#include "quakedef.h"
#include "r_shadow.h"
+#include "polygon.h"
// used for dlight push checking and other things
int r_framecount;
-mplane_t frustum[4];
+mplane_t frustum[5];
matrix4x4_t r_identitymatrix;
rtexture_t *r_texture_notexture;
rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
+rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
+rtexture_t *r_texture_distorttexture[64];
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
}
}
-void gl_main_start(void)
+static void R_BuildDetailTextures (void)
{
- int x, y, side;
- vec3_t v;
- vec_t s, t, intensity;
- qbyte pix[16][16][4];
-#define NORMSIZE 64
- qbyte data[6*NORMSIZE*NORMSIZE*4];
- r_main_texturepool = R_AllocTexturePool();
- r_bloom_texture_screen = NULL;
- r_bloom_texture_bloom = NULL;
+ int i, x, y, light;
+ float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+ qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
+ lightdir[0] = 0.5;
+ lightdir[1] = 1;
+ lightdir[2] = -0.25;
+ VectorNormalize(lightdir);
+ for (i = 0;i < NUM_DETAILTEXTURES;i++)
+ {
+ fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+ for (y = 0;y < DETAILRESOLUTION;y++)
+ {
+ for (x = 0;x < DETAILRESOLUTION;x++)
+ {
+ vc[0] = x;
+ vc[1] = y;
+ vc[2] = noise[y][x] * (1.0f / 32.0f);
+ vx[0] = x + 1;
+ vx[1] = y;
+ vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+ vy[0] = x;
+ vy[1] = y + 1;
+ vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+ VectorSubtract(vx, vc, vx);
+ VectorSubtract(vy, vc, vy);
+ CrossProduct(vx, vy, vn);
+ VectorNormalize(vn);
+ light = 128 - DotProduct(vn, lightdir) * 128;
+ light = bound(0, light, 255);
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+ data[y][x][3] = 255;
+ }
+ }
+ r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
+ }
+}
+
+static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
+{
+ int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
+ ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
+ ((y2 - y0) * morph) +
+ (y1));
+ return (qbyte)bound(0, m, 255);
+}
+
+static void R_BuildDistortTexture (void)
+{
+ int x, y, i, j;
+#define DISTORTRESOLUTION 32
+ qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+
+ for (i=0; i<4; i++)
+ {
+ for (y=0; y<DISTORTRESOLUTION; y++)
+ {
+ for (x=0; x<DISTORTRESOLUTION; x++)
+ {
+ data[i][y][x][0] = rand () & 255;
+ data[i][y][x][1] = rand () & 255;
+ }
+ }
+ }
+
+ for (i=0; i<4; i++)
+ {
+ for (j=0; j<16; j++)
+ {
+ r_texture_distorttexture[i*16+j] = NULL;
+ if (gl_textureshader)
+ {
+ for (y=0; y<DISTORTRESOLUTION; y++)
+ {
+ for (x=0; x<DISTORTRESOLUTION; x++)
+ {
+ data[4][y][x][0] = R_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
+ data[4][y][x][1] = R_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
+ }
+ }
+ r_texture_distorttexture[i*16+j] = R_LoadTexture2D(r_main_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
+ }
+ }
+ }
+}
+
+static void R_BuildBlankTextures(void)
+{
+ qbyte data[4];
data[0] = 128; // normal X
data[1] = 128; // normal Y
data[2] = 255; // normal Z
data[2] = 0;
data[3] = 255;
r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+}
+
+static void R_BuildNoTexture(void)
+{
+ int x, y;
+ qbyte pix[16][16][4];
// this makes a light grey/dark grey checkerboard texture
for (y = 0;y < 16;y++)
{
}
}
r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
- if (gl_texturecubemap)
+}
+
+static void R_BuildWhiteCube(void)
+{
+ qbyte data[6*1*1*4];
+ data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+ data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+ data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+ data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+ data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+ data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+ r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+static void R_BuildNormalizationCube(void)
+{
+ int x, y, side;
+ vec3_t v;
+ vec_t s, t, intensity;
+#define NORMSIZE 64
+ qbyte data[6][NORMSIZE][NORMSIZE][4];
+ for (side = 0;side < 6;side++)
{
- data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
- data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
- data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
- data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
- data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
- data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
- r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
- for (side = 0;side < 6;side++)
+ for (y = 0;y < NORMSIZE;y++)
{
- for (y = 0;y < NORMSIZE;y++)
+ for (x = 0;x < NORMSIZE;x++)
{
- for (x = 0;x < NORMSIZE;x++)
+ s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ switch(side)
{
- s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
- t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
- switch(side)
- {
- case 0:
- v[0] = 1;
- v[1] = -t;
- v[2] = -s;
- break;
- case 1:
- v[0] = -1;
- v[1] = -t;
- v[2] = s;
- break;
- case 2:
- v[0] = s;
- v[1] = 1;
- v[2] = t;
- break;
- case 3:
- v[0] = s;
- v[1] = -1;
- v[2] = -t;
- break;
- case 4:
- v[0] = s;
- v[1] = -t;
- v[2] = 1;
- break;
- case 5:
- v[0] = -s;
- v[1] = -t;
- v[2] = -1;
- break;
- }
- intensity = 127.0f / sqrt(DotProduct(v, v));
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
- data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
+ case 0:
+ v[0] = 1;
+ v[1] = -t;
+ v[2] = -s;
+ break;
+ case 1:
+ v[0] = -1;
+ v[1] = -t;
+ v[2] = s;
+ break;
+ case 2:
+ v[0] = s;
+ v[1] = 1;
+ v[2] = t;
+ break;
+ case 3:
+ v[0] = s;
+ v[1] = -1;
+ v[2] = -t;
+ break;
+ case 4:
+ v[0] = s;
+ v[1] = -t;
+ v[2] = 1;
+ break;
+ case 5:
+ v[0] = -s;
+ v[1] = -t;
+ v[2] = -1;
+ break;
}
+ intensity = 127.0f / sqrt(DotProduct(v, v));
+ data[side][y][x][0] = 128.0f + intensity * v[0];
+ data[side][y][x][1] = 128.0f + intensity * v[1];
+ data[side][y][x][2] = 128.0f + intensity * v[2];
+ data[side][y][x][3] = 255;
}
}
- r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+ }
+ r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+void gl_main_start(void)
+{
+ r_main_texturepool = R_AllocTexturePool();
+ r_bloom_texture_screen = NULL;
+ r_bloom_texture_bloom = NULL;
+ R_BuildBlankTextures();
+ R_BuildNoTexture();
+ R_BuildDetailTextures();
+ R_BuildDistortTexture();
+ if (gl_texturecubemap)
+ {
+ R_BuildWhiteCube();
+ R_BuildNormalizationCube();
}
}
}
extern void R_Textures_Init(void);
-extern void Mod_RenderInit(void);
extern void GL_Draw_Init(void);
extern void GL_Main_Init(void);
extern void R_Shadow_Init(void);
-extern void GL_Models_Init(void);
extern void R_Sky_Init(void);
extern void GL_Surf_Init(void);
extern void R_Crosshairs_Init(void);
extern void R_Light_Init(void);
extern void R_Particles_Init(void);
extern void R_Explosion_Init(void);
-extern void ui_init(void);
extern void gl_backend_init(void);
extern void Sbar_Init(void);
extern void R_LightningBeams_Init(void);
+extern void Mod_RenderInit(void);
void Render_Init(void)
{
+ gl_backend_init();
R_Textures_Init();
Mod_RenderInit();
- gl_backend_init();
R_MeshQueue_Init();
- GL_Draw_Init();
GL_Main_Init();
+ GL_Draw_Init();
R_Shadow_Init();
- GL_Models_Init();
R_Sky_Init();
GL_Surf_Init();
R_Crosshairs_Init();
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- //ui_init();
UI_Init();
Sbar_Init();
R_LightningBeams_Init();
RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
PlaneClassify(&frustum[3]);
+
+ // nearclip plane
+ VectorCopy(r_viewforward, frustum[4].normal);
+ frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+ PlaneClassify(&frustum[4]);
}
static void R_BlendView(void)
R_Mesh_Draw(0, 4, 2, polygonelements);
}
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+{
+ int i;
+ float *vertex3f;
+ for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
+ if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
+ break;
+ if (i == mesh->numvertices)
+ {
+ if (mesh->numvertices < mesh->maxvertices)
+ {
+ VectorCopy(v, vertex3f);
+ mesh->numvertices++;
+ }
+ return mesh->numvertices;
+ }
+ else
+ return i;
+}
+
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
+{
+ int i;
+ int *e, element[3];
+ element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+ element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+ e = mesh->element3i + mesh->numtriangles * 3;
+ for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
+ {
+ element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+ if (mesh->numtriangles < mesh->maxtriangles)
+ {
+ *e++ = element[0];
+ *e++ = element[1];
+ *e++ = element[2];
+ mesh->numtriangles++;
+ }
+ element[1] = element[2];
+ }
+}
+
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
+{
+ int planenum, planenum2;
+ int w;
+ int tempnumpoints;
+ mplane_t *plane, *plane2;
+ float temppoints[2][256*3];
+ for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
+ {
+ w = 0;
+ tempnumpoints = 4;
+ PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+ for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
+ {
+ if (planenum2 == planenum)
+ continue;
+ PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+ w = !w;
+ }
+ if (tempnumpoints < 3)
+ continue;
+ // generate elements forming a triangle fan for this polygon
+ R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+ }
+}
+
+