/*---------------------------------------------------------------------------*/
-static int sol_enum_mtrl(const struct s_base *base,
- const struct b_body *bp, int mi)
+static float sol_transform(const struct s_vary *vary,
+ const struct v_body *bp, float *p, float *r)
{
- int li, gi, c = 0;
+ float a, e[4];
- /* Count all lump geoms with this material. */
+ sol_body_p(p, vary, bp->pi, bp->t);
+ sol_body_e(e, vary, bp, 0);
- for (li = 0; li < bp->lc; li++)
- {
- int g0 = base->lv[bp->l0 + li].g0;
- int gc = base->lv[bp->l0 + li].gc;
+ q_as_axisangle(e, r, &a);
- for (gi = 0; gi < gc; gi++)
- if (base->gv[base->iv[g0 + gi]].mi == mi)
- c++;
- }
-
- /* Count all body geoms with this material. */
+ return V_DEG(a);
+}
- for (gi = 0; gi < bp->gc; gi++)
- if (base->gv[base->iv[bp->g0 + gi]].mi == mi)
- c++;
+/*---------------------------------------------------------------------------*/
- return c;
+void sol_back(const struct s_draw *draw, float n, float f, float t)
+{
}
-static int sol_enum_body(const struct s_base *base,
- const struct b_body *bp, int fl)
-{
- int mi, c = 0;
+/*---------------------------------------------------------------------------*/
- /* Count all geoms with this flag. */
+void sol_bill(const struct s_draw *draw, const float *M, float t)
+{
+}
- for (mi = 0; mi < base->mc; mi++)
- if (base->mv[mi].fl & fl)
- c = c + sol_enum_mtrl(base, bp, mi);
+/*---------------------------------------------------------------------------*/
- return c;
+void sol_shad(const struct s_draw *draw, int ui)
+{
}
/*---------------------------------------------------------------------------*/
&default_base_mtrl, 0
};
-static const struct d_mtrl *sol_draw_mtrl(const struct s_draw *draw,
- const struct d_mtrl *mp_draw,
- const struct d_mtrl *mq_draw)
+static const struct d_mtrl *sol_apply_mtrl(const struct d_mtrl *mp_draw,
+ const struct d_mtrl *mq_draw)
{
const struct b_mtrl *mp_base = mp_draw->base;
const struct b_mtrl *mq_base = mq_draw->base;
- /* Change material properties only as needed. */
+ /* Bind the texture. */
+
+ if (mp_draw->o != mq_draw->o)
+ glBindTexture(GL_TEXTURE_2D, mp_draw->o);
+
+ /* Set material properties. */
if (!color_cmp(mp_base->a, mq_base->a))
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mp_base->a);
if (tobyte(mp_base->h[0]) != tobyte(mq_base->h[0]))
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mp_base->h);
- /* Bind the texture. */
-
- if (mp_draw->o != mq_draw->o)
- glBindTexture(GL_TEXTURE_2D, mp_draw->o);
-
/* Enable environment mapping. */
if ((mp_base->fl & M_ENVIRONMENT) && !(mq_base->fl & M_ENVIRONMENT))
return mp_draw;
}
-static const struct d_mtrl *sol_back_bill(const struct s_draw *draw,
- const struct b_bill *rp,
- const struct d_mtrl *mp,
- float t)
+static GLuint sol_find_texture(const char *name)
{
- 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;
+ char png[MAXSTR];
+ char jpg[MAXSTR];
- if (w > 0 && h > 0)
- {
- float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * T * T;
- float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * T * T;
- float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * T * T;
+ GLuint o;
- glPushMatrix();
- {
- float y0 = (rp->fl & B_EDGE) ? 0 : -h / 2;
- float y1 = (rp->fl & B_EDGE) ? h : +h / 2;
+ /* Prefer a lossless copy of the texture over a lossy compression. */
- glRotatef(ry, 0.0f, 1.0f, 0.0f);
- glRotatef(rx, 1.0f, 0.0f, 0.0f);
- glTranslatef(0.0f, 0.0f, -rp->d);
+ strncpy(png, name, PATHMAX); strcat(png, ".png");
+ strncpy(jpg, name, PATHMAX); strcat(jpg, ".jpg");
- if (rp->fl & B_FLAT)
- {
- glRotatef(-rx - 90.0f, 1.0f, 0.0f, 0.0f);
- glRotatef(-ry, 0.0f, 0.0f, 1.0f);
- }
- if (rp->fl & B_EDGE)
- glRotatef(-rx, 1.0f, 0.0f, 0.0f);
+ /* Check for a PNG. */
- glRotatef(rz, 0.0f, 0.0f, 1.0f);
+ if ((o = make_image_from_file(png)))
+ return o;
- mp = sol_draw_mtrl(draw, draw->mv + rp->mi, mp);
+ /* Check for a JPG. */
- glBegin(GL_QUADS);
- {
- 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();
- }
+ if ((o = make_image_from_file(jpg)))
+ return o;
- return mp;
+ return 0;
}
-/*---------------------------------------------------------------------------*/
-
-void sol_back(const struct s_draw *draw, float n, float f, float t)
+static void sol_load_mtrl(struct d_mtrl *mp,
+ const struct b_mtrl *mq,
+ struct s_draw *draw)
{
- const struct d_mtrl *mp = &default_draw_mtrl;
-
- int ri;
-
- /* Render all billboards in the given range. */
+ mp->base = mq;
- if (draw && draw->base)
+ if ((mp->o = sol_find_texture(_(mq->f))))
{
- glDisable(GL_LIGHTING);
- glDepthMask(GL_FALSE);
- {
- for (ri = 0; ri < draw->base->rc; ri++)
- if (n <= draw->base->rv[ri].d && draw->base->rv[ri].d < f)
- mp = sol_back_bill(draw, draw->base->rv + ri, mp, t);
+ /* Set the texture to clamp or repeat based on material type. */
- mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
+ if (mq->fl & M_CLAMPED)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
- glDepthMask(GL_TRUE);
- glEnable(GL_LIGHTING);
+
+ if (mq->fl & M_REFLECTIVE)
+ draw->reflective = 1;
}
}
-/*---------------------------------------------------------------------------*/
-/*
- * The following code renders a body in a ludicrously inefficient
- * manner. It iterates the materials and scans the data structure for
- * geometry using each. This has the effect of absolutely minimizing
- * material changes, texture bindings, and Begin/End pairs, but
- * maximizing trips through the data.
- *
- * However, this is only done once for each level. The results are
- * stored in display lists. Thus, it is well worth it.
- */
-
-static void sol_draw_geom(const struct s_base *base,
- const struct b_geom *gp, int mi)
+static void sol_free_mtrl(struct d_mtrl *mp)
{
- if (gp->mi == mi)
- {
- const struct b_offs *op = base->ov + gp->oi;
- const struct b_offs *oq = base->ov + gp->oj;
- const struct b_offs *or = base->ov + gp->ok;
-
- const float *u0 = base->tv[op->ti].u;
- const float *u1 = base->tv[oq->ti].u;
- const float *u2 = base->tv[or->ti].u;
-
- const float *n0 = base->sv[op->si].n;
- const float *n1 = base->sv[oq->si].n;
- const float *n2 = base->sv[or->si].n;
-
- const float *p0 = base->vv[op->vi].p;
- const float *p1 = base->vv[oq->vi].p;
- const float *p2 = base->vv[or->vi].p;
-
- glTexCoord2fv(u0);
- glNormal3fv(n0);
- glVertex3fv(p0);
-
- glTexCoord2fv(u1);
- glNormal3fv(n1);
- glVertex3fv(p1);
-
- glTexCoord2fv(u2);
- glNormal3fv(n2);
- glVertex3fv(p2);
- }
+ if (glIsTexture(mp->o))
+ glDeleteTextures(1, &mp->o);
}
-static void sol_draw_lump(const struct s_base *base,
- const struct b_lump *lp, int mi)
+static int sol_test_mtrl(const struct d_mtrl *mp, int f0, int f1)
{
- int i;
+ /* Test whether the material flags exclude f0 and include f1. */
- for (i = 0; i < lp->gc; i++)
- sol_draw_geom(base, base->gv + base->iv[lp->g0 + i], mi);
+ return ((mp->base->fl & f1) == f1 &&
+ (mp->base->fl & f0) == 0);
}
-static const struct d_mtrl *sol_draw_body(const struct s_draw *draw,
- const struct b_body *bp,
- const struct d_mtrl *mp,
- int fl, int decal)
-{
- const struct s_base *base = draw->base;
-
- int mi, li, gi;
+/*---------------------------------------------------------------------------*/
- /* Iterate all materials of the correct opacity. */
+static int sol_count_geom(const struct s_base *base, int g0, int gc, int mi)
+{
+ int gi, c = 0;
- for (mi = 0; mi < draw->mc; mi++)
- {
- struct d_mtrl *mq = draw->mv + mi;
+ /* The arguments g0 and gc specify a range of the index array. These */
+ /* indices refer to geoms. Determine how many of these geoms use the */
+ /* given material */
- if ((mq->base->fl & fl) && (mq->base->fl & M_DECAL) == decal)
- {
- if (sol_enum_mtrl(draw->base, bp, mi))
- {
- /* Set the material state. */
-
- mp = sol_draw_mtrl(draw, mq, mp);
-
- /* Render all geometry of that material. */
-
- glBegin(GL_TRIANGLES);
- {
- for (li = 0; li < bp->lc; li++)
- sol_draw_lump(draw->base,
- base->lv + bp->l0 + li,
- mi);
- for (gi = 0; gi < bp->gc; gi++)
- sol_draw_geom(draw->base,
- base->gv + base->iv[bp->g0 + gi],
- mi);
- }
- glEnd();
- }
- }
- }
+ for (gi = 0; gi < gc; gi++)
+ if (base->gv[base->iv[g0 + gi]].mi == mi)
+ c++;
- return mp;
+ return c;
}
-static void sol_draw_list(const struct s_vary *vary,
- const struct v_body *bp, GLuint list)
+static int sol_count_body(const struct b_body *bp,
+ const struct s_base *base, int mi)
{
- float p[3], e[4], u[3], a;
-
- sol_body_p(p, vary, bp->pi, bp->t);
- sol_body_e(e, vary, bp, 0);
+ int li, c = 0;
- q_as_axisangle(e, u, &a);
- a = V_DEG(a);
+ /* Count all lump geoms with the given material. */
- glPushMatrix();
- {
- /* Translate and rotate a moving body. */
+ for (li = 0; li < bp->lc; li++)
+ c += sol_count_geom(base, base->lv[bp->l0 + li].g0,
+ base->lv[bp->l0 + li].gc, mi);
- glTranslatef(p[0], p[1], p[2]);
- glRotatef(a, u[0], u[1], u[2]);
+ /* Count all body geoms with the given material. */
- /* Draw the body. */
+ c += sol_count_geom(base, bp->g0, bp->gc, mi);
- glCallList(list);
- }
- glPopMatrix();
+ return c;
}
-void sol_draw(const struct s_draw *draw, int depthmask, int depthtest)
+/*---------------------------------------------------------------------------*/
+
+static void sol_mesh_vert(struct d_vert *vp,
+ const struct s_base *base, int oi)
{
- int bi;
+ /* Gather all vertex attributes for the given offs. */
- /* Render all opaque geometry into the color and depth buffers. */
+ const struct b_texc *tq = base->tv + base->ov[oi].ti;
+ const struct b_side *sq = base->sv + base->ov[oi].si;
+ const struct b_vert *vq = base->vv + base->ov[oi].vi;
- for (bi = 0; bi < draw->bc; bi++)
- if (draw->bv[bi].ol)
- sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].ol);
+ vp->p[0] = vq->p[0];
+ vp->p[1] = vq->p[1];
+ vp->p[2] = vq->p[2];
- /* Render all translucent geometry into only the color buffer. */
+ vp->n[0] = sq->n[0];
+ vp->n[1] = sq->n[1];
+ vp->n[2] = sq->n[2];
- if (depthtest == 0) glDisable(GL_DEPTH_TEST);
- if (depthmask == 0) glDepthMask(GL_FALSE);
- {
- for (bi = 0; bi < draw->bc; bi++)
- if (draw->bv[bi].tl)
- sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].tl);
- }
- if (depthmask == 0) glDepthMask(GL_TRUE);
- if (depthtest == 0) glEnable(GL_DEPTH_TEST);
+ vp->t[0] = tq->u[0];
+ vp->t[1] = tq->u[1];
}
-void sol_bill(const struct s_draw *draw, const float *M, float t)
+static void sol_mesh_geom(struct d_vert *vv, int *vn,
+ struct d_geom *gv, int *gn,
+ const struct s_base *base, int *iv, int g0, int gc, int mi)
{
- const struct d_mtrl *mp = &default_draw_mtrl;
+ int gi;
- int ri;
+ /* Insert all geoms with material mi into the vertex and element data. */
- for (ri = 0; ri < draw->base->rc; ++ri)
+ for (gi = 0; gi < gc; gi++)
{
- const struct b_bill *rp = draw->base->rv + ri;
-
- float T = rp->t * t;
- float S = fsinf(T);
-
- 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(draw, draw->mv + rp->mi, mp);
+ const struct b_geom *gq = base->gv + base->iv[g0 + gi];
- glPushMatrix();
+ if (gq->mi == mi)
{
- glTranslatef(rp->p[0], rp->p[1], rp->p[2]);
-
- if (M && ((rp->fl & B_NOFACE) == 0)) glMultMatrixf(M);
+ /* Insert a d_vert into the VBO data for each referenced b_off. */
- 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);
+ if (iv[gq->oi] == -1)
{
- 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);
+ iv[gq->oi] = *vn;
+ sol_mesh_vert(vv + (*vn)++, base, gq->oi);
+ }
+ if (iv[gq->oj] == -1)
+ {
+ iv[gq->oj] = *vn;
+ sol_mesh_vert(vv + (*vn)++, base, gq->oj);
+ }
+ if (iv[gq->ok] == -1)
+ {
+ iv[gq->ok] = *vn;
+ sol_mesh_vert(vv + (*vn)++, base, gq->ok);
}
- glEnd();
- }
- glPopMatrix();
- }
-
- mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
-}
-
-void sol_refl(const struct s_draw *draw)
-{
- int bi;
-
- /* Render all reflective geometry into the color and depth buffers. */
-
- for (bi = 0; bi < draw->bc; bi++)
- if (draw->bv[bi].rl)
- sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].rl);
-}
-
-/*---------------------------------------------------------------------------*/
-
-static void sol_shad_geom(const struct s_base *base,
- const struct b_geom *gp, int mi)
-{
- if (gp->mi == mi)
- {
- const float *v0 = base->vv[base->ov[gp->oi].vi].p;
- const float *v1 = base->vv[base->ov[gp->oj].vi].p;
- const float *v2 = base->vv[base->ov[gp->ok].vi].p;
-
- glVertex3fv(v0);
- glVertex3fv(v1);
- glVertex3fv(v2);
- }
-}
-
-static void sol_shad_lump(const struct s_base *base,
- const struct b_lump *lp, int mi)
-{
- int i;
-
- for (i = 0; i < lp->gc; i++)
- sol_shad_geom(base, base->gv + base->iv[lp->g0 + i], mi);
-}
-
-static void sol_shad_body(const struct s_base *base,
- const struct b_body *bp,
- int fl, int decal)
-{
- int mi, li, gi;
- if (decal)
- {
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(-1.0f, -2.0f);
- }
+ /* Populate the EBO data using remapped b_off indices. */
- glBegin(GL_TRIANGLES);
- {
- for (mi = 0; mi < base->mc; mi++)
- {
- struct b_mtrl *mp = base->mv + mi;
+ gv[*gn].i = iv[gq->oi];
+ gv[*gn].j = iv[gq->oj];
+ gv[*gn].k = iv[gq->ok];
- if ((mp->fl & fl) && (mp->fl & M_DECAL) == decal)
- {
- for (li = 0; li < bp->lc; li++)
- sol_shad_lump(base, base->lv + bp->l0 + li, mi);
- for (gi = 0; gi < bp->gc; gi++)
- sol_shad_geom(base, base->gv + base->iv[bp->g0 + gi], mi);
- }
+ (*gn)++;
}
}
- glEnd();
-
- if (decal)
- glDisable(GL_POLYGON_OFFSET_FILL);
}
-static void sol_shad_list(const struct s_vary *vary,
- const struct v_ball *up,
- const struct v_body *bp, GLuint list)
+static void sol_load_mesh(struct d_mesh *mp,
+ const struct b_body *bp,
+ const struct s_draw *draw, int mi)
{
- float p[3], e[4], u[3], a;
- float d[3];
+ const size_t vs = sizeof (struct d_vert);
+ const size_t gs = sizeof (struct d_geom);
- float X[] = { 1.0f, 0.0f, 0.0f, 0.0f };
- float Y[] = { 0.0f, 1.0f, 0.0f, 0.0f };
- float Z[] = { 0.0f, 0.0f, 1.0f, 0.0f };
+ struct d_vert *vv = 0;
+ struct d_geom *gv = 0;
+ int *iv = 0;
- sol_body_p(p, vary, bp->pi, bp->t);
- sol_body_e(e, vary, bp, 0);
+ int oc = draw->base->oc;
+ int vn = 0;
+ int gn = 0;
- v_sub(d, up->p, p);
+ const int gc = sol_count_body(bp, draw->base, mi);
- Y[3] = 0.5f - v_dot(Y, d);
+ /* Get temporary storage for vertex and element array creation. */
- if (e[0] != 1.0f)
+ if ((vv = (struct d_vert *) calloc(oc, vs)) &&
+ (gv = (struct d_geom *) calloc(gc, gs)) &&
+ (iv = (int *) calloc(oc, sizeof (int))))
{
- q_as_axisangle(e, u, &a);
- a = V_DEG(a);
+ int li, i;
- q_conj(e, e);
+ /* Initialize the index remapping. */
- q_rot(X, e, X);
- q_rot(Y, e, Y);
- q_rot(Z, e, Z);
- }
- else
- {
- u[0] = 0.0f;
- u[1] = 0.0f;
- u[2] = 0.0f;
+ for (i = 0; i < oc; ++i) iv[i] = -1;
- a = 0.0f;
- }
+ /* Include all matching lump geoms in the arrays. */
- glTexGenfv(GL_S, GL_OBJECT_PLANE, X);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, Z);
+ for (li = 0; li < bp->lc; li++)
+ sol_mesh_geom(vv, &vn, gv, &gn, draw->base, iv,
+ draw->base->lv[bp->l0 + li].g0,
+ draw->base->lv[bp->l0 + li].gc, mi);
- /* Translate the shadow on a moving body. */
+ /* Include all matching body geoms in the arrays. */
- glMatrixMode(GL_TEXTURE);
- {
- float k = 0.25f / up->r;
+ sol_mesh_geom(vv, &vn, gv, &gn, draw->base, iv, bp->g0, bp->gc, mi);
- glPushMatrix();
- glTranslatef(0.5f - k * d[0],
- 0.5f - k * d[2], 0.0f);
- glScalef(k, k, 0.0f);
- }
- glMatrixMode(GL_MODELVIEW);
+ /* Initialize buffer objects for all data. */
- /* Set up shadow clipping. */
+ glGenBuffers(1, &mp->vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, mp->vbo);
+ glBufferData(GL_ARRAY_BUFFER, vn * vs, vv, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
- if (glActiveTextureARB_)
- {
- glActiveTextureARB_(GL_TEXTURE1_ARB);
- glTexGenfv(GL_S, GL_OBJECT_PLANE, Y);
- glActiveTextureARB_(GL_TEXTURE0_ARB);
- }
+ glGenBuffers(1, &mp->ebo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mp->ebo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, gn * gs, gv, GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- /* Draw the body. */
-
- glPushMatrix();
- {
- glTranslatef(p[0], p[1], p[2]);
- glRotatef(a, u[0], u[1], u[2]);
-
- glCallList(list);
+ mp->mp = draw->mv + mi;
+ mp->ebc = gn * 3;
}
- glPopMatrix();
-
- /* Pop the shadow translation. */
- glMatrixMode(GL_TEXTURE);
- {
- glPopMatrix();
- }
- glMatrixMode(GL_MODELVIEW);
+ free(iv);
+ free(gv);
+ free(vv);
}
-void sol_shad(const struct s_draw *draw, int ui)
+static void sol_free_mesh(struct d_mesh *mp)
{
- int bi;
-
- /* Render all shadowed geometry. */
-
- glDepthMask(GL_FALSE);
- {
- for (bi = 0; bi < draw->bc; bi++)
- if (draw->bv[bi].sl)
- sol_shad_list(draw->vary,
- draw->vary->uv + ui,
- draw->vary->bv + bi, draw->bv[bi].sl);
- }
- glDepthMask(GL_TRUE);
+ if (glIsBuffer(mp->ebo))
+ glDeleteBuffers(1, &mp->ebo);
+ if (glIsBuffer(mp->vbo))
+ glDeleteBuffers(1, &mp->vbo);
}
-/*---------------------------------------------------------------------------*/
-
-static void sol_load_objects(struct s_draw *draw, int s)
+static const struct d_mtrl *sol_draw_mesh(const struct d_mesh *mp,
+ const struct d_mtrl *mq,
+ int f0, int f1)
{
- int i;
-
- /* Here we sort geometry into display lists by material type. */
+ /* If this mesh has material matching the given flags... */
- for (i = 0; i < draw->bc; i++)
+ if (sol_test_mtrl(mp->mp, f0, f1))
{
- struct d_body *bp = draw->bv + i;
+ const size_t vs = sizeof (struct d_vert);
+ const size_t po = offsetof (struct d_vert, p);
+ const size_t no = offsetof (struct d_vert, n);
+ const size_t to = offsetof (struct d_vert, t);
- int on = sol_enum_body(draw->base, bp->base, M_OPAQUE);
- int tn = sol_enum_body(draw->base, bp->base, M_TRANSPARENT);
- int rn = sol_enum_body(draw->base, bp->base, M_REFLECTIVE);
- int dn = sol_enum_body(draw->base, bp->base, M_DECAL);
- int sn = sol_enum_body(draw->base, bp->base, M_SHADOWED);
+ /* Apply the material state. */
- /* Draw all opaque geometry, decals last. */
+ mq = sol_apply_mtrl(mp->mp, mq);
- if (on)
- {
- bp->ol = glGenLists(1);
+ /* Bind the mesh data. */
- glNewList(bp->ol, GL_COMPILE);
- {
- const struct d_mtrl *mp = &default_draw_mtrl;
-
- mp = sol_draw_body(draw, bp->base, mp, M_OPAQUE, 0);
- mp = sol_draw_body(draw, bp->base, mp, M_OPAQUE, M_DECAL);
- mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
- }
- glEndList();
- }
- else bp->ol = 0;
+ glBindBuffer(GL_ARRAY_BUFFER, mp->vbo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mp->ebo);
- /* Draw all translucent geometry, decals first. */
+ glVertexPointer (3, GL_FLOAT, vs, (GLvoid *) po);
+ glNormalPointer ( GL_FLOAT, vs, (GLvoid *) no);
+ glTexCoordPointer(2, GL_FLOAT, vs, (GLvoid *) to);
- if (tn)
- {
- bp->tl = glGenLists(1);
+ /* Draw the mesh. */
- glNewList(bp->tl, GL_COMPILE);
- {
- const struct d_mtrl *mp = &default_draw_mtrl;
+ glDrawElements(GL_TRIANGLES, mp->ebc, GL_UNSIGNED_SHORT, 0);
+ }
- mp = sol_draw_body(draw, bp->base, mp, M_TRANSPARENT, M_DECAL);
- mp = sol_draw_body(draw, bp->base, mp, M_TRANSPARENT, 0);
- mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
- }
- glEndList();
- }
- else bp->tl = 0;
+ return mq;
+}
- /* Draw all reflective geometry. */
+/*---------------------------------------------------------------------------*/
- if (rn)
- {
- bp->rl = glGenLists(1);
+static void sol_load_body(struct d_body *bp,
+ const struct b_body *bq,
+ const struct s_draw *draw)
+{
+ int mi;
- glNewList(bp->rl, GL_COMPILE);
- {
- const struct d_mtrl *mp = &default_draw_mtrl;
+ bp->base = bq;
+ bp->mc = 0;
- mp = sol_draw_body(draw, bp->base, mp, M_REFLECTIVE, 0);
- mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
- }
- glEndList();
+ /* Determine how many materials this body uses. */
- draw->reflective = 1;
- }
- else bp->rl = 0;
+ for (mi = 0; mi < draw->mc; ++mi)
+ if (sol_count_body(bq, draw->base, mi))
+ bp->mc++;
- /* Draw all shadowed geometry. */
+ /* Allocate and initialize a mesh for each material. */
- if (s && (on || rn || sn))
- {
- bp->sl = glGenLists(1);
+ if ((bp->mv = (struct d_mesh *) calloc(bp->mc, sizeof (struct d_mesh))))
+ {
+ int mj = 0;
- glNewList(bp->sl, GL_COMPILE);
- {
- if (on) sol_shad_body(draw->base, bp->base, M_OPAQUE, 0);
- if (rn) sol_shad_body(draw->base, bp->base, M_REFLECTIVE, 0);
- if (dn) sol_shad_body(draw->base, bp->base, M_OPAQUE, M_DECAL);
- if (sn)
- {
- /* Transparent shadowed geometry hack. */
-
- if (dn)
- sol_shad_body(draw->base, bp->base, M_SHADOWED, M_DECAL);
-
- sol_shad_body(draw->base, bp->base, M_SHADOWED, 0);
- }
- }
- glEndList();
- }
- else bp->sl = 0;
+ for (mi = 0; mi < draw->mc; ++mi)
+ if (sol_count_body(bq, draw->base, mi))
+ sol_load_mesh(bp->mv + mj++, bq, draw, mi);
}
}
-static GLuint sol_find_texture(const char *name)
+static void sol_free_body(struct d_body *bp)
{
- char png[MAXSTR];
- char jpg[MAXSTR];
+ int mi;
- GLuint o;
-
- /* Prefer a lossless copy of the texture over a lossy compression. */
-
- strncpy(png, name, PATHMAX); strcat(png, ".png");
- strncpy(jpg, name, PATHMAX); strcat(jpg, ".jpg");
-
- /* Check for a PNG. */
-
- if ((o = make_image_from_file(png)))
- return o;
+ for (mi = 0; mi < bp->mc; ++mi)
+ sol_free_mesh(bp->mv + mi);
- /* Check for a JPG. */
-
- if ((o = make_image_from_file(jpg)))
- return o;
-
- return 0;
+ free(bp->mv);
}
-static void sol_load_textures(struct s_draw *draw)
+static const struct d_mtrl *sol_draw_body(const struct d_body *bp,
+ const struct d_mtrl *mq,
+ int f0, int f1)
{
int i;
- /* Load the image referenced by each material. */
+ for (i = 0; i < bp->mc; ++i)
+ mq = sol_draw_mesh(bp->mv + i, mq, f0, f1);
- for (i = 0; i < draw->mc; i++)
- {
- struct d_mtrl *mp = draw->mv + i;
-
- if ((mp->o = sol_find_texture(_(mp->base->f))))
- {
- /* Set the texture to clamp or repeat based on material type. */
-
- if (mp->base->fl & M_CLAMPED)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- }
- else
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- }
- }
- }
+ return mq;
}
/*---------------------------------------------------------------------------*/
{
int i;
- memset(draw, 0, sizeof (*draw));
+ memset(draw, 0, sizeof (struct s_draw));
draw->vary = vary;
- draw->base = draw->vary->base;
+ draw->base = vary->base;
+
+ /* Initialize all materials for this file. */
if (draw->base->mc)
{
- draw->mv = calloc(draw->base->mc, sizeof (*draw->mv));
- draw->mc = draw->base->mc;
-
- for (i = 0; i < draw->base->mc; i++)
+ if ((draw->mv = calloc(draw->base->mc, sizeof (*draw->mv))))
{
- struct d_mtrl *mp = draw->mv + i;
- struct b_mtrl *mq = draw->base->mv + i;
+ draw->mc = draw->base->mc;
- mp->base = mq;
+ for (i = 0; i < draw->mc; i++)
+ sol_load_mtrl(draw->mv + i, draw->base->mv + i, draw);
}
}
+ /* Initialize all bodies for this file. */
+
if (draw->base->bc)
{
- draw->bv = calloc(draw->base->bc, sizeof (*draw->bv));
- draw->bc = draw->base->bc;
-
- for (i = 0; i < draw->base->bc; i++)
+ if ((draw->bv = calloc(draw->base->bc, sizeof (*draw->bv))))
{
- struct d_body *bp = draw->bv + i;
- struct b_body *bq = draw->base->bv + i;
+ draw->bc = draw->base->bc;
- bp->base = bq;
+ for (i = 0; i < draw->bc; i++)
+ sol_load_body(draw->bv + i, draw->base->bv + i, draw);
}
}
- sol_load_textures(draw);
- sol_load_objects (draw, s);
-
return 1;
}
{
int i;
+ for (i = 0; i < draw->bc; i++)
+ sol_free_body(draw->bv + i);
for (i = 0; i < draw->mc; i++)
+ sol_free_mtrl(draw->mv + i);
+}
+
+/*---------------------------------------------------------------------------*/
+
+static const struct d_mtrl *sol_draw_all(const struct s_draw *draw,
+ const struct d_mtrl *mq,
+ int f0, int f1)
+{
+ float p[3];
+ float v[3];
+ float a;
+
+ int bi;
+
+ /* Draw all meshes of all bodies matching the given material flags. */
+
+ for (bi = 0; bi < draw->bc; ++bi)
{
- if (glIsTexture(draw->mv[i].o))
- glDeleteTextures(1, &draw->mv[i].o);
+ glPushMatrix();
+ {
+ a = sol_transform(draw->vary, draw->vary->bv + bi, p, v);
+
+ glTranslatef(p[0], p[1], p[2]);
+ glRotatef(a, v[0], v[1], v[2]);
+
+ mq = sol_draw_body(draw->bv + bi, mq, f0, f1);
+ }
+ glPopMatrix();
}
+ return mq;
+}
- for (i = 0; i < draw->bc; i++)
+void sol_draw(const struct s_draw *draw, int mask, int test)
+{
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
{
- if (glIsList(draw->bv[i].ol))
- glDeleteLists(draw->bv[i].ol, 1);
- if (glIsList(draw->bv[i].tl))
- glDeleteLists(draw->bv[i].tl, 1);
- if (glIsList(draw->bv[i].rl))
- glDeleteLists(draw->bv[i].rl, 1);
- if (glIsList(draw->bv[i].sl))
- glDeleteLists(draw->bv[i].sl, 1);
+ const struct d_mtrl *mq = &default_draw_mtrl;
+
+ /* Render all opaque geometry. */
+
+ mq = sol_draw_all(draw, mq, M_TRANSPARENT | M_REFLECTIVE, 0);
+
+ /* Render all transparent geometry. */
+
+ if (!test) glDisable(GL_DEPTH_TEST);
+ if (!mask) glDepthMask(GL_FALSE);
+ {
+ sol_draw_all(draw, mq, M_REFLECTIVE, M_TRANSPARENT);
+ }
+ if (!mask) glDepthMask(GL_TRUE);
+ if (!test) glEnable(GL_DEPTH_TEST);
+
+ mq = sol_apply_mtrl(&default_draw_mtrl, mq);
+
+ /* Revert the buffer object state. */
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+}
+
+void sol_refl(const struct s_draw *draw)
+{
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ {
+ const struct d_mtrl *mq = &default_draw_mtrl;
+
+ /* Render all reflective geometry. */
- free(draw->mv);
- free(draw->bv);
+ mq = sol_draw_all(draw, mq, 0, M_REFLECTIVE);
+ mq = sol_apply_mtrl(&default_draw_mtrl, mq);
- memset(draw, 0, sizeof (*draw));
+ /* Revert the buffer object state. */
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
}
/*---------------------------------------------------------------------------*/