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 #define tobyte(f) ((GLubyte) (f * 255.0f))
79 #define color_cmp(a, b) (tobyte((a)[0]) == tobyte((b)[0]) && \
80 tobyte((a)[1]) == tobyte((b)[1]) && \
81 tobyte((a)[2]) == tobyte((b)[2]) && \
82 tobyte((a)[3]) == tobyte((b)[3]))
84 static struct b_mtrl default_base_mtrl =
86 { 0.8f, 0.8f, 0.8f, 1.0f },
87 { 0.2f, 0.2f, 0.2f, 1.0f },
88 { 0.0f, 0.0f, 0.0f, 1.0f },
89 { 0.0f, 0.0f, 0.0f, 1.0f },
90 { 0.0f }, 0.0f, M_OPAQUE, ""
93 static struct d_mtrl default_draw_mtrl =
98 static const struct d_mtrl *sol_draw_mtrl(const struct s_draw *draw,
99 const struct d_mtrl *mp_draw,
100 const struct d_mtrl *mq_draw)
102 const struct b_mtrl *mp_base = mp_draw->base;
103 const struct b_mtrl *mq_base = mq_draw->base;
105 /* Change material properties only as needed. */
107 if (!color_cmp(mp_base->a, mq_base->a))
108 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mp_base->a);
109 if (!color_cmp(mp_base->d, mq_base->d))
110 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp_base->d);
111 if (!color_cmp(mp_base->s, mq_base->s))
112 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mp_base->s);
113 if (!color_cmp(mp_base->e, mq_base->e))
114 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mp_base->e);
115 if (tobyte(mp_base->h[0]) != tobyte(mq_base->h[0]))
116 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mp_base->h);
118 /* Bind the texture. */
120 if (mp_draw->o != mq_draw->o)
121 glBindTexture(GL_TEXTURE_2D, mp_draw->o);
123 /* Enable environment mapping. */
125 if ((mp_base->fl & M_ENVIRONMENT) && !(mq_base->fl & M_ENVIRONMENT))
127 glEnable(GL_TEXTURE_GEN_S);
128 glEnable(GL_TEXTURE_GEN_T);
130 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
131 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
134 /* Disable environment mapping. */
136 if ((mq_base->fl & M_ENVIRONMENT) && !(mp_base->fl & M_ENVIRONMENT))
138 glDisable(GL_TEXTURE_GEN_S);
139 glDisable(GL_TEXTURE_GEN_T);
142 /* Enable additive blending. */
144 if ((mp_base->fl & M_ADDITIVE) && !(mq_base->fl & M_ADDITIVE))
145 glBlendFunc(GL_ONE, GL_ONE);
147 /* Enable standard blending. */
149 if ((mq_base->fl & M_ADDITIVE) && !(mp_base->fl & M_ADDITIVE))
150 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
152 /* Enable visibility-from-behind. */
154 if ((mp_base->fl & M_TWO_SIDED) && !(mq_base->fl & M_TWO_SIDED))
156 glDisable(GL_CULL_FACE);
157 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
160 /* Disable visibility-from-behind. */
162 if ((mq_base->fl & M_TWO_SIDED) && !(mp_base->fl & M_TWO_SIDED))
164 glEnable(GL_CULL_FACE);
165 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
168 /* Enable decal offset. */
170 if ((mp_base->fl & M_DECAL) && !(mq_base->fl & M_DECAL))
172 glEnable(GL_POLYGON_OFFSET_FILL);
173 glPolygonOffset(-1.0f, -2.0f);
176 /* Disable decal offset. */
178 if ((mq_base->fl & M_DECAL) && !(mp_base->fl & M_DECAL))
179 glDisable(GL_POLYGON_OFFSET_FILL);
184 static const struct d_mtrl *sol_back_bill(const struct s_draw *draw,
185 const struct b_bill *rp,
186 const struct d_mtrl *mp,
189 float T = (rp->t > 0.0f) ? (fmodf(t, rp->t) - rp->t / 2) : 0.0f;
191 float w = rp->w[0] + rp->w[1] * T + rp->w[2] * T * T;
192 float h = rp->h[0] + rp->h[1] * T + rp->h[2] * T * T;
196 float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * T * T;
197 float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * T * T;
198 float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * T * T;
202 float y0 = (rp->fl & B_EDGE) ? 0 : -h / 2;
203 float y1 = (rp->fl & B_EDGE) ? h : +h / 2;
205 glRotatef(ry, 0.0f, 1.0f, 0.0f);
206 glRotatef(rx, 1.0f, 0.0f, 0.0f);
207 glTranslatef(0.0f, 0.0f, -rp->d);
211 glRotatef(-rx - 90.0f, 1.0f, 0.0f, 0.0f);
212 glRotatef(-ry, 0.0f, 0.0f, 1.0f);
215 glRotatef(-rx, 1.0f, 0.0f, 0.0f);
217 glRotatef(rz, 0.0f, 0.0f, 1.0f);
219 mp = sol_draw_mtrl(draw, draw->mv + rp->mi, mp);
223 glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y0);
224 glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y0);
225 glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y1);
226 glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y1);
236 /*---------------------------------------------------------------------------*/
238 void sol_back(const struct s_draw *draw, float n, float f, float t)
240 const struct d_mtrl *mp = &default_draw_mtrl;
244 /* Render all billboards in the given range. */
246 glDisable(GL_LIGHTING);
247 glDepthMask(GL_FALSE);
249 for (ri = 0; ri < draw->base->rc; ri++)
250 if (n <= draw->base->rv[ri].d && draw->base->rv[ri].d < f)
251 mp = sol_back_bill(draw, draw->base->rv + ri, mp, t);
253 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
255 glDepthMask(GL_TRUE);
256 glEnable(GL_LIGHTING);
259 /*---------------------------------------------------------------------------*/
261 * The following code renders a body in a ludicrously inefficient
262 * manner. It iterates the materials and scans the data structure for
263 * geometry using each. This has the effect of absolutely minimizing
264 * material changes, texture bindings, and Begin/End pairs, but
265 * maximizing trips through the data.
267 * However, this is only done once for each level. The results are
268 * stored in display lists. Thus, it is well worth it.
271 static void sol_draw_geom(const struct s_base *base,
272 const struct b_geom *gp, int mi)
276 const float *ui = base->tv[gp->ti].u;
277 const float *uj = base->tv[gp->tj].u;
278 const float *uk = base->tv[gp->tk].u;
280 const float *ni = base->sv[gp->si].n;
281 const float *nj = base->sv[gp->sj].n;
282 const float *nk = base->sv[gp->sk].n;
284 const float *vi = base->vv[gp->vi].p;
285 const float *vj = base->vv[gp->vj].p;
286 const float *vk = base->vv[gp->vk].p;
302 static void sol_draw_lump(const struct s_base *base,
303 const struct b_lump *lp, int mi)
307 for (i = 0; i < lp->gc; i++)
308 sol_draw_geom(base, base->gv + base->iv[lp->g0 + i], mi);
311 static const struct d_mtrl *sol_draw_body(const struct s_draw *draw,
312 const struct b_body *bp,
313 const struct d_mtrl *mp,
316 const struct s_base *base = draw->base;
320 /* Iterate all materials of the correct opacity. */
322 for (mi = 0; mi < draw->mc; mi++)
324 struct d_mtrl *mq = draw->mv + mi;
326 if ((mq->base->fl & fl) && (mq->base->fl & M_DECAL) == decal)
328 if (sol_enum_mtrl(draw->base, bp, mi))
330 /* Set the material state. */
332 mp = sol_draw_mtrl(draw, mq, mp);
334 /* Render all geometry of that material. */
336 glBegin(GL_TRIANGLES);
338 for (li = 0; li < bp->lc; li++)
339 sol_draw_lump(draw->base,
340 base->lv + bp->l0 + li,
342 for (gi = 0; gi < bp->gc; gi++)
343 sol_draw_geom(draw->base,
344 base->gv + base->iv[bp->g0 + gi],
355 static void sol_draw_list(const struct s_vary *vary,
356 const struct v_body *bp, GLuint list)
358 float p[3], e[4], u[3], a;
360 sol_body_p(p, vary, bp->pi, bp->t);
361 sol_body_e(e, vary, bp, 0);
363 q_as_axisangle(e, u, &a);
368 /* Translate and rotate a moving body. */
370 glTranslatef(p[0], p[1], p[2]);
371 glRotatef(a, u[0], u[1], u[2]);
380 void sol_draw(const struct s_draw *draw, int depthmask, int depthtest)
384 /* Render all opaque geometry into the color and depth buffers. */
386 for (bi = 0; bi < draw->bc; bi++)
388 sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].ol);
390 /* Render all translucent geometry into only the color buffer. */
392 if (depthtest == 0) glDisable(GL_DEPTH_TEST);
393 if (depthmask == 0) glDepthMask(GL_FALSE);
395 for (bi = 0; bi < draw->bc; bi++)
397 sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].tl);
399 if (depthmask == 0) glDepthMask(GL_TRUE);
400 if (depthtest == 0) glEnable(GL_DEPTH_TEST);
403 void sol_bill(const struct s_draw *draw, const float *M, float t)
405 const struct d_mtrl *mp = &default_draw_mtrl;
409 for (ri = 0; ri < draw->base->rc; ++ri)
411 const struct b_bill *rp = draw->base->rv + ri;
416 float w = rp->w [0] + rp->w [1] * T + rp->w [2] * S;
417 float h = rp->h [0] + rp->h [1] * T + rp->h [2] * S;
418 float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * S;
419 float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * S;
420 float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * S;
422 mp = sol_draw_mtrl(draw, draw->mv + rp->mi, mp);
426 glTranslatef(rp->p[0], rp->p[1], rp->p[2]);
428 if (M && ((rp->fl & B_NOFACE) == 0)) glMultMatrixf(M);
430 if (fabsf(rx) > 0.0f) glRotatef(rx, 1.0f, 0.0f, 0.0f);
431 if (fabsf(ry) > 0.0f) glRotatef(ry, 0.0f, 1.0f, 0.0f);
432 if (fabsf(rz) > 0.0f) glRotatef(rz, 0.0f, 0.0f, 1.0f);
436 glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, -h / 2);
437 glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, -h / 2);
438 glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, +h / 2);
439 glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, +h / 2);
446 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
449 void sol_refl(const struct s_draw *draw)
453 /* Render all reflective geometry into the color and depth buffers. */
455 for (bi = 0; bi < draw->bc; bi++)
457 sol_draw_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].rl);
460 /*---------------------------------------------------------------------------*/
462 static void sol_shad_geom(const struct s_base *base,
463 const struct b_geom *gp, int mi)
467 const float *vi = base->vv[gp->vi].p;
468 const float *vj = base->vv[gp->vj].p;
469 const float *vk = base->vv[gp->vk].p;
471 glTexCoord2f(vi[0], vi[2]);
474 glTexCoord2f(vj[0], vj[2]);
477 glTexCoord2f(vk[0], vk[2]);
482 static void sol_shad_lump(const struct s_base *base,
483 const struct b_lump *lp, int mi)
487 for (i = 0; i < lp->gc; i++)
488 sol_shad_geom(base, base->gv + base->iv[lp->g0 + i], mi);
491 static void sol_shad_body(const struct s_base *base,
492 const struct b_body *bp,
499 glEnable(GL_POLYGON_OFFSET_FILL);
500 glPolygonOffset(-1.0f, -2.0f);
503 glBegin(GL_TRIANGLES);
505 for (mi = 0; mi < base->mc; mi++)
507 struct b_mtrl *mp = base->mv + mi;
509 if ((mp->fl & fl) && (mp->fl & M_DECAL) == decal)
511 for (li = 0; li < bp->lc; li++)
512 sol_shad_lump(base, base->lv + bp->l0 + li, mi);
513 for (gi = 0; gi < bp->gc; gi++)
514 sol_shad_geom(base, base->gv + base->iv[bp->g0 + gi], mi);
521 glDisable(GL_POLYGON_OFFSET_FILL);
524 static void sol_shad_list(const struct s_vary *vary,
525 const struct v_body *bp, GLuint list)
527 float p[3], e[4], u[3], a;
529 sol_body_p(p, vary, bp->pi, bp->t);
530 sol_body_e(e, vary, bp, 0);
532 q_as_axisangle(e, u, &a);
537 /* Translate and rotate a moving body. */
539 glTranslatef(p[0], p[1], p[2]);
540 glRotatef(a, u[0], u[1], u[2]);
542 /* Translate the shadow on a moving body. */
544 glMatrixMode(GL_TEXTURE);
547 glTranslatef(p[0], p[2], 0.0f);
548 glRotatef(-a, u[0], u[2], u[1]);
550 glMatrixMode(GL_MODELVIEW);
556 /* Pop the shadow translation. */
558 glMatrixMode(GL_TEXTURE);
562 glMatrixMode(GL_MODELVIEW);
567 void sol_shad(const struct s_draw *draw)
571 /* Render all shadowed geometry. */
573 glDepthMask(GL_FALSE);
575 for (bi = 0; bi < draw->bc; bi++)
577 sol_shad_list(draw->vary, draw->vary->bv + bi, draw->bv[bi].sl);
579 glDepthMask(GL_TRUE);
582 /*---------------------------------------------------------------------------*/
584 static void sol_load_objects(struct s_draw *draw, int s)
588 /* Here we sort geometry into display lists by material type. */
590 for (i = 0; i < draw->bc; i++)
592 struct d_body *bp = draw->bv + i;
594 int on = sol_enum_body(draw->base, bp->base, M_OPAQUE);
595 int tn = sol_enum_body(draw->base, bp->base, M_TRANSPARENT);
596 int rn = sol_enum_body(draw->base, bp->base, M_REFLECTIVE);
597 int dn = sol_enum_body(draw->base, bp->base, M_DECAL);
598 int sn = sol_enum_body(draw->base, bp->base, M_SHADOWED);
600 /* Draw all opaque geometry, decals last. */
604 bp->ol = glGenLists(1);
606 glNewList(bp->ol, GL_COMPILE);
608 const struct d_mtrl *mp = &default_draw_mtrl;
610 mp = sol_draw_body(draw, bp->base, mp, M_OPAQUE, 0);
611 mp = sol_draw_body(draw, bp->base, mp, M_OPAQUE, M_DECAL);
612 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
618 /* Draw all translucent geometry, decals first. */
622 bp->tl = glGenLists(1);
624 glNewList(bp->tl, GL_COMPILE);
626 const struct d_mtrl *mp = &default_draw_mtrl;
628 mp = sol_draw_body(draw, bp->base, mp, M_TRANSPARENT, M_DECAL);
629 mp = sol_draw_body(draw, bp->base, mp, M_TRANSPARENT, 0);
630 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
636 /* Draw all reflective geometry. */
640 bp->rl = glGenLists(1);
642 glNewList(bp->rl, GL_COMPILE);
644 const struct d_mtrl *mp = &default_draw_mtrl;
646 mp = sol_draw_body(draw, bp->base, mp, M_REFLECTIVE, 0);
647 mp = sol_draw_mtrl(draw, &default_draw_mtrl, mp);
651 draw->reflective = 1;
655 /* Draw all shadowed geometry. */
657 if (s && (on || rn || sn))
659 bp->sl = glGenLists(1);
661 glNewList(bp->sl, GL_COMPILE);
663 if (on) sol_shad_body(draw->base, bp->base, M_OPAQUE, 0);
664 if (rn) sol_shad_body(draw->base, bp->base, M_REFLECTIVE, 0);
665 if (dn) sol_shad_body(draw->base, bp->base, M_OPAQUE, M_DECAL);
668 /* Transparent shadowed geometry hack. */
671 sol_shad_body(draw->base, bp->base, M_SHADOWED, M_DECAL);
673 sol_shad_body(draw->base, bp->base, M_SHADOWED, 0);
682 static GLuint sol_find_texture(const char *name)
689 /* Prefer a lossless copy of the texture over a lossy compression. */
691 strncpy(png, name, PATHMAX); strcat(png, ".png");
692 strncpy(jpg, name, PATHMAX); strcat(jpg, ".jpg");
694 /* Check for a PNG. */
696 if ((o = make_image_from_file(png)))
699 /* Check for a JPG. */
701 if ((o = make_image_from_file(jpg)))
707 static void sol_load_textures(struct s_draw *draw)
711 /* Load the image referenced by each material. */
713 for (i = 0; i < draw->mc; i++)
715 struct d_mtrl *mp = draw->mv + i;
717 if ((mp->o = sol_find_texture(_(mp->base->f))))
719 /* Set the texture to clamp or repeat based on material type. */
721 if (mp->base->fl & M_CLAMPED)
723 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
724 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
728 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
729 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
735 /*---------------------------------------------------------------------------*/
737 int sol_load_draw(struct s_draw *draw, const struct s_vary *vary, int s)
741 memset(draw, 0, sizeof (*draw));
744 draw->base = draw->vary->base;
748 draw->mv = calloc(draw->base->mc, sizeof (*draw->mv));
749 draw->mc = draw->base->mc;
751 for (i = 0; i < draw->base->mc; i++)
753 struct d_mtrl *mp = draw->mv + i;
754 struct b_mtrl *mq = draw->base->mv + i;
762 draw->bv = calloc(draw->base->bc, sizeof (*draw->bv));
763 draw->bc = draw->base->bc;
765 for (i = 0; i < draw->base->bc; i++)
767 struct d_body *bp = draw->bv + i;
768 struct b_body *bq = draw->base->bv + i;
774 sol_load_textures(draw);
775 sol_load_objects (draw, s);
780 void sol_free_draw(struct s_draw *draw)
784 for (i = 0; i < draw->mc; i++)
786 if (glIsTexture(draw->mv[i].o))
787 glDeleteTextures(1, &draw->mv[i].o);
790 for (i = 0; i < draw->bc; i++)
792 if (glIsList(draw->bv[i].ol))
793 glDeleteLists(draw->bv[i].ol, 1);
794 if (glIsList(draw->bv[i].tl))
795 glDeleteLists(draw->bv[i].tl, 1);
796 if (glIsList(draw->bv[i].rl))
797 glDeleteLists(draw->bv[i].rl, 1);
798 if (glIsList(draw->bv[i].sl))
799 glDeleteLists(draw->bv[i].sl, 1);
805 memset(draw, 0, sizeof (*draw));
808 /*---------------------------------------------------------------------------*/
810 int sol_load_full(struct s_full *full, const char *filename, int s)
812 if (sol_load_base(&full->base, filename))
814 sol_load_vary(&full->vary, &full->base);
815 sol_load_draw(&full->draw, &full->vary, s);
823 void sol_free_full(struct s_full *full)
825 sol_free_draw(&full->draw);
826 sol_free_vary(&full->vary);
827 sol_free_base(&full->base);
830 /*---------------------------------------------------------------------------*/