openmohaa/code/renderergl2/tr_util.cpp

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_util.c -- renderer utility
#include "tr_local.h"
#include "../qcommon/str.h"
static byte cntColor[4];
static float cntSt[2];
static int Numbers[12][8] = {
{1, 3, 4, 5, 6, 7, 0, 0},
{4, 5, 0, 0, 0, 0, 0, 0},
{1, 4, 2, 7, 3, 0, 0, 0},
{1, 4, 2, 5, 3, 0, 0, 0},
{6, 4, 2, 5, 0, 0, 0, 0},
{1, 6, 2, 5, 3, 0, 0, 0},
{1, 6, 2, 5, 7, 3, 0, 0},
{1, 8, 0, 0, 0, 0, 0, 0},
{1, 2, 3, 4, 5, 6, 7, 0},
{1, 6, 4, 2, 5, 3, 0, 0},
{9, 10, 11, 12, 0, 0, 0, 0},
{2, 0, 0, 0, 0, 0, 0, 0}
};
static float Lines[13][4] = {
{0.0, 0.0, 0.0, 0.0},
{-4.0, 8.0, 4.0, 8.0},
{-4.0, 4.0, 4.0, 4.0},
{-4.0, 0.0, 4.0, 0.0},
{4.0, 8.0, 4.0, 4.0},
{4.0, 4.0, 4.0, 0.0},
{-4.0, 8.0, -4.0, 4.0},
{-4.0, 4.0, -4.0, 0.0},
{4.0, 8.0, -4.0, 0.0},
{-1.0, 2.0, 1.0, 2.0},
{1.0, 2.0, 1.0, 0.0},
{-1.0, 0.0, 1.0, 0.0},
{-1.0, 0.0, -1.0, 2.0}
};
/*
===============
RB_StreamBegin
===============
*/
void RB_StreamBegin(shader_t *shader)
{
RB_BeginSurface(shader, 0, 0);
}
/*
===============
RB_StreamEnd
===============
*/
void RB_StreamEnd(void)
{
int i;
if (tess.numVertexes <= 2) {
RB_EndSurface();
return;
}
tess.indexes[0] = 0;
tess.indexes[1] = 1;
tess.indexes[2] = 2;
for (i = 0; i < tess.numVertexes - 2; i++) {
tess.indexes[i * 3 + 0] = (i & 1) + i;
tess.indexes[i * 3 + 1] = i - ((i & 1) - 1);
tess.indexes[i * 3 + 2] = i + 2;
tess.numIndexes += 3;
}
RB_EndSurface();
}
/*
===============
RB_StreamBeginDrawSurf
===============
*/
void RB_StreamBeginDrawSurf(void)
{
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backEnd.dsStreamVert = tess.numVertexes;
}
/*
===============
RB_StreamEndDrawSurf
===============
*/
void RB_StreamEndDrawSurf(void)
{
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int numverts;
int i;
if (tess.numVertexes - backEnd.dsStreamVert <= 2) {
tess.numVertexes = backEnd.dsStreamVert;
return;
}
numverts = tess.numVertexes - backEnd.dsStreamVert - 2;
for (i = 0; i < numverts; i++) {
tess.indexes[i + tess.numIndexes] = (i & 1) + i + backEnd.dsStreamVert;
tess.indexes[i + tess.numIndexes + 1] = i + backEnd.dsStreamVert - ((i & 1) - 1);
tess.indexes[i + tess.numIndexes + 2] = i + backEnd.dsStreamVert + 2;
tess.numIndexes += 3;
}
}
/*
===============
addTriangle
===============
*/
static void addTriangle(void)
{
tess.texCoords[tess.numVertexes][0] = cntSt[0];
tess.texCoords[tess.numVertexes][1] = cntSt[1];
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tess.color[tess.numVertexes][0] = cntColor[0] * 65535 / 255;
tess.color[tess.numVertexes][1] = cntColor[1] * 65535 / 255;
tess.color[tess.numVertexes][2] = cntColor[2] * 65535 / 255;
tess.color[tess.numVertexes][3] = cntColor[3] * 65535 / 255;
tess.numVertexes++;
}
/*
===============
RB_Vertex3fv
===============
*/
void RB_Vertex3fv(vec3_t v)
{
VectorCopy(v, tess.xyz[tess.numVertexes]);
addTriangle();
}
/*
===============
RB_Vertex3f
===============
*/
void RB_Vertex3f(vec_t x, vec_t y, vec_t z)
{
tess.xyz[tess.numVertexes][0] = x;
tess.xyz[tess.numVertexes][1] = y;
tess.xyz[tess.numVertexes][2] = z;
addTriangle();
}
/*
===============
RB_Vertex2f
===============
*/
void RB_Vertex2f(vec_t x, vec_t y)
{
RB_Vertex3f(x, y, 0);
}
/*
===============
RB_Color4f
===============
*/
void RB_Color4f(vec_t r, vec_t g, vec_t b, vec_t a)
{
cntColor[0] = r * tr.identityLightByte;
cntColor[1] = g * tr.identityLightByte;
cntColor[2] = b * tr.identityLightByte;
cntColor[3] = a * 255.0;
}
/*
===============
RB_Color3f
===============
*/
void RB_Color3f(vec_t r, vec_t g, vec_t b)
{
RB_Color4f(r, g, b, 1.0);
}
/*
===============
RB_Color3fv
===============
*/
void RB_Color3fv(vec3_t col)
{
RB_Color3f(col[0], col[1], col[2]);
}
/*
===============
RB_Color4bv
===============
*/
void RB_Color4bv(unsigned char *colors)
{
cntColor[0] = colors[0];
cntColor[1] = colors[1];
cntColor[2] = colors[2];
cntColor[3] = colors[3];
}
/*
===============
RB_Texcoord2f
===============
*/
void RB_Texcoord2f(float s, float t)
{
cntSt[0] = s;
cntSt[1] = t;
}
/*
===============
RB_Texcoord2fv
===============
*/
void RB_Texcoord2fv(vec2_t st)
{
cntSt[0] = st[0];
cntSt[1] = st[1];
}
/*
===============
R_DrawDebugNumber
===============
*/
void R_DrawDebugNumber(const vec3_t org, float number, float scale, float r, float g, float b, int precision)
{
vec3_t up, right;
vec3_t pos1, pos2;
vec3_t start;
str text;
char format[20];
int i;
int j;
int l;
int num;
VectorCopy(tr.viewParms.or.axis[2], up);
VectorCopy(tr.viewParms.or.axis[1], right);
VectorNegate(right, right);
VectorNormalize(up);
VectorNormalize(right);
VectorScale(up, scale, up);
VectorScale(right, scale, right);
if (precision > 0) {
Com_sprintf(format, sizeof(format), "%%.%df", precision);
text = va(format, number);
} else {
text = va("%d", (int)number);
}
// NOTE: this cast here is needed!
// Otherwise the compiler will do very nasty implicit casting of negative
// numbers to unsigned numbers, resulting in incorrect values.
// -------------------v
VectorMA(org, 5 - 5 * (int)text.length(), right, start);
// Draw each character/digit of the text
for (i = 0; i < text.length(); i++) {
if (text[i] == '.') {
num = 10;
} else if (text[i] == '-') {
num = 11;
} else {
num = text[i] - '0';
}
// Get the first line index for the number to be drawn
l = Numbers[num][0];
// Draw each line of the character/digit
for (j = 0; j < 8 && l; ++j, l = Numbers[num][j]) {
pos1[0] = start[0] + Lines[l][0] * right[0] + Lines[l][1] * up[0];
pos1[1] = start[1] + Lines[l][0] * right[1] + Lines[l][1] * up[1];
pos1[2] = start[2] + Lines[l][0] * right[2] + Lines[l][1] * up[2];
pos2[0] = start[0] + Lines[l][2] * right[0] + Lines[l][3] * up[0];
pos2[1] = start[1] + Lines[l][2] * right[1] + Lines[l][3] * up[1];
pos2[2] = start[2] + Lines[l][2] * right[2] + Lines[l][3] * up[2];
R_DebugLine(pos1, pos2, r, g, b, 1.0);
}
VectorMA(start, 10.0, right, start);
}
}
/*
===============
R_DebugRotatedBBox
===============
*/
void R_DebugRotatedBBox(
const vec3_t org, const vec3_t ang, const vec3_t mins, const vec3_t maxs, float r, float g, float b, float alpha
)
{
}
/*
===============
RE_GetShaderWidth
===============
*/
int RE_GetShaderWidth(qhandle_t hShader)
{
shader_t *shader;
if (hShader) {
shader = R_GetShaderByHandle(hShader);
} else {
shader = tr.defaultShader;
}
return shader->stages[0]->bundle[0].image[0]->uploadWidth;
}
/*
===============
RE_GetShaderHeight
===============
*/
int RE_GetShaderHeight(qhandle_t hShader)
{
shader_t *shader;
if (hShader) {
shader = R_GetShaderByHandle(hShader);
} else {
shader = tr.defaultShader;
}
return shader->stages[0]->bundle[0].image[0]->uploadHeight;
}
/*
===============
RE_GetShaderName
===============
*/
const char *RE_GetShaderName(qhandle_t hShader)
{
shader_t *shader;
if (hShader) {
shader = R_GetShaderByHandle(hShader);
} else {
shader = tr.defaultShader;
}
return shader->name;
}
/*
===============
RE_GetModelName
===============
*/
const char *RE_GetModelName(qhandle_t hModel)
{
model_t *model;
if (!hModel) {
return "";
}
model = R_GetModelByHandle(hModel);
return model->name;
}