]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_poly.c
updated to build 102
[xonotic/darkplaces.git] / gl_poly.c
index 4eb8bafebd634f45516b7953cd7e6a401914dc4e..37c8c722fed12075ba5e052486c7dca3be4c55ca 100644 (file)
--- a/gl_poly.c
+++ b/gl_poly.c
@@ -34,7 +34,7 @@ float transviewdist; // distance of view origin along the view normal
 
 float transreciptable[256];
 
-void gl_poly_start()
+void gl_poly_start(void)
 {
        int i;
        transvert = qmalloc(MAX_TRANSVERTS * sizeof(transvert_t));
@@ -49,7 +49,8 @@ void gl_poly_start()
        for (i = 1;i < 256;i++)
                transreciptable[i] = 1.0f / i;
 }
-void gl_poly_shutdown()
+
+void gl_poly_shutdown(void)
 {
        qfree(transvert);
        qfree(transpoly);
@@ -61,18 +62,22 @@ void gl_poly_shutdown()
        qfree(skypoly);
 }
 
-void GL_Poly_Init()
+void gl_poly_newmap(void)
+{
+}
+
+void GL_Poly_Init(void)
 {
        Cvar_RegisterVariable (&gl_multitexture);
-       R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown);
+       R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
 }
 
-void transpolyclear()
+void transpolyclear(void)
 {
        currenttranspoly = currenttransvert = 0;
        currenttranslist = translist;
        memset(translisthash, 0, sizeof(translisthash));
-       transviewdist = DotProduct(r_refdef.vieworg, vpn);
+       transviewdist = DotProduct(r_origin, vpn);
 }
 
 // turned into a #define
@@ -112,7 +117,7 @@ void transpolyvert(float x, float y, float z, float s, float t, int r, int g, in
 }
 */
 
-void transpolyend()
+void transpolyend(void)
 {
        float center, d, maxdist;
        int i;
@@ -151,220 +156,7 @@ void transpolyend()
 
 int transpolyindices;
 
-/*
-void transpolyrenderminmax()
-{
-       int i, j, k, lastvert;
-       vec_t d, min, max, viewdist, s, average;
-       //vec_t ndist;
-       //vec3_t v1, v2, n;
-       transpolyindices = 0;
-       viewdist = DotProduct(r_refdef.vieworg, vpn);
-       for (i = 0;i < currenttranspoly;i++)
-       {
-               if (transpoly[i].verts < 3) // only process valid polygons
-                       continue;
-               min = 1000000;max = -1000000;
-               s = 1.0f / transpoly[i].verts;
-               lastvert = transpoly[i].firstvert + transpoly[i].verts;
-               average = 0;
-               for (j = transpoly[i].firstvert;j < lastvert;j++)
-               {
-                       d = DotProduct(transvert[j].v, vpn)-viewdist;
-                       if (d < min) min = d;
-                       if (d > max) max = d;
-                       average += d * s;
-               }
-               if (max < 4) // free to check here, so skip polys behind the view
-                       continue;
-               transpoly[i].distance = average;
-*/
-               /*
-               transpoly[i].mindistance = min;
-               transpoly[i].maxdistance = max;
-               // calculate normal (eek)
-               VectorSubtract(transvert[transpoly[i].firstvert  ].v, transvert[transpoly[i].firstvert+1].v, v1);
-               VectorSubtract(transvert[transpoly[i].firstvert+2].v, transvert[transpoly[i].firstvert+1].v, v2);
-               VectorNormalize(v1);
-               VectorNormalize(v2);
-               if (transpoly[i].verts > 3 && fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // colinear edges, find a better triple
-               {
-                       VectorSubtract(transvert[transpoly[i].firstvert + transpoly[i].verts - 1].v, transvert[transpoly[i].firstvert].v, v1);
-                       VectorSubtract(transvert[transpoly[i].firstvert + 1].v, transvert[transpoly[i].firstvert].v, v2);
-                       VectorNormalize(v1);
-                       VectorNormalize(v2);
-                       if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
-                               goto foundtriple;
-                       for (k = transpoly[i].firstvert + 2;k < (transpoly[i].firstvert + transpoly[i].verts - 1);k++)
-                       {
-                               VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
-                               VectorSubtract(transvert[k+1].v, transvert[k].v, v2);
-                               VectorNormalize(v1);
-                               VectorNormalize(v2);
-                               if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
-                                       goto foundtriple;
-                       }
-                       VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
-                       VectorSubtract(transvert[transpoly[i].firstvert].v, transvert[k].v, v2);
-                       VectorNormalize(v1);
-                       VectorNormalize(v2);
-                       if (fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // no good triples; the polygon is a line, skip it
-                               continue;
-               }
-foundtriple:
-               CrossProduct(v1, v2, n);
-               VectorNormalize(n);
-               ndist = DotProduct(transvert[transpoly[i].firstvert+1].v, n);
-               // sorted insert
-               for (j = 0;j < transpolyindices;j++)
-               {
-                       // easy cases
-                       if (transpoly[transpolyindex[j]].mindistance > max)
-                               continue;
-                       if (transpoly[transpolyindex[j]].maxdistance < min)
-                               break;
-                       // hard case, check side
-                       for (k = transpoly[transpolyindex[j]].firstvert;k < (transpoly[transpolyindex[j]].firstvert + transpoly[transpolyindex[j]].verts);k++)
-                               if (DotProduct(transvert[k].v, n) < ndist)
-                                       goto skip;
-                       break;
-skip:
-                       ;
-               }
-               */
-/*
-               // sorted insert
-               for (j = 0;j < transpolyindices;j++)
-                       if (transpoly[transpolyindex[j]].distance < average)
-                               break;
-               for (k = transpolyindices;k > j;k--)
-                       transpolyindex[k] = transpolyindex[k-1];
-               transpolyindices++;
-               transpolyindex[j] = i;
-       }
-}
-*/
-/*
-// LordHavoc: qsort compare function
-int transpolyqsort(const void *ia, const void *ib)
-{
-       transpoly_t *a, *b;
-       int i, j;
-       a = &transpoly[*((unsigned short *)ia)];
-       b = &transpoly[*((unsigned short *)ib)];
-       // easy cases
-       if (a->mindistance > b->mindistance && a->maxdistance > b->maxdistance)
-               return -1; // behind
-       if (a->mindistance < b->mindistance && a->maxdistance < b->maxdistance)
-               return 1; // infront
-       // hard case
-       if (!a->ndist)
-       {
-               // calculate normal (eek)
-               vec3_t v1, v2;
-               VectorSubtract(transvert[a->firstvert  ].v, transvert[a->firstvert+1].v, v1);
-               VectorSubtract(transvert[a->firstvert+2].v, transvert[a->firstvert+1].v, v2);
-               CrossProduct(v1, v2, a->n);
-               VectorNormalize(a->n);
-               a->ndist = DotProduct(transvert[a->firstvert  ].v, a->n);
-       }
-       // check side
-       for (i = b->firstvert, j = 0;i < (b->firstvert + b->verts);i++)
-               j += DotProduct(transvert[i].v, a->n) < a->ndist; // (1) b is infront of a
-       if (j == 0)
-               return -1; // (-1) a is behind b
-       return j == b->verts; // (1) a is infront of b    (0) a and b intersect
-//     return (transpoly[*((unsigned short *)ib)].mindistance + transpoly[*((unsigned short *)ib)].maxdistance) - (transpoly[*((unsigned short *)ia)].mindistance + transpoly[*((unsigned short *)ia)].maxdistance);
-       */
-/*
-       return ((transpoly_t*)ia)->distance - ((transpoly_t*)ib)->distance;
-}
-*/
-
-/*
-int transpolyqsort(const void *ia, const void *ib)
-{
-       return (transpoly[*((unsigned short *)ib)].distance - transpoly[*((unsigned short *)ia)].distance);
-}
-*/
-
-/*
-void transpolyrenderminmax()
-{
-       int i, j, lastvert;
-       vec_t d, max, viewdist, average;
-       transpolyindices = 0;
-       viewdist = DotProduct(r_refdef.vieworg, vpn);
-       for (i = 0;i < currenttranspoly;i++)
-       {
-               if (transpoly[i].verts < 3) // only process valid polygons
-                       continue;
-               max = -1000000;
-               lastvert = transpoly[i].firstvert + transpoly[i].verts;
-               average = 0;
-               for (j = transpoly[i].firstvert;j < lastvert;j++)
-               {
-                       d = DotProduct(transvert[j].v, vpn)-viewdist;
-                       average += d;
-                       if (d > max)
-                               max = d;
-               }
-               if (max < 4) // free to check here, so skip polys behind the view
-                       continue;
-               transpoly[i].distance = average / transpoly[i].verts;
-               transpolyindex[transpolyindices++] = i;
-       }
-       qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
-}
-*/
-/*
-       int i, j, a;
-       a = true;
-       while(a)
-       {
-               a = false;
-               for (i = 1;i < transpolyindices;i++)
-               {
-                       // easy cases
-                       if (transpoly[transpolyindex[i - 1]].mindistance > transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance > transpoly[transpolyindex[i]].maxdistance)
-                               continue; // previous is behind (no swap)
-                       if (transpoly[transpolyindex[i - 1]].mindistance < transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance < transpoly[transpolyindex[i]].maxdistance)
-                               goto swap; // previous is infront (swap)
-                       // hard case
-*/
-                       /*
-                       if (!transpoly[transpolyindex[i - 1]].ndist)
-                       {
-                               // calculate normal (eek)
-                               vec3_t v1, v2;
-                               VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert  ].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v1);
-                               VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert+2].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v2);
-                               CrossProduct(v1, v2, transpoly[transpolyindex[i - 1]].n);
-                               VectorNormalize(transpoly[transpolyindex[i - 1]].n);
-                               transpoly[transpolyindex[i - 1]].ndist = DotProduct(transvert[transpoly[transpolyindex[i - 1]].firstvert  ].v, transpoly[transpolyindex[i - 1]].n);
-                       }
-                       if (DotProduct(transpoly[transpolyindex[i - 1]].n, vpn) >= 0.0f) // backface
-                               continue;
-                       */
-/*
-                       // check side
-                       for (i = transpoly[transpolyindex[i]].firstvert;i < (transpoly[transpolyindex[i]].firstvert + transpoly[transpolyindex[i]].verts);i++)
-                               if (DotProduct(transvert[i].v, transpoly[transpolyindex[i - 1]].n) >= transpoly[transpolyindex[i - 1]].ndist)
-                                       goto noswap; // previous is behind or they intersect
-swap:
-                       // previous is infront (swap)
-                       j = transpolyindex[i];
-                       transpolyindex[i] = transpolyindex[i - 1];
-                       transpolyindex[i - 1] = j;
-                       a = true;
-noswap:
-                       ;
-               }
-       }
-}
-*/
-
-void transpolyrender()
+void transpolyrender(void)
 {
        int i, j, tpolytype, texnum;
        transpoly_t *p;
@@ -526,7 +318,7 @@ void transpolyrender()
                                                glBegin(GL_POLYGON);
                                                for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                                {
-                                                       VectorSubtract(vert->v, r_refdef.vieworg,diff);
+                                                       VectorSubtract(vert->v, r_origin, diff);
                                                        glTexCoord2f(vert->s, vert->t);
                                                        glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
                                                        glVertex3fv(vert->v);
@@ -539,7 +331,7 @@ void transpolyrender()
                                                glBegin(GL_POLYGON);
                                                for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                                {
-                                                       VectorSubtract(vert->v, r_refdef.vieworg,diff);
+                                                       VectorSubtract(vert->v, r_origin, diff);
                                                        glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
                                                        glVertex3fv(vert->v);
                                                }
@@ -557,12 +349,12 @@ void transpolyrender()
        glDisable(GL_ALPHA_TEST);
 }
 
-void wallpolyclear()
+void wallpolyclear(void)
 {
        currentwallpoly = currentwallvert = 0;
 }
 
-void wallpolyrender()
+void wallpolyrender(void)
 {
        int i, j, texnum, lighttexnum;
        wallpoly_t *p;
@@ -761,7 +553,7 @@ lit:
                        glBegin(GL_POLYGON);
                        for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               VectorSubtract(vert->vert, r_refdef.vieworg,diff);
+                               VectorSubtract(vert->vert, r_origin, diff);
                                glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
                                glVertex3fv (vert->vert);
                        }
@@ -777,16 +569,14 @@ lit:
        glDepthMask(1);
 }
 
-void skypolyclear()
+void skypolyclear(void)
 {
        currentskypoly = currentskyvert = 0;
 }
 
-extern char skyname[];
-extern rtexture_t *solidskytexture, *alphaskytexture;
-void skypolyrender()
+void skypolyrender(void)
 {
-       int i, j, numskyverts;
+       int i, j;
        skypoly_t *p;
        skyvert_t *vert;
        float length, speedscale;
@@ -805,9 +595,9 @@ void skypolyrender()
        if (!fogenabled && !skyname[0]) // normal quake sky
        {
                glInterleavedArrays(GL_T2F_V3F, 0, skyvert);
-//             glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t) - sizeof(float) * 2, &skyvert[0].tex[0]);
+//             glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
 //             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-//             glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t) - sizeof(float) * 3, &skyvert[0].v[0]);
+//             glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
 //             glEnableClientState(GL_VERTEX_ARRAY);
                if(lighthalf)
                        glColor3f(0.5f, 0.5f, 0.5f);
@@ -820,7 +610,6 @@ void skypolyrender()
                glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
                speedscale = cl.time*8;
                speedscale -= (int)speedscale & ~127 ;
-               numskyverts = 0;
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                {
                        vert = skyvert + p->firstvert;
@@ -836,9 +625,8 @@ void skypolyrender()
                                vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
                                vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
                        }
-                       numskyverts += p->verts;
                }
-               GL_LockArray(0, numskyverts);
+               GL_LockArray(0, currentskyvert);
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                        glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                GL_UnlockArray();
@@ -863,7 +651,7 @@ void skypolyrender()
                                vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
                        }
                }
-               GL_LockArray(0, numskyverts);
+               GL_LockArray(0, currentskyvert);
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                        glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                GL_UnlockArray();
@@ -875,15 +663,12 @@ void skypolyrender()
        }
        else
        {
-               glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t) - sizeof(float) * 3, &skyvert[0].v[0]);
+               glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
                glEnableClientState(GL_VERTEX_ARRAY);
                glDisable(GL_TEXTURE_2D);
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
                glColor3fv(fogcolor); // note: gets rendered over by skybox if fog is not enabled
-               numskyverts = 0;
-               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
-                       numskyverts += p->verts;
-               GL_LockArray(0, numskyverts);
+               GL_LockArray(0, currentskyvert);
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                        glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                GL_UnlockArray();