#include <SDL.h>
#include <SDL_rwops.h>
-#include <SDL_image.h>
#include <stdio.h>
#include <stdlib.h>
#include "glext.h"
#include "vec3.h"
+#include "image.h"
#include "base_image.h"
#include "solid_gl.h"
+#include "solid_all.h"
#include "base_config.h"
+#include "lang.h"
/*---------------------------------------------------------------------------*/
}
static int sol_enum_body(const struct s_file *fp,
- const struct s_body *bp, int fl)
+ const struct s_body *bp, int fl)
{
int mi, c = 0;
/*---------------------------------------------------------------------------*/
-static void sol_draw_mtrl(const struct s_file *fp, int i)
+int sol_reflective(const struct s_file *fp)
{
- const struct s_mtrl *mp = fp->mv + i;
+ int bi;
+
+ for (bi = 0; bi < fp->bc; bi++)
+ if (fp->bv[bi].rl)
+ return 1;
+
+ return 0;
+}
+
+/*---------------------------------------------------------------------------*/
+
+#define tobyte(f) ((GLubyte) (f * 255.0f))
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mp->a);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->d);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mp->s);
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mp->e);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mp->h);
+#define color_cmp(a, b) (tobyte((a)[0]) == tobyte((b)[0]) && \
+ tobyte((a)[1]) == tobyte((b)[1]) && \
+ tobyte((a)[2]) == tobyte((b)[2]) && \
+ tobyte((a)[3]) == tobyte((b)[3]))
- if (mp->fl & M_ENVIRONMENT)
+static struct s_mtrl default_mtrl =
+{
+ { 0.8f, 0.8f, 0.8f, 1.0f },
+ { 0.2f, 0.2f, 0.2f, 1.0f },
+ { 0.0f, 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 0.0f, 1.0f },
+ { 0.0f, }, 0.0f, M_OPAQUE, 0, ""
+};
+
+static const struct s_mtrl *sol_draw_mtrl(const struct s_file *fp,
+ const struct s_mtrl *mp,
+ const struct s_mtrl *mq)
+{
+ /* Change material properties only as needed. */
+
+ if (!color_cmp(mp->a, mq->a))
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mp->a);
+ if (!color_cmp(mp->d, mq->d))
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->d);
+ if (!color_cmp(mp->s, mq->s))
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mp->s);
+ if (!color_cmp(mp->e, mq->e))
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mp->e);
+ if (tobyte(mp->h[0]) != tobyte(mq->h[0]))
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mp->h);
+
+ /* Bind the texture. */
+
+ if (mp->o != mq->o)
+ glBindTexture(GL_TEXTURE_2D, mp->o);
+
+ /* Enable environment mapping. */
+
+ if ((mp->fl & M_ENVIRONMENT) && !(mq->fl & M_ENVIRONMENT))
{
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
- glBindTexture(GL_TEXTURE_2D, mp->o);
-
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
}
- else
+
+ /* Disable environment mapping. */
+
+ if ((mq->fl & M_ENVIRONMENT) && !(mp->fl & M_ENVIRONMENT))
{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
-
- glBindTexture(GL_TEXTURE_2D, mp->o);
}
- if (mp->fl & M_ADDITIVE)
+ /* Enable additive blending. */
+
+ if ((mp->fl & M_ADDITIVE) && !(mq->fl & M_ADDITIVE))
glBlendFunc(GL_ONE, GL_ONE);
- else
+
+ /* Enable standard blending. */
+
+ if ((mq->fl & M_ADDITIVE) && !(mp->fl & M_ADDITIVE))
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- if (mp->fl & M_DECAL)
+ /* Enable visibility-from-behind. */
+
+ if ((mp->fl & M_TWO_SIDED) && !(mq->fl & M_TWO_SIDED))
+ {
+ glDisable(GL_CULL_FACE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
+ }
+
+ /* Disable visibility-from-behind. */
+
+ if ((mq->fl & M_TWO_SIDED) && !(mp->fl & M_TWO_SIDED))
+ {
+ glEnable(GL_CULL_FACE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
+ }
+
+ /* Enable decal offset. */
+
+ if ((mp->fl & M_DECAL) && !(mq->fl & M_DECAL))
{
glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(-1.0f, -1.0f);
+ glPolygonOffset(-1.0f, -2.0f);
}
- else
+
+ /* Disable decal offset. */
+
+ if ((mq->fl & M_DECAL) && !(mp->fl & M_DECAL))
glDisable(GL_POLYGON_OFFSET_FILL);
+
+ return mp;
}
-static void sol_draw_bill(const struct s_file *fp,
- const struct s_bill *rp, float t)
+static const struct s_mtrl *sol_back_bill(const struct s_file *fp,
+ const struct s_bill *rp,
+ const struct s_mtrl *mp, float t)
{
- float T = fmodf(t, rp->t) - rp->t / 2;
+ float T = (rp->t > 0.0f) ? (fmodf(t, rp->t) - rp->t / 2) : 0.0f;
- float w = rp->w[0] + rp->w[1] * T + rp->w[2] * T * T;
- float h = rp->h[0] + rp->h[1] * T + rp->h[2] * T * T;
+ float w = rp->w[0] + rp->w[1] * T + rp->w[2] * T * T;
+ float h = rp->h[0] + rp->h[1] * T + rp->h[2] * T * T;
if (w > 0 && h > 0)
{
glRotatef(rz, 0.0f, 0.0f, 1.0f);
- sol_draw_mtrl(fp, rp->mi);
+ mp = sol_draw_mtrl(fp, fp->mv + rp->mi, mp);
glBegin(GL_QUADS);
{
- glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y0);
- glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y0);
- glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y1);
- glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y1);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y0);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y0);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y1);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y1);
}
glEnd();
}
glPopMatrix();
}
+
+ return mp;
}
+/*---------------------------------------------------------------------------*/
+
void sol_back(const struct s_file *fp, float n, float f, float t)
{
- int ri;
+ const struct s_mtrl *mp = &default_mtrl;
- glPushAttrib(GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT);
- {
- /* Render all billboards in the given range. */
+ int ri;
- glDisable(GL_LIGHTING);
- glDepthMask(GL_FALSE);
+ /* Render all billboards in the given range. */
+ glDisable(GL_LIGHTING);
+ glDepthMask(GL_FALSE);
+ {
for (ri = 0; ri < fp->rc; ri++)
if (n <= fp->rv[ri].d && fp->rv[ri].d < f)
- sol_draw_bill(fp, fp->rv + ri, t);
+ mp = sol_back_bill(fp, fp->rv + ri, mp, t);
+
+ mp = sol_draw_mtrl(fp, &default_mtrl, mp);
}
- glPopAttrib();
+ glDepthMask(GL_TRUE);
+ glEnable(GL_LIGHTING);
}
/*---------------------------------------------------------------------------*/
sol_draw_geom(fp, fp->gv + fp->iv[lp->g0 + i], mi);
}
-static void sol_draw_body(const struct s_file *fp,
- const struct s_body *bp, int fl)
+static const struct s_mtrl *sol_draw_body(const struct s_file *fp,
+ const struct s_body *bp,
+ const struct s_mtrl *mp,
+ int fl, int decal)
{
int mi, li, gi;
/* Iterate all materials of the correct opacity. */
for (mi = 0; mi < fp->mc; mi++)
- if (fp->mv[mi].fl & fl)
+ if ((fp->mv[mi].fl & fl) && (fp->mv[mi].fl & M_DECAL) == decal)
{
if (sol_enum_mtrl(fp, bp, mi))
{
/* Set the material state. */
- sol_draw_mtrl(fp, mi);
+ mp = sol_draw_mtrl(fp, fp->mv + mi, mp);
/* Render all geometry of that material. */
glEnd();
}
}
+
+ return mp;
}
static void sol_draw_list(const struct s_file *fp,
const struct s_body *bp, GLuint list)
{
- float p[3];
+ float p[3], e[4], u[3], a;
+
+ sol_body_p(p, fp, bp->pi, bp->t);
+ sol_body_e(e, fp, bp, 0);
- sol_body_p(p, fp, bp);
+ q_as_axisangle(e, u, &a);
+ a = V_DEG(a);
glPushMatrix();
{
- /* Translate a moving body. */
+ /* Translate and rotate a moving body. */
glTranslatef(p[0], p[1], p[2]);
+ glRotatef(a, u[0], u[1], u[2]);
/* Draw the body. */
glPopMatrix();
}
-void sol_draw(const struct s_file *fp)
+void sol_draw(const struct s_file *fp, int depthmask, int depthtest)
{
int bi;
- glPushAttrib(GL_ENABLE_BIT |
- GL_TEXTURE_BIT |
- GL_LIGHTING_BIT |
- GL_COLOR_BUFFER_BIT |
- GL_DEPTH_BUFFER_BIT);
- {
- /* Render all opaque geometry into the color and depth buffers. */
+ /* Render all opaque geometry into the color and depth buffers. */
- for (bi = 0; bi < fp->bc; bi++)
- if (fp->bv[bi].ol)
- sol_draw_list(fp, fp->bv + bi, fp->bv[bi].ol);
+ for (bi = 0; bi < fp->bc; bi++)
+ if (fp->bv[bi].ol)
+ sol_draw_list(fp, fp->bv + bi, fp->bv[bi].ol);
- /* Render all translucent geometry into only the color buffer. */
-
- glDepthMask(GL_FALSE);
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ /* Render all translucent geometry into only the color buffer. */
+ if (depthtest == 0) glDisable(GL_DEPTH_TEST);
+ if (depthmask == 0) glDepthMask(GL_FALSE);
+ {
for (bi = 0; bi < fp->bc; bi++)
if (fp->bv[bi].tl)
sol_draw_list(fp, fp->bv + bi, fp->bv[bi].tl);
}
- glPopAttrib();
+ if (depthmask == 0) glDepthMask(GL_TRUE);
+ if (depthtest == 0) glEnable(GL_DEPTH_TEST);
}
-void sol_refl(const struct s_file *fp)
+void sol_bill(const struct s_file *fp, const float *M, float t)
{
- int bi;
+ const struct s_mtrl *mp = &default_mtrl;
- glPushAttrib(GL_LIGHTING_BIT);
+ int ri;
+
+ for (ri = 0; ri < fp->rc; ++ri)
{
- /* Render all reflective geometry into the color and depth buffers. */
+ const struct s_bill *rp = fp->rv + ri;
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ float T = rp->t * t;
+ float S = fsinf(T);
- for (bi = 0; bi < fp->bc; bi++)
- if (fp->bv[bi].rl)
- sol_draw_list(fp, fp->bv + bi, fp->bv[bi].rl);
+ float w = rp->w [0] + rp->w [1] * T + rp->w [2] * S;
+ float h = rp->h [0] + rp->h [1] * T + rp->h [2] * S;
+ float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * S;
+ float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * S;
+ float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * S;
+
+ mp = sol_draw_mtrl(fp, fp->mv + rp->mi, mp);
+
+ glPushMatrix();
+ {
+ glTranslatef(rp->p[0], rp->p[1], rp->p[2]);
+
+ if (M && ((rp->fl & B_NOFACE) == 0)) glMultMatrixf(M);
+
+ if (fabsf(rx) > 0.0f) glRotatef(rx, 1.0f, 0.0f, 0.0f);
+ if (fabsf(ry) > 0.0f) glRotatef(ry, 0.0f, 1.0f, 0.0f);
+ if (fabsf(rz) > 0.0f) glRotatef(rz, 0.0f, 0.0f, 1.0f);
+
+ glBegin(GL_QUADS);
+ {
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, -h / 2);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, -h / 2);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, +h / 2);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, +h / 2);
+ }
+ glEnd();
+ }
+ glPopMatrix();
}
- glPopAttrib();
+
+ mp = sol_draw_mtrl(fp, &default_mtrl, mp);
+}
+
+void sol_refl(const struct s_file *fp)
+{
+ int bi;
+
+ /* Render all reflective geometry into the color and depth buffers. */
+
+ for (bi = 0; bi < fp->bc; bi++)
+ if (fp->bv[bi].rl)
+ sol_draw_list(fp, fp->bv + bi, fp->bv[bi].rl);
}
/*---------------------------------------------------------------------------*/
}
static void sol_shad_body(const struct s_file *fp,
- const struct s_body *bp, int fl)
+ const struct s_body *bp,
+ int fl, int decal)
{
int mi, li, gi;
+ if (fl & M_DECAL)
+ {
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1.0f, -2.0f);
+ }
+
glBegin(GL_TRIANGLES);
{
for (mi = 0; mi < fp->mc; mi++)
- if (fp->mv[mi].fl & fl)
+ if ((fp->mv[mi].fl & fl) && (fp->mv[mi].fl & M_DECAL) == decal)
{
for (li = 0; li < bp->lc; li++)
sol_shad_lump(fp, fp->lv + bp->l0 + li, mi);
}
}
glEnd();
+
+ if (fl & M_DECAL)
+ glDisable(GL_POLYGON_OFFSET_FILL);
}
static void sol_shad_list(const struct s_file *fp,
const struct s_body *bp, GLuint list)
{
- float p[3];
+ float p[3], e[4], u[3], a;
+
+ sol_body_p(p, fp, bp->pi, bp->t);
+ sol_body_e(e, fp, bp, 0);
- sol_body_p(p, fp, bp);
+ q_as_axisangle(e, u, &a);
+ a = V_DEG(a);
glPushMatrix();
{
- /* Translate a moving body. */
+ /* Translate and rotate a moving body. */
glTranslatef(p[0], p[1], p[2]);
+ glRotatef(a, u[0], u[1], u[2]);
/* Translate the shadow on a moving body. */
{
glPushMatrix();
glTranslatef(p[0], p[2], 0.0f);
+ glRotatef(-a, u[0], u[2], u[1]);
}
glMatrixMode(GL_MODELVIEW);
{
int bi;
- glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT);
- {
- /* Render all shadowed geometry. */
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glDepthFunc(GL_LEQUAL);
- glDepthMask(GL_FALSE);
+ /* Render all shadowed geometry. */
+ glDepthMask(GL_FALSE);
+ {
for (bi = 0; bi < fp->bc; bi++)
if (fp->bv[bi].sl)
sol_shad_list(fp, fp->bv + bi, fp->bv[bi].sl);
}
- glPopAttrib();
+ glDepthMask(GL_TRUE);
}
/*---------------------------------------------------------------------------*/
{
int i;
+ /* Here we sort geometry into display lists by material type. */
+
for (i = 0; i < fp->bc; i++)
{
struct s_body *bp = fp->bv + i;
- /* Draw all opaque geometry. */
+ int on = sol_enum_body(fp, bp, M_OPAQUE);
+ int tn = sol_enum_body(fp, bp, M_TRANSPARENT);
+ int rn = sol_enum_body(fp, bp, M_REFLECTIVE);
+ int dn = sol_enum_body(fp, bp, M_DECAL);
+
+ /* Draw all opaque geometry, decals last. */
- if (sol_enum_body(fp, bp, M_OPAQUE | M_ENVIRONMENT))
+ if (on)
{
fp->bv[i].ol = glGenLists(1);
glNewList(fp->bv[i].ol, GL_COMPILE);
{
- sol_draw_body(fp, fp->bv + i, M_OPAQUE | M_ENVIRONMENT);
+ const struct s_mtrl *mp = &default_mtrl;
+
+ mp = sol_draw_body(fp, fp->bv + i, mp, M_OPAQUE, 0);
+ mp = sol_draw_body(fp, fp->bv + i, mp, M_OPAQUE, M_DECAL);
+ mp = sol_draw_mtrl(fp, &default_mtrl, mp);
}
glEndList();
}
else fp->bv[i].ol = 0;
- /* Draw all translucent geometry. */
+ /* Draw all translucent geometry, decals first. */
- if (sol_enum_body(fp, bp, M_TRANSPARENT))
+ if (tn)
{
fp->bv[i].tl = glGenLists(1);
glNewList(fp->bv[i].tl, GL_COMPILE);
{
- sol_draw_body(fp, fp->bv + i, M_TRANSPARENT);
+ const struct s_mtrl *mp = &default_mtrl;
+
+ mp = sol_draw_body(fp, fp->bv + i, mp, M_TRANSPARENT, M_DECAL);
+ mp = sol_draw_body(fp, fp->bv + i, mp, M_TRANSPARENT, 0);
+ mp = sol_draw_mtrl(fp, &default_mtrl, mp);
}
glEndList();
}
/* Draw all reflective geometry. */
- if (sol_enum_body(fp, bp, M_REFLECTIVE))
+ if (rn)
{
fp->bv[i].rl = glGenLists(1);
glNewList(fp->bv[i].rl, GL_COMPILE);
{
- sol_draw_body(fp, fp->bv + i, M_REFLECTIVE);
+ const struct s_mtrl *mp = &default_mtrl;
+
+ mp = sol_draw_body(fp, fp->bv + i, mp, M_REFLECTIVE, 0);
+ mp = sol_draw_mtrl(fp, &default_mtrl, mp);
}
glEndList();
}
/* Draw all shadowed geometry. */
- if (s && sol_enum_body(fp, bp, M_SHADOWED))
+ if (s && (on || rn))
{
fp->bv[i].sl = glGenLists(1);
glNewList(fp->bv[i].sl, GL_COMPILE);
{
- sol_shad_body(fp, fp->bv + i, M_SHADOWED);
+ if (on) sol_shad_body(fp, fp->bv + i, M_OPAQUE, 0);
+ if (rn) sol_shad_body(fp, fp->bv + i, M_REFLECTIVE, 0);
+ if (dn) sol_shad_body(fp, fp->bv + i, M_OPAQUE, M_DECAL);
}
glEndList();
}
}
}
-static SDL_Surface *sol_find_texture(const char *name)
+static GLuint sol_find_texture(const char *name)
{
char png[MAXSTR];
- char tga[MAXSTR];
char jpg[MAXSTR];
- SDL_Surface *s;
+
+ GLuint o;
/* Prefer a lossless copy of the texture over a lossy compression. */
strncpy(png, name, PATHMAX); strcat(png, ".png");
- strncpy(tga, name, PATHMAX); strcat(tga, ".tga");
strncpy(jpg, name, PATHMAX); strcat(jpg, ".jpg");
/* Check for a PNG. */
- if ((s = IMG_Load(config_data(png))))
- return s;
-
- /* Check for a TGA, swapping channels if found. */
-
- if ((s = IMG_Load(config_data(tga))))
- {
- image_swab(s);
- return s;
- }
+ if ((o = make_image_from_file(png)))
+ return o;
/* Check for a JPG. */
- if ((s = IMG_Load(config_data(jpg))))
- return s;
+ if ((o = make_image_from_file(jpg)))
+ return o;
- return NULL;
+ return 0;
}
-static void sol_load_textures(struct s_file *fp, int k)
+static void sol_load_textures(struct s_file *fp)
{
- SDL_Surface *s;
- SDL_Surface *d;
-
int i;
+ /* Load the image referenced by each material. */
+
for (i = 0; i < fp->mc; i++)
- if ((s = sol_find_texture(fp->mv[i].f)))
+ if ((fp->mv[i].o = sol_find_texture(_(fp->mv[i].f))))
{
- GLenum f = (s->format->BitsPerPixel == 32) ? GL_RGBA : GL_RGB;
-
- glGenTextures(1, &fp->mv[i].o);
- glBindTexture(GL_TEXTURE_2D, fp->mv[i].o);
-
- if (k > 1)
- {
- /* Create a new buffer and copy the scaled image to it. */
-
- if ((d = image_scale(s, k)))
- {
- glTexImage2D(GL_TEXTURE_2D, 0, f, d->w, d->h, 0, f,
- GL_UNSIGNED_BYTE, d->pixels);
- SDL_FreeSurface(d);
- }
- }
- else
- glTexImage2D(GL_TEXTURE_2D, 0, f, s->w, s->h, 0, f,
- GL_UNSIGNED_BYTE, s->pixels);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
/* Set the texture to clamp or repeat based on material type. */
if (fp->mv[i].fl & M_CLAMPED)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
-
- SDL_FreeSurface(s);
}
}
/*---------------------------------------------------------------------------*/
-int sol_load_gl(struct s_file *fp, const char *filename, int k, int s)
+int sol_load_gl(struct s_file *fp, const char *filename, int s)
{
if (sol_load_only_file(fp, filename))
{
- sol_load_textures(fp, k);
+ sol_load_textures(fp);
sol_load_objects (fp, s);
return 1;
}