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"
27 #include "base_config.h"
30 #include "solid_draw.h"
31 #include "solid_all.h"
33 /*---------------------------------------------------------------------------*/
35 static int sol_enum_mtrl(const struct s_base *base,
36 const struct b_body *bp, int mi)
40 /* Count all lump geoms with this material. */
42 for (li = 0; li < bp->lc; li++)
44 int g0 = base->lv[bp->l0 + li].g0;
45 int gc = base->lv[bp->l0 + li].gc;
47 for (gi = 0; gi < gc; gi++)
48 if (base->gv[base->iv[g0 + gi]].mi == mi)
52 /* Count all body geoms with this material. */
54 for (gi = 0; gi < bp->gc; gi++)
55 if (base->gv[base->iv[bp->g0 + gi]].mi == mi)
61 static int sol_enum_body(const struct s_base *base,
62 const struct b_body *bp, int fl)
66 /* Count all geoms with this flag. */
68 for (mi = 0; mi < base->mc; mi++)
69 if (base->mv[mi].fl & fl)
70 c = c + sol_enum_mtrl(base, bp, mi);
75 /*---------------------------------------------------------------------------*/
77 int sol_reflective(const struct s_draw *draw)
81 for (bi = 0; bi < draw->bc; bi++)
88 /*---------------------------------------------------------------------------*/
90 #define tobyte(f) ((GLubyte) (f * 255.0f))
92 #define color_cmp(a, b) (tobyte((a)[0]) == tobyte((b)[0]) && \
93 tobyte((a)[1]) == tobyte((b)[1]) && \
94 tobyte((a)[2]) == tobyte((b)[2]) && \
95 tobyte((a)[3]) == tobyte((b)[3]))
97 static struct b_mtrl default_base_mtrl =
99 { 0.8f, 0.8f, 0.8f, 1.0f },
100 { 0.2f, 0.2f, 0.2f, 1.0f },
101 { 0.0f, 0.0f, 0.0f, 1.0f },
102 { 0.0f, 0.0f, 0.0f, 1.0f },
103 { 0.0f }, 0.0f, M_OPAQUE, ""
106 static struct d_mtrl default_draw_mtrl =
108 &default_base_mtrl, 0
111 static const struct d_mtrl *sol_draw_mtrl(const struct s_draw *draw,
112 const struct d_mtrl *mp_draw,
113 const struct d_mtrl *mq_draw)
115 const struct b_mtrl *mp_base = mp_draw->base;
116 const struct b_mtrl *mq_base = mq_draw->base;
118 /* Change material properties only as needed. */
120 if (!color_cmp(mp_base->a, mq_base->a))
121 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mp_base->a);
122 if (!color_cmp(mp_base->d, mq_base->d))
123 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp_base->d);
124 if (!color_cmp(mp_base->s, mq_base->s))
125 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mp_base->s);
126 if (!color_cmp(mp_base->e, mq_base->e))
127 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mp_base->e);
128 if (tobyte(mp_base->h[0]) != tobyte(mq_base->h[0]))
129 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mp_base->h);
131 /* Bind the texture. */
133 if (mp_draw->o != mq_draw->o)
134 glBindTexture(GL_TEXTURE_2D, mp_draw->o);
136 /* Enable environment mapping. */
138 if ((mp_base->fl & M_ENVIRONMENT) && !(mq_base->fl & M_ENVIRONMENT))
140 glEnable(GL_TEXTURE_GEN_S);
141 glEnable(GL_TEXTURE_GEN_T);
143 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
144 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
147 /* Disable environment mapping. */
149 if ((mq_base->fl & M_ENVIRONMENT) && !(mp_base->fl & M_ENVIRONMENT))
151 glDisable(GL_TEXTURE_GEN_S);
152 glDisable(GL_TEXTURE_GEN_T);
155 /* Enable additive blending. */
157 if ((mp_base->fl & M_ADDITIVE) && !(mq_base->fl & M_ADDITIVE))
158 glBlendFunc(GL_ONE, GL_ONE);
160 /* Enable standard blending. */
162 if ((mq_base->fl & M_ADDITIVE) && !(mp_base->fl & M_ADDITIVE))
163 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
165 /* Enable visibility-from-behind. */
167 if ((mp_base->fl & M_TWO_SIDED) && !(mq_base->fl & M_TWO_SIDED))
169 glDisable(GL_CULL_FACE);
170 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
173 /* Disable visibility-from-behind. */
175 if ((mq_base->fl & M_TWO_SIDED) && !(mp_base->fl & M_TWO_SIDED))
177 glEnable(GL_CULL_FACE);
178 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
181 /* Enable decal offset. */
183 if ((mp_base->fl & M_DECAL) && !(mq_base->fl & M_DECAL))
185 glEnable(GL_POLYGON_OFFSET_FILL);
186 glPolygonOffset(-1.0f, -2.0f);
189 /* Disable decal offset. */
191 if ((mq_base->fl & M_DECAL) && !(mp_base->fl & M_DECAL))
192 glDisable(GL_POLYGON_OFFSET_FILL);
197 static const struct d_mtrl *sol_back_bill(const struct s_draw *draw,
198 const struct b_bill *rp,
199 const struct d_mtrl *mp,
202 float T = (rp->t > 0.0f) ? (fmodf(t, rp->t) - rp->t / 2) : 0.0f;
204 float w = rp->w[0] + rp->w[1] * T + rp->w[2] * T * T;
205 float h = rp->h[0] + rp->h[1] * T + rp->h[2] * T * T;
209 float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * T * T;
210 float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * T * T;
211 float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * T * T;
215 float y0 = (rp->fl & B_EDGE) ? 0 : -h / 2;
216 float y1 = (rp->fl & B_EDGE) ? h : +h / 2;
218 glRotatef(ry, 0.0f, 1.0f, 0.0f);
219 glRotatef(rx, 1.0f, 0.0f, 0.0f);
220 glTranslatef(0.0f, 0.0f, -rp->d);
224 glRotatef(-rx - 90.0f, 1.0f, 0.0f, 0.0f);
225 glRotatef(-ry, 0.0f, 0.0f, 1.0f);
228 glRotatef(-rx, 1.0f, 0.0f, 0.0f);
230 glRotatef(rz, 0.0f, 0.0f, 1.0f);
232 mp = sol_draw_mtrl(draw, draw->mv + rp->mi, mp);
236 glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y0);
237 glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y0);
238 glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y1);
239 glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y1);
249 /*---------------------------------------------------------------------------*/
251 void sol_back(const struct s_draw *draw, float n, float f, float t)
253 const struct d_mtrl *mp = &default_draw_mtrl;
257 /* Render all billboards in the given range. */
259 glDisable(GL_LIGHTING);
260 glDepthMask(GL_FALSE);
262 for (ri = 0; ri < draw->base->rc; ri++)
263 if (n <= draw->base->rv[ri].d && draw->base->rv[ri].d < f)
264 mp = sol_back_bill(draw, draw->base->rv + ri, mp, t);
266 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
268 glDepthMask(GL_TRUE);
269 glEnable(GL_LIGHTING);
272 /*---------------------------------------------------------------------------*/
274 * The following code renders a body in a ludicrously inefficient
275 * manner. It iterates the materials and scans the data structure for
276 * geometry using each. This has the effect of absolutely minimizing
277 * material changes, texture bindings, and Begin/End pairs, but
278 * maximizing trips through the data.
280 * However, this is only done once for each level. The results are
281 * stored in display lists. Thus, it is well worth it.
284 static void sol_draw_geom(const struct s_base *base,
285 const struct b_geom *gp, int mi)
289 const float *ui = base->tv[gp->ti].u;
290 const float *uj = base->tv[gp->tj].u;
291 const float *uk = base->tv[gp->tk].u;
293 const float *ni = base->sv[gp->si].n;
294 const float *nj = base->sv[gp->sj].n;
295 const float *nk = base->sv[gp->sk].n;
297 const float *vi = base->vv[gp->vi].p;
298 const float *vj = base->vv[gp->vj].p;
299 const float *vk = base->vv[gp->vk].p;
315 static void sol_draw_lump(const struct s_base *base,
316 const struct b_lump *lp, int mi)
320 for (i = 0; i < lp->gc; i++)
321 sol_draw_geom(base, base->gv + base->iv[lp->g0 + i], mi);
324 static const struct d_mtrl *sol_draw_body(const struct s_draw *draw,
325 const struct b_body *bp,
326 const struct d_mtrl *mp,
329 const struct s_base *base = draw->base;
333 /* Iterate all materials of the correct opacity. */
335 for (mi = 0; mi < draw->mc; mi++)
337 struct d_mtrl *mq = draw->mv + mi;
339 if ((mq->base->fl & fl) && (mq->base->fl & M_DECAL) == decal)
341 if (sol_enum_mtrl(draw->base, bp, mi))
343 /* Set the material state. */
345 mp = sol_draw_mtrl(draw, mq, mp);
347 /* Render all geometry of that material. */
349 glBegin(GL_TRIANGLES);
351 for (li = 0; li < bp->lc; li++)
352 sol_draw_lump(draw->base,
353 base->lv + bp->l0 + li,
355 for (gi = 0; gi < bp->gc; gi++)
356 sol_draw_geom(draw->base,
357 base->gv + base->iv[bp->g0 + gi],
368 static void sol_draw_list(const struct s_vary *vary,
369 const struct v_body *bp, GLuint list)
371 float p[3], e[4], u[3], a;
373 sol_body_p(p, vary, bp->pi, bp->t);
374 sol_body_e(e, vary, bp, 0);
376 q_as_axisangle(e, u, &a);
381 /* Translate and rotate a moving body. */
383 glTranslatef(p[0], p[1], p[2]);
384 glRotatef(a, u[0], u[1], u[2]);
393 void sol_draw(const struct s_draw *draw, int depthmask, int depthtest)
397 /* Render all opaque geometry into the color and depth buffers. */
399 for (bi = 0; bi < draw->bc; bi++)
401 sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].ol);
403 /* Render all translucent geometry into only the color buffer. */
405 if (depthtest == 0) glDisable(GL_DEPTH_TEST);
406 if (depthmask == 0) glDepthMask(GL_FALSE);
408 for (bi = 0; bi < draw->bc; bi++)
410 sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].tl);
412 if (depthmask == 0) glDepthMask(GL_TRUE);
413 if (depthtest == 0) glEnable(GL_DEPTH_TEST);
416 void sol_bill(const struct s_draw *draw, const float *M, float t)
418 const struct d_mtrl *mp = &default_draw_mtrl;
422 for (ri = 0; ri < draw->base->rc; ++ri)
424 const struct b_bill *rp = draw->base->rv + ri;
429 float w = rp->w [0] + rp->w [1] * T + rp->w [2] * S;
430 float h = rp->h [0] + rp->h [1] * T + rp->h [2] * S;
431 float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * S;
432 float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * S;
433 float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * S;
435 mp = sol_draw_mtrl(draw, draw->mv + rp->mi, mp);
439 glTranslatef(rp->p[0], rp->p[1], rp->p[2]);
441 if (M && ((rp->fl & B_NOFACE) == 0)) glMultMatrixf(M);
443 if (fabsf(rx) > 0.0f) glRotatef(rx, 1.0f, 0.0f, 0.0f);
444 if (fabsf(ry) > 0.0f) glRotatef(ry, 0.0f, 1.0f, 0.0f);
445 if (fabsf(rz) > 0.0f) glRotatef(rz, 0.0f, 0.0f, 1.0f);
449 glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, -h / 2);
450 glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, -h / 2);
451 glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, +h / 2);
452 glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, +h / 2);
459 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
462 void sol_refl(const struct s_draw *draw)
466 /* Render all reflective geometry into the color and depth buffers. */
468 for (bi = 0; bi < draw->bc; bi++)
470 sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].rl);
473 /*---------------------------------------------------------------------------*/
475 static void sol_shad_geom(const struct s_base *base,
476 const struct b_geom *gp, int mi)
480 const float *vi = base->vv[gp->vi].p;
481 const float *vj = base->vv[gp->vj].p;
482 const float *vk = base->vv[gp->vk].p;
484 glTexCoord2f(vi[0], vi[2]);
487 glTexCoord2f(vj[0], vj[2]);
490 glTexCoord2f(vk[0], vk[2]);
495 static void sol_shad_lump(const struct s_base *base,
496 const struct b_lump *lp, int mi)
500 for (i = 0; i < lp->gc; i++)
501 sol_shad_geom(base, base->gv + base->iv[lp->g0 + i], mi);
504 static void sol_shad_body(const struct s_base *base,
505 const struct b_body *bp,
512 glEnable(GL_POLYGON_OFFSET_FILL);
513 glPolygonOffset(-1.0f, -2.0f);
516 glBegin(GL_TRIANGLES);
518 for (mi = 0; mi < base->mc; mi++)
520 struct b_mtrl *mp = base->mv + mi;
522 if ((mp->fl & fl) && (mp->fl & M_DECAL) == decal)
524 for (li = 0; li < bp->lc; li++)
525 sol_shad_lump(base, base->lv + bp->l0 + li, mi);
526 for (gi = 0; gi < bp->gc; gi++)
527 sol_shad_geom(base, base->gv + base->iv[bp->g0 + gi], mi);
534 glDisable(GL_POLYGON_OFFSET_FILL);
537 static void sol_shad_list(const struct s_vary *vary,
538 const struct v_body *bp, GLuint list)
540 float p[3], e[4], u[3], a;
542 sol_body_p(p, vary, bp->pi, bp->t);
543 sol_body_e(e, vary, bp, 0);
545 q_as_axisangle(e, u, &a);
550 /* Translate and rotate a moving body. */
552 glTranslatef(p[0], p[1], p[2]);
553 glRotatef(a, u[0], u[1], u[2]);
555 /* Translate the shadow on a moving body. */
557 glMatrixMode(GL_TEXTURE);
560 glTranslatef(p[0], p[2], 0.0f);
561 glRotatef(-a, u[0], u[2], u[1]);
563 glMatrixMode(GL_MODELVIEW);
569 /* Pop the shadow translation. */
571 glMatrixMode(GL_TEXTURE);
575 glMatrixMode(GL_MODELVIEW);
580 void sol_shad(const struct s_draw *draw)
584 /* Render all shadowed geometry. */
586 glDepthMask(GL_FALSE);
588 for (bi = 0; bi < draw->bc; bi++)
590 sol_shad_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].sl);
592 glDepthMask(GL_TRUE);
595 /*---------------------------------------------------------------------------*/
597 static void sol_load_objects(struct s_draw *draw, int s)
601 /* Here we sort geometry into display lists by material type. */
603 for (i = 0; i < draw->bc; i++)
605 struct d_body *bp = draw->bv + i;
607 int on = sol_enum_body(draw->base, bp->base, M_OPAQUE);
608 int tn = sol_enum_body(draw->base, bp->base, M_TRANSPARENT);
609 int rn = sol_enum_body(draw->base, bp->base, M_REFLECTIVE);
610 int dn = sol_enum_body(draw->base, bp->base, M_DECAL);
611 int sn = sol_enum_body(draw->base, bp->base, M_SHADOWED);
613 /* Draw all opaque geometry, decals last. */
617 bp->ol = glGenLists(1);
619 glNewList(bp->ol, GL_COMPILE);
621 const struct d_mtrl *mp = &default_draw_mtrl;
623 mp = sol_draw_body(draw, bp->base, mp, M_OPAQUE, 0);
624 mp = sol_draw_body(draw, bp->base, mp, M_OPAQUE, M_DECAL);
625 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
631 /* Draw all translucent geometry, decals first. */
635 bp->tl = glGenLists(1);
637 glNewList(bp->tl, GL_COMPILE);
639 const struct d_mtrl *mp = &default_draw_mtrl;
641 mp = sol_draw_body(draw, bp->base, mp, M_TRANSPARENT, M_DECAL);
642 mp = sol_draw_body(draw, bp->base, mp, M_TRANSPARENT, 0);
643 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
649 /* Draw all reflective geometry. */
653 bp->rl = glGenLists(1);
655 glNewList(bp->rl, GL_COMPILE);
657 const struct d_mtrl *mp = &default_draw_mtrl;
659 mp = sol_draw_body(draw, bp->base, mp, M_REFLECTIVE, 0);
660 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
666 /* Draw all shadowed geometry. */
668 if (s && (on || rn || sn))
670 bp->sl = glGenLists(1);
672 glNewList(bp->sl, GL_COMPILE);
674 if (on) sol_shad_body(draw->base, bp->base, M_OPAQUE, 0);
675 if (rn) sol_shad_body(draw->base, bp->base, M_REFLECTIVE, 0);
676 if (dn) sol_shad_body(draw->base, bp->base, M_OPAQUE, M_DECAL);
679 /* Transparent shadowed geometry hack. */
682 sol_shad_body(draw->base, bp->base, M_SHADOWED, M_DECAL);
684 sol_shad_body(draw->base, bp->base, M_SHADOWED, 0);
693 static GLuint sol_find_texture(const char *name)
700 /* Prefer a lossless copy of the texture over a lossy compression. */
702 strncpy(png, name, PATHMAX); strcat(png, ".png");
703 strncpy(jpg, name, PATHMAX); strcat(jpg, ".jpg");
705 /* Check for a PNG. */
707 if ((o = make_image_from_file(png)))
710 /* Check for a JPG. */
712 if ((o = make_image_from_file(jpg)))
718 static void sol_load_textures(struct s_draw *draw)
722 /* Load the image referenced by each material. */
724 for (i = 0; i < draw->mc; i++)
726 struct d_mtrl *mp = draw->mv + i;
728 if ((mp->o = sol_find_texture(_(mp->base->f))))
730 /* Set the texture to clamp or repeat based on material type. */
732 if (mp->base->fl & M_CLAMPED)
734 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
735 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
739 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
740 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
746 /*---------------------------------------------------------------------------*/
748 int sol_load_draw(struct s_draw *draw, const struct s_vary *vary, int s)
752 memset(draw, 0, sizeof (*draw));
755 draw->base = draw->vary->base;
759 draw->mv = calloc(draw->base->mc, sizeof (*draw->mv));
760 draw->mc = draw->base->mc;
762 for (i = 0; i < draw->base->mc; i++)
764 struct d_mtrl *mp = draw->mv + i;
765 struct b_mtrl *mq = draw->base->mv + i;
773 draw->bv = calloc(draw->base->bc, sizeof (*draw->bv));
774 draw->bc = draw->base->bc;
776 for (i = 0; i < draw->base->bc; i++)
778 struct d_body *bp = draw->bv + i;
779 struct b_body *bq = draw->base->bv + i;
785 sol_load_textures(draw);
786 sol_load_objects (draw, s);
791 void sol_free_draw(struct s_draw *draw)
795 for (i = 0; i < draw->mc; i++)
797 if (glIsTexture(draw->mv[i].o))
798 glDeleteTextures(1, &draw->mv[i].o);
801 for (i = 0; i < draw->bc; i++)
803 if (glIsList(draw->bv[i].ol))
804 glDeleteLists(draw->bv[i].ol, 1);
805 if (glIsList(draw->bv[i].tl))
806 glDeleteLists(draw->bv[i].tl, 1);
807 if (glIsList(draw->bv[i].rl))
808 glDeleteLists(draw->bv[i].rl, 1);
809 if (glIsList(draw->bv[i].sl))
810 glDeleteLists(draw->bv[i].sl, 1);
816 memset(draw, 0, sizeof (*draw));
819 /*---------------------------------------------------------------------------*/
821 int sol_load_full(struct s_full *full, const char *filename, int s)
823 if (sol_load_base(&full->base, filename))
825 sol_load_vary(&full->vary, &full->base);
826 sol_load_draw(&full->draw, &full->vary, s);
834 void sol_free_full(struct s_full *full)
836 sol_free_draw(&full->draw);
837 sol_free_vary(&full->vary);
838 sol_free_base(&full->base);
841 /*---------------------------------------------------------------------------*/