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📄 gl_warp.c

📁 quake1 dos源代码最新版本
💻 C
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/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// gl_warp.c -- sky and water polygons

#include "quakedef.h"

extern	model_t	*loadmodel;

int		skytexturenum;

int		solidskytexture;
int		alphaskytexture;
float	speedscale;		// for top sky and bottom sky

msurface_t	*warpface;

extern cvar_t	*gl_subdivide_size;

void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
{
	int		i, j;
	float	*v;

	mins[0] = mins[1] = mins[2] = 9999;
	maxs[0] = maxs[1] = maxs[2] = -9999;
	v = verts;
	for (i=0 ; i<numverts ; i++)
		for (j=0 ; j<3 ; j++, v++)
		{
			if (*v < mins[j])
				mins[j] = *v;
			if (*v > maxs[j])
				maxs[j] = *v;
		}
}

void SubdividePolygon (int numverts, float *verts)
{
	int		i, j, k;
	vec3_t	mins, maxs;
	float	m;
	float	*v;
	vec3_t	front[64], back[64];
	int		f, b;
	float	dist[64];
	float	frac;
	glpoly_t	*poly;
	float	s, t;

	if (numverts > 60)
		Sys_Error ("numverts = %i", numverts);

	BoundPoly (numverts, verts, mins, maxs);

	for (i=0 ; i<3 ; i++)
	{
		m = (mins[i] + maxs[i]) * 0.5;
		m = gl_subdivide_size->value * floor (m/gl_subdivide_size->value + 0.5);
		if (maxs[i] - m < 8)
			continue;
		if (m - mins[i] < 8)
			continue;

		// cut it
		v = verts + i;
		for (j=0 ; j<numverts ; j++, v+= 3)
			dist[j] = *v - m;

		// wrap cases
		dist[j] = dist[0];
		v-=i;
		VectorCopy (verts, v);

		f = b = 0;
		v = verts;
		for (j=0 ; j<numverts ; j++, v+= 3)
		{
			if (dist[j] >= 0)
			{
				VectorCopy (v, front[f]);
				f++;
			}
			if (dist[j] <= 0)
			{
				VectorCopy (v, back[b]);
				b++;
			}
			if (dist[j] == 0 || dist[j+1] == 0)
				continue;
			if ( (dist[j] > 0) != (dist[j+1] > 0) )
			{
				// clip point
				frac = dist[j] / (dist[j] - dist[j+1]);
				for (k=0 ; k<3 ; k++)
					front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
				f++;
				b++;
			}
		}

		SubdividePolygon (f, front[0]);
		SubdividePolygon (b, back[0]);
		return;
	}

	poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
	poly->next = warpface->polys;
	warpface->polys = poly;
	poly->numverts = numverts;
	for (i=0 ; i<numverts ; i++, verts+= 3)
	{
		VectorCopy (verts, poly->verts[i]);
		s = DotProduct (verts, warpface->texinfo->vecs[0]);
		t = DotProduct (verts, warpface->texinfo->vecs[1]);
		poly->verts[i][3] = s;
		poly->verts[i][4] = t;
	}
}

/*
================
GL_SubdivideSurface

Breaks a polygon up along axial 64 unit
boundaries so that turbulent and sky warps
can be done reasonably.
================
*/
void GL_SubdivideSurface (msurface_t *fa)
{
	vec3_t		verts[64];
	int			numverts;
	int			i;
	int			lindex;
	float		*vec;
	texture_t	*t;

	warpface = fa;

	//
	// convert edges back to a normal polygon
	//
	numverts = 0;
	for (i=0 ; i<fa->numedges ; i++)
	{
		lindex = loadmodel->surfedges[fa->firstedge + i];

		if (lindex > 0)
			vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
		else
			vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
		VectorCopy (vec, verts[numverts]);
		numverts++;
	}

	SubdividePolygon (numverts, verts[0]);
}

//=========================================================



// speed up sin calculations - Ed
float	turbsin[] =
{
	#include "gl_warp_sin.h"
};
#define TURBSCALE (256.0 / (2 * M_PI))

/*
=============
EmitWaterPolys

Does a water warp on the pre-fragmented glpoly_t chain
=============
*/
void EmitWaterPolys (msurface_t *fa)
{
	glpoly_t	*p;
	float		*v;
	int			i;
	float		s, t, os, ot;


	for (p=fa->polys ; p ; p=p->next)
	{
		glBegin (GL_POLYGON);
		for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
		{
			os = v[3];
			ot = v[4];

			s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255];
			s *= (1.0/64);

			t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255];
			t *= (1.0/64);

			glTexCoord2f (s, t);
			glVertex3fv (v);
		}
		glEnd ();
	}
}




/*
=============
EmitSkyPolys
=============
*/
void EmitSkyPolys (msurface_t *fa)
{
	glpoly_t	*p;
	float		*v;
	int			i;
	float	s, t;
	vec3_t	dir;
	float	length;

	for (p=fa->polys ; p ; p=p->next)
	{
		glBegin (GL_POLYGON);
		for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
		{
			VectorSubtract (v, r_origin, dir);
			dir[2] *= 3;	// flatten the sphere

			length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
			length = sqrt (length);
			length = 6*63/length;

			dir[0] *= length;
			dir[1] *= length;

			s = (speedscale + dir[0]) * (1.0/128);
			t = (speedscale + dir[1]) * (1.0/128);

			glTexCoord2f (s, t);
			glVertex3fv (v);
		}
		glEnd ();
	}
}

/*
===============
EmitBothSkyLayers

Does a sky warp on the pre-fragmented glpoly_t chain
This will be called for brushmodels, the world
will have them chained together.
===============
*/
void EmitBothSkyLayers (msurface_t *fa)
{
	int			i;
	int			lindex;
	float		*vec;

	GL_DisableMultitexture();

	GL_Bind (solidskytexture);
	speedscale = realtime*8;
	speedscale -= (int)speedscale & ~127 ;

	EmitSkyPolys (fa);

	glEnable (GL_BLEND);
	GL_Bind (alphaskytexture);
	speedscale = realtime*16;
	speedscale -= (int)speedscale & ~127 ;

	EmitSkyPolys (fa);

	glDisable (GL_BLEND);
}

#ifndef QUAKE2
/*
=================
R_DrawSkyChain
=================
*/
void R_DrawSkyChain (msurface_t *s)
{
	msurface_t	*fa;

	GL_DisableMultitexture();

	// used when gl_texsort is on
	GL_Bind(solidskytexture);
	speedscale = realtime*8;
	speedscale -= (int)speedscale & ~127 ;

	for (fa=s ; fa ; fa=fa->texturechain)
		EmitSkyPolys (fa);

	glEnable (GL_BLEND);
	GL_Bind (alphaskytexture);
	speedscale = realtime*16;
	speedscale -= (int)speedscale & ~127 ;

	for (fa=s ; fa ; fa=fa->texturechain)
		EmitSkyPolys (fa);

	glDisable (GL_BLEND);
}

#endif

/*
=================================================================

  Quake 2 environment sky

=================================================================
*/

#ifdef QUAKE2


#define	SKY_TEX		2000

/*
=================================================================

  PCX Loading

=================================================================
*/

typedef struct
{
	char	manufacturer;
	char	version;
	char	encoding;
	char	bits_per_pixel;
	unsigned short	xmin,ymin,xmax,ymax;
	unsigned short	hres,vres;
	unsigned char	palette[48];
	char	reserved;
	char	color_planes;
	unsigned short	bytes_per_line;
	unsigned short	palette_type;
	char	filler[58];
	unsigned 	data;	// unbounded
} pcx_t;

byte	*pcx_rgb;

/*
============
LoadPCX
============
*/
void LoadPCX (FILE *f)
{
	pcx_t	*pcx, pcxbuf;
	byte	palette[768];
	byte	*pix;
	int		x, y;
	int		dataByte, runLength;
	int		count;

//
// parse the PCX file
//
	fread (&pcxbuf, 1, sizeof(pcxbuf), f);

	pcx = &pcxbuf;

	if (pcx->manufacturer != 0x0a
		|| pcx->version != 5
		|| pcx->encoding != 1
		|| pcx->bits_per_pixel != 8
		|| pcx->xmax >= 320
		|| pcx->ymax >= 256)
	{
		Con_Printf ("Bad pcx file\n");
		return;
	}

	// seek to palette
	fseek (f, -768, SEEK_END);
	fread (palette, 1, 768, f);

	fseek (f, sizeof(pcxbuf) - 4, SEEK_SET);

	count = (pcx->xmax+1) * (pcx->ymax+1);
	pcx_rgb = malloc( count * 4);

	for (y=0 ; y<=pcx->ymax ; y++)
	{
		pix = pcx_rgb + 4*y*(pcx->xmax+1);
		for (x=0 ; x<=pcx->ymax ; )
		{
			dataByte = fgetc(f);

			if((dataByte & 0xC0) == 0xC0)
			{
				runLength = dataByte & 0x3F;
				dataByte = fgetc(f);
			}
			else
				runLength = 1;

			while(runLength-- > 0)
			{
				pix[0] = palette[dataByte*3];
				pix[1] = palette[dataByte*3+1];
				pix[2] = palette[dataByte*3+2];
				pix[3] = 255;
				pix += 4;
				x++;
			}
		}
	}
}

/*
=========================================================

TARGA LOADING

=========================================================
*/

typedef struct _TargaHeader {
	unsigned char 	id_length, colormap_type, image_type;
	unsigned short	colormap_index, colormap_length;
	unsigned char	colormap_size;
	unsigned short	x_origin, y_origin, width, height;
	unsigned char	pixel_size, attributes;
} TargaHeader;


TargaHeader		targa_header;
byte			*targa_rgba;

int fgetLittleShort (FILE *f)
{
	byte	b1, b2;

	b1 = fgetc(f);
	b2 = fgetc(f);

	return (short)(b1 + b2*256);
}

int fgetLittleLong (FILE *f)
{
	byte	b1, b2, b3, b4;

	b1 = fgetc(f);
	b2 = fgetc(f);
	b3 = fgetc(f);
	b4 = fgetc(f);

	return b1 + (b2<<8) + (b3<<16) + (b4<<24);
}


/*
=============
LoadTGA
=============
*/
void LoadTGA (FILE *fin)
{
	int				columns, rows, numPixels;
	byte			*pixbuf;
	int				row, column;

	targa_header.id_length = fgetc(fin);
	targa_header.colormap_type = fgetc(fin);
	targa_header.image_type = fgetc(fin);

	targa_header.colormap_index = fgetLittleShort(fin);
	targa_header.colormap_length = fgetLittleShort(fin);
	targa_header.colormap_size = fgetc(fin);
	targa_header.x_origin = fgetLittleShort(fin);
	targa_header.y_origin = fgetLittleShort(fin);
	targa_header.width = fgetLittleShort(fin);
	targa_header.height = fgetLittleShort(fin);
	targa_header.pixel_size = fgetc(fin);
	targa_header.attributes = fgetc(fin);

	if (targa_header.image_type!=2
		&& targa_header.image_type!=10)
		Sys_Error ("LoadTGA: Only type 2 and 10 targa RGB images supported\n");

	if (targa_header.colormap_type !=0
		|| (targa_header.pixel_size!=32 && targa_header.pixel_size!=24))
		Sys_Error ("Texture_LoadTGA: Only 32 or 24 bit images supported (no colormaps)\n");

	columns = targa_header.width;
	rows = targa_header.height;
	numPixels = columns * rows;

	targa_rgba = malloc (numPixels*4);

	if (targa_header.id_length != 0)
		fseek(fin, targa_header.id_length, SEEK_CUR);  // skip TARGA image comment

	if (targa_header.image_type==2) {  // Uncompressed, RGB images
		for(row=rows-1; row>=0; row--) {
			pixbuf = targa_rgba + row*columns*4;
			for(column=0; column<columns; column++) {
				unsigned char red,green,blue,alphabyte;
				switch (targa_header.pixel_size) {
					case 24:

							blue = getc(fin);
							green = getc(fin);
							red = getc(fin);
							*pixbuf++ = red;
							*pixbuf++ = green;
							*pixbuf++ = blue;
							*pixbuf++ = 255;
							break;
					case 32:
							blue = getc(fin);
							green = getc(fin);
							red = getc(fin);
							alphabyte = getc(fin);
							*pixbuf++ = red;
							*pixbuf++ = green;

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