2025-01-26 18:33:45 +01:00

471 lines
12 KiB
C

/*
Raydium - CQFD Corp.
http://raydium.org/
License: GPL - GNU General Public License, see "gpl.txt" file.
*/
#ifndef DONT_INCLUDE_HEADERS
#include "index.h"
#else
#include "headers/render.h"
#endif
void raydium_callback_image(void);
void raydium_timecall_callback(void);
void raydium_hdr_block(signed char blocking);
signed char raydium_shader_current(int shader);
// color is a GLfloat[4] (RGBA)
void raydium_render_lightmap_color(GLfloat *color)
{
memcpy(raydium_render_lightmap_color_value,color,raydium_internal_size_vector_float_4);
// Err ... no :/ There's no current color for other texture units than 0 ...
/*
glActiveTextureARB(GL_TEXTURE1_ARB);
glColor4fv(raydium_render_lightmap_color_value);
glActiveTextureARB(GL_TEXTURE0_ARB);
*/
}
void raydium_render_lightmap_color_4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
GLfloat col[4];
col[0]=r;
col[1]=g;
col[2]=b;
col[3]=a;
raydium_render_lightmap_color(col);
}
// let's keep this define here, until full tests
#define RAYDIUM_RENDER_MAX_TEXUNITS 4
int raydium_rendering_prepare_texture_unit(GLenum tu,GLuint tex)
{
// cache state of each texunit
static GLuint texunit_state[RAYDIUM_RENDER_MAX_TEXUNITS];
static int first=1;
int tui;
if(first)
{
int i;
for(i=0;i<RAYDIUM_RENDER_MAX_TEXUNITS;i++)
texunit_state[i]=0;
first=0;
}
tui=tu-GL_TEXTURE0_ARB;
if(tui>=RAYDIUM_RENDER_MAX_TEXUNITS || tui<0)
{
raydium_log("render: texture unit %i is invalid (%i max, see RAYDIUM_RENDER_MAX_TEXUNITS",
tui,RAYDIUM_RENDER_MAX_TEXUNITS);
return 0;
}
if(texunit_state[tui]==tex)
return 0;
texunit_state[tui]=tex;
//printf("preparing texunit %i with %s\n",tui,raydium_texture_name[tex]);
// prepare "lightmaps" texture units
if(tui>0)
{
glEnd(); // ugly, but we must close all shapes, if any
glActiveTextureARB(tu);
#ifndef RENDER_ALLOW_LIGHTING_FOR_LIGHTMAPS
if(raydium_texture_islightmap[tex])
{
glDisable(GL_LIGHTING);
}
else if(raydium_light_enabled_tag)
glEnable(GL_LIGHTING);
#endif
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
//glDisable(GL_BLEND);
if(tex)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,tex);
if(raydium_texture_env[tex])
{
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_EXT,GL_ADD);
}
else if(raydium_texture_islightmap[tex])
{
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glColor4fv(raydium_render_lightmap_color_value);
}
else
{
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_EXT,GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2);
}
}
else
{
glDisable(GL_TEXTURE_2D);
// glBindTexture(GL_TEXTURE_2D,0);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else // "standard" textunit
{
// default (according GL specs) DIFFUSE value.
GLfloat one[]={0.8f, 0.8f, 0.8f, 1.f};
GLfloat zero[]={0.0,0.0,0.0,0.0};
GLfloat *rgb;
if(raydium_texture_nolight[tex])
{
glGetBooleanv(GL_LIGHTING,&raydium_render_internal_light_previous_step);
glDisable(GL_LIGHTING);
}
if(raydium_texture_shader[tex]>=0)
raydium_shader_current(raydium_texture_shader[tex]);
else
raydium_shader_current(-1);
glColor4f(1.f,1.f,1.f,1.f);
if(raydium_texture_blended[tex]==RAYDIUM_TEXTURE_BLEND_BLENDED)
{
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
// glDisable(GL_FOG);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
}
if(raydium_texture_blended[tex]==RAYDIUM_TEXTURE_BLEND_CUTOUT)
{
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glAlphaFunc(GL_GREATER,0.50);
glEnable (GL_ALPHA_TEST);
// glDisable(GL_FOG);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
}
if(raydium_texture_blended[tex]==RAYDIUM_TEXTURE_BLEND_NONE)
{
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glDisable(GL_ALPHA_TEST);
// glEnable(GL_FOG);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
}
if(raydium_texture_blended[tex]==RAYDIUM_TEXTURE_PHANTOM)
{
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glDisable(GL_ALPHA_TEST);
glDisable(GL_TEXTURE_2D);
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
}
raydium_hdr_block(!raydium_texture_hdr[tex]);
if(raydium_texture_rgb[tex][0]>=0 && raydium_texture_blended[tex]!=RAYDIUM_TEXTURE_PHANTOM)
{
if(raydium_render_rgb_force_tag)
rgb=raydium_render_rgb_force;
else
rgb=raydium_texture_rgb[tex];
glDisable(GL_TEXTURE_2D);
glColor4f(rgb[0],rgb[1],rgb[2],1.f);
if(raydium_light_enabled_tag)
{
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, rgb);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, rgb);
}
}
else
{
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, one);
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, zero);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,tex);
//printf("%s\n",raydium_texture_name[tex]);
}
} // end "standard" texture
return 1;
}
void raydium_rendering_internal_prepare_texture_render(GLuint tex)
{
raydium_rendering_prepare_texture_unit(GL_TEXTURE0_ARB,tex);
}
void raydium_rendering_internal_restore_render_state(void)
{
//#define ONE 0.8 // default DIFFUSE value.
GLfloat one[]={0.8f, 0.8f, 0.8f, 1.f};
//return; // make no sens to restore state since next texture will reset it
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_TEXTURE_2D);
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, one);
}
// 2D quick 'n ugly clipping test
char infov(GLfloat x, GLfloat y)
{
#ifdef RENDER_DEBUG_NO_CLIP
return 1;
#endif
if((x+raydium_camera_cursor_place[0])>(raydium_camera_x-raydium_projection_far) &&
(x+raydium_camera_cursor_place[0])<(raydium_camera_x+raydium_projection_far) &&
(y+raydium_camera_cursor_place[1])>(raydium_camera_y-raydium_projection_far) &&
(y+raydium_camera_cursor_place[1])<(raydium_camera_y+raydium_projection_far) ) return 1; else return 0;
}
// used by shadows
void raydium_rendering_from_to_simple(GLuint from, GLuint to)
{
GLuint i;
//printf("%i -> %i\n",from,to);
glBegin(GL_TRIANGLES);
for(i=from;i<to;i+=3)
{
glVertex3f(raydium_vertex_x[i+0], raydium_vertex_y[i+0], raydium_vertex_z[i+0]);
glVertex3f(raydium_vertex_x[i+1], raydium_vertex_y[i+1], raydium_vertex_z[i+1]);
glVertex3f(raydium_vertex_x[i+2], raydium_vertex_y[i+2], raydium_vertex_z[i+2]);
}
glEnd();
glBegin(GL_POINTS);
glVertex3f(raydium_vertex_x[from], raydium_vertex_y[from], raydium_vertex_z[from]);
glEnd();
}
void raydium_rendering_from_to(GLuint from, GLuint to)
{
GLuint tex,i,j;
int multi_prepared=0;
if(raydium_shadow_rendering)
{
raydium_rendering_from_to_simple(from,to);
return;
}
for(tex=1;tex<raydium_texture_index;tex++)
{
// prepare first texture unit
raydium_rendering_prepare_texture_unit(GL_TEXTURE0_ARB,tex);
// ... and reset next one
raydium_rendering_prepare_texture_unit(GL_TEXTURE1_ARB,0);
glBegin(GL_TRIANGLES);
for(i=from,j=0;i<to;i+=3)
if(raydium_vertex_texture[i]==tex)
{
#ifdef DEBUG_RENDER_DISABLE_DISPLAYLISTS
if(!infov(raydium_vertex_x[i ],raydium_vertex_y[i ]) &&
!infov(raydium_vertex_x[i+1],raydium_vertex_y[i+1]) &&
!infov(raydium_vertex_x[i+2],raydium_vertex_y[i+2]) )
continue;
#endif
#ifdef RENDER_DEBUG_TAG
if(raydium_vertex_tag[i ] ||
raydium_vertex_tag[i+1] ||
raydium_vertex_tag[i+2] )
glColor4f(1.f,0.f,1.f,1.f);
else
glColor4f(1.f,1.f,1.f,1.f);
#endif
if(raydium_vertex_texture_multi[i] || raydium_vertex_texture_env[i])
{
if(raydium_vertex_texture_multi[i] && raydium_rendering_prepare_texture_unit(GL_TEXTURE1_ARB,raydium_vertex_texture_multi[i]))
{
//glEnd(); // done by "prepare_texture_multi"
glBegin(GL_TRIANGLES);
multi_prepared=1;
}
if(raydium_vertex_texture_env[i] && raydium_rendering_prepare_texture_unit(GL_TEXTURE1_ARB,raydium_vertex_texture_env[i]))
{
//glEnd(); // done by "prepare_texture_multi"
glBegin(GL_TRIANGLES);
multi_prepared=1;
}
// THIS CODE IS DUPLICATED FOR SPEED REASON (1)
for(j=0;j<3;j++)
{
glNormal3f(raydium_vertex_normal_visu_x[i+j],raydium_vertex_normal_visu_y[i+j],raydium_vertex_normal_visu_z[i+j]);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,raydium_vertex_texture_u[i+j],raydium_vertex_texture_v[i+j]);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,raydium_vertex_texture_multi_u[i+j],raydium_vertex_texture_multi_v[i+j]);
//printf("%f %f\n",raydium_vertex_texture_multi_u[i+j],raydium_vertex_texture_multi_v[i+j]);
if(raydium_fog_volumetric_enabled_tag)
#ifndef RENDER_VOLUMETRIC_FOG_AXIS_REVERSE
glFogCoordfEXT( raydium_fog_volumetric_array[i+j]);
#else
glFogCoordfEXT(-raydium_fog_volumetric_array[i+j]);
#endif
glVertex3f(raydium_vertex_x[i+j], raydium_vertex_y[i+j], raydium_vertex_z[i+j]);
raydium_vertex_counter++;
}
}
else
{
// cancel previous multitexturing settings
if(multi_prepared)
{
raydium_rendering_prepare_texture_unit(GL_TEXTURE1_ARB,0);
multi_prepared=0;
glBegin(GL_TRIANGLES);
}
// THIS CODE IS DUPLICATED FOR SPEED REASON (2)
for(j=0;j<3;j++)
{
glNormal3f(raydium_vertex_normal_visu_x[i+j],raydium_vertex_normal_visu_y[i+j],raydium_vertex_normal_visu_z[i+j]);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,raydium_vertex_texture_u[i+j],raydium_vertex_texture_v[i+j]);
if(raydium_fog_volumetric_enabled_tag)
#ifndef RENDER_VOLUMETRIC_FOG_AXIS_REVERSE
glFogCoordfEXT( raydium_fog_volumetric_array[i+j]);
#else
glFogCoordfEXT(-raydium_fog_volumetric_array[i+j]);
#endif
glVertex3f(raydium_vertex_x[i+j], raydium_vertex_y[i+j], raydium_vertex_z[i+j]);
raydium_vertex_counter++;
}
}
}
glEnd();
if(raydium_render_internal_light_previous_step==GL_TRUE)
{
glEnable(GL_LIGHTING);
raydium_render_internal_light_previous_step=-1;
}
} // end for "all textures"
raydium_rendering_prepare_texture_unit(GL_TEXTURE1_ARB,0);
}
void raydium_rendering(void)
{
raydium_rendering_from_to(0,raydium_vertex_index);
}
void raydium_rendering_finish(void)
{
static int fps=0;
static clock_t last=0;
fps++;
if(!last) last=clock();
raydium_callback_image();
glFlush();
raydium_rendering_internal_restore_render_state();
//glutPostRedisplay();
#ifdef DEBUG_MOVIE
if(raydium_key[GLUT_KEY_F11])
{
char name[128];
static int frame;
sprintf(name,"movie/frame%04d.jpg",frame);
raydium_capture_frame_jpeg_now(name);
frame++;
}
#endif
switch(raydium_capture_asked)
{
case RAYDIUM_CAPTURE_TGA:
raydium_capture_frame_now(raydium_capture_filename);
break;
case RAYDIUM_CAPTURE_JPG:
raydium_capture_frame_jpeg_now(raydium_capture_filename);
break;
}
raydium_capture_asked=RAYDIUM_CAPTURE_NONE;
#ifndef DEBUG_SHADOW_MAP_VIEW
glutSwapBuffers();
#endif
raydium_shadow_map_generate();
raydium_key_last=0;
raydium_mouse_click=0;
raydium_camera_pushed=0;
glPopMatrix();
if(clock() > last + CLOCKS_PER_SEC)
{
last=clock();
raydium_render_fps=fps;
fps=0;
}
}
void raydium_rendering_wireframe(void)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
void raydium_rendering_normal(void)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void raydium_rendering_rgb_force(GLfloat r, GLfloat g, GLfloat b)
{
raydium_render_rgb_force_tag=1;
raydium_render_rgb_force[0]=r;
raydium_render_rgb_force[1]=g;
raydium_render_rgb_force[2]=b;
raydium_render_rgb_force[3]=1.0;
}
void raydium_rendering_rgb_normal(void)
{
raydium_render_rgb_force_tag=0;
}
void raydium_rendering_displaylists_enable(void)
{
raydium_render_displaylists_tag=1;
}
void raydium_rendering_displaylists_disable(void)
{
raydium_render_displaylists_tag=0;
}