranslatef(p[0], p[2], 0.0f);
402 glMatrixMode(GL_MODELVIEW);
408 /* Pop the shadow translation. */
410 glMatrixMode(GL_TEXTURE);
414 glMatrixMode(GL_MODELVIEW);
419 void sol_shad(const struct s_file *fp)
423 glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT);
425 /* Render all shadowed geometry. */
428 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
430 glDepthFunc(GL_LEQUAL);
431 glDepthMask(GL_FALSE);
433 for (bi = 0; bi < fp->bc; bi++)
435 sol_shad_list(fp, fp->bv + bi, fp->bv[bi].sl);
440 /*---------------------------------------------------------------------------*/
442 static void sol_load_objects(struct s_file *fp, int s)
446 for (i = 0; i < fp->bc; i++)
448 struct s_body *bp = fp->bv + i;
450 /* Draw all opaque geometry. */
452 if (sol_enum_body(fp, bp, M_OPAQUE | M_ENVIRONMENT))
454 fp->bv[i].ol = glGenLists(1);
456 glNewList(fp->bv[i].ol, GL_COMPILE);
458 sol_draw_body(fp, fp->bv + i, M_OPAQUE | M_ENVIRONMENT);
462 else fp->bv[i].ol = 0;
464 /* Draw all translucent geometry. */
466 if (sol_enum_body(fp, bp, M_TRANSPARENT))
468 fp->bv[i].tl = glGenLists(1);
470 glNewList(fp->bv[i].tl, GL_COMPILE);
472 sol_draw_body(fp, fp->bv + i, M_TRANSPARENT);
476 else fp->bv[i].tl = 0;
478 /* Draw all reflective geometry. */
480 if (sol_enum_body(fp, bp, M_REFLECTIVE))
482 fp->bv[i].rl = glGenLists(1);
484 glNewList(fp->bv[i].rl, GL_COMPILE);
486 sol_draw_body(fp, fp->bv + i, M_REFLECTIVE);
490 else fp->bv[i].rl = 0;
492 /* Draw all shadowed geometry. */
494 if (s && sol_enum_body(fp, bp, M_SHADOWED))
496 fp->bv[i].sl = glGenLists(1);
498 glNewList(fp->bv[i].sl, GL_COMPILE);
500 sol_shad_body(fp, fp->bv + i, M_SHADOWED);
504 else fp->bv[i].sl = 0;
508 static GLuint sol_find_texture(const char *name)
515 /* Prefer a lossless copy of the texture over a lossy compression. */
517 strncpy(png, name, PATHMAX); strcat(png, ".png");
518 strncpy(jpg, name, PATHMAX); strcat(jpg, ".jpg");
520 /* Check for a PNG. */
522 if ((o = make_image_from_file(png)))
525 /* Check for a JPG. */
527 if ((o = make_image_from_file(jpg)))
533 static void sol_load_textures(struct s_file *fp, int k)
537 /* Load the image referenced by each material. */
539 for (i = 0; i < fp->mc; i++)
540 if ((fp->mv[i].o = sol_find_texture(fp->mv[i].f)))
542 /* Set the texture to clamp or repeat based on material type. */
544 if (fp->mv[i].fl & M_CLAMPED)
546 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
547 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
551 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
552 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
557 /*---------------------------------------------------------------------------*/
559 int sol_load_gl(struct s_file *fp, const char *filename, int k, int s)
561 if (sol_load_only_file(fp, filename))
563 sol_load_textures(fp, k);
564 sol_load_objects (fp, s);
570 /*---------------------------------------------------------------------------*/
572 void sol_free_gl(struct s_file *fp)
576 for (i = 0; i < fp->mc; i++)
578 if (glIsTexture(fp->mv[i].o))
579 glDeleteTextures(1, &fp->mv[i].o);
582 for (i = 0; i < fp->bc; i++)
584 if (glIsList(fp->bv[i].ol))
585 glDeleteLists(fp->bv[i].ol, 1);
586 if (glIsList(fp->bv[i].tl))
587 glDeleteLists(fp->bv[i].tl, 1);
588 if (glIsList(fp->bv[i].rl))
589 glDeleteLists(fp->bv[i].rl, 1);
595 /*---------------------------------------------------------------------------*/