OctaCore/src/engine/material.cc

832 lines
26 KiB
C++

#include "material.hh"
#include "octaedit.hh" // editmode
#include "octarender.hh"
#include "rendergl.hh"
#include "renderlights.hh"
#include "renderva.hh"
#include "texture.hh"
#include "water.hh"
#include "world.hh"
#include <shared/cube.hh>
vector<materialsurface> editsurfs, glasssurfs[4], watersurfs[4], waterfallsurfs[4], lavasurfs[4], lavafallsurfs[4];
struct QuadNode
{
int x, y, size;
uint filled;
QuadNode *child[4];
QuadNode(int x, int y, int size) : x(x), y(y), size(size), filled(0) { loopi(4) child[i] = 0; }
void clear()
{
loopi(4) DELETEP(child[i]);
}
~QuadNode()
{
clear();
}
void insert(int mx, int my, int msize)
{
if(size == msize)
{
filled = 0xF;
return;
}
int csize = size>>1, i = 0;
if(mx >= x+csize) i |= 1;
if(my >= y+csize) i |= 2;
if(csize == msize)
{
filled |= (1 << i);
return;
}
if(!child[i]) child[i] = new QuadNode(i&1 ? x+csize : x, i&2 ? y+csize : y, csize);
child[i]->insert(mx, my, msize);
loopj(4) if(child[j])
{
if(child[j]->filled == 0xF)
{
DELETEP(child[j]);
filled |= (1 << j);
}
}
}
void genmatsurf(ushort mat, uchar orient, uchar visible, int x, int y, int z, int size, materialsurface *&matbuf)
{
materialsurface &m = *matbuf++;
m.material = mat;
m.orient = orient;
m.visible = visible;
m.csize = size;
m.rsize = size;
int dim = dimension(orient);
m.o[C[dim]] = x;
m.o[R[dim]] = y;
m.o[dim] = z;
}
void genmatsurfs(ushort mat, uchar orient, uchar visible, int z, materialsurface *&matbuf)
{
if(filled == 0xF) genmatsurf(mat, orient, visible, x, y, z, size, matbuf);
else if(filled)
{
int csize = size>>1;
loopi(4) if(filled & (1 << i))
genmatsurf(mat, orient, visible, i&1 ? x+csize : x, i&2 ? y+csize : y, z, csize, matbuf);
}
loopi(4) if(child[i]) child[i]->genmatsurfs(mat, orient, visible, z, matbuf);
}
};
static void drawmaterial(const materialsurface &m, float offset)
{
if(gle::attribbuf.empty())
{
gle::defvertex();
gle::begin(GL_QUADS);
}
float x = m.o.x, y = m.o.y, z = m.o.z, csize = m.csize, rsize = m.rsize;
switch(m.orient)
{
#define GENFACEORIENT(orient, v0, v1, v2, v3) \
case orient: v0 v1 v2 v3 break;
#define GENFACEVERT(orient, vert, mx,my,mz, sx,sy,sz) \
gle::attribf(mx sx, my sy, mz sz);
GENFACEVERTS(x, x, y, y, z, z, /**/, + csize, /**/, + rsize, + offset, - offset)
#undef GENFACEORIENT
#undef GENFACEVERT
}
}
const struct material
{
const char *name;
ushort id;
} materials[] =
{
{"air", MAT_AIR},
{"water", MAT_WATER}, {"water1", MAT_WATER}, {"water2", MAT_WATER+1}, {"water3", MAT_WATER+2}, {"water4", MAT_WATER+3},
{"glass", MAT_GLASS}, {"glass1", MAT_GLASS}, {"glass2", MAT_GLASS+1}, {"glass3", MAT_GLASS+2}, {"glass4", MAT_GLASS+3},
{"lava", MAT_LAVA}, {"lava1", MAT_LAVA}, {"lava2", MAT_LAVA+1}, {"lava3", MAT_LAVA+2}, {"lava4", MAT_LAVA+3},
{"clip", MAT_CLIP},
{"noclip", MAT_NOCLIP},
{"gameclip", MAT_GAMECLIP},
{"death", MAT_DEATH},
{"nogi", MAT_NOGI},
{"alpha", MAT_ALPHA}
};
int findmaterial(const char *name)
{
loopi(sizeof(materials)/sizeof(material))
{
if(!strcmp(materials[i].name, name)) return materials[i].id;
}
return -1;
}
const char *findmaterialname(int mat)
{
loopi(sizeof(materials)/sizeof(materials[0])) if(materials[i].id == mat) return materials[i].name;
return NULL;
}
const char *getmaterialdesc(int mat, const char *prefix)
{
static const ushort matmasks[] = { MATF_VOLUME|MATF_INDEX, MATF_CLIP, MAT_DEATH, MAT_NOGI, MAT_ALPHA };
static string desc;
desc[0] = '\0';
loopi(sizeof(matmasks)/sizeof(matmasks[0])) if(mat&matmasks[i])
{
const char *matname = findmaterialname(mat&matmasks[i]);
if(matname)
{
concatstring(desc, desc[0] ? ", " : prefix);
concatstring(desc, matname);
}
}
return desc;
}
static int visiblematerial(const cube &c, int orient, const ivec &co, int size, ushort matmask = MATF_VOLUME)
{
ushort mat = c.material&matmask;
switch(mat)
{
case MAT_AIR:
break;
case MAT_LAVA:
case MAT_WATER:
if(visibleface(c, orient, co, size, mat, MAT_AIR, matmask))
return (orient != O_BOTTOM ? MATSURF_VISIBLE : MATSURF_EDIT_ONLY);
break;
case MAT_GLASS:
if(visibleface(c, orient, co, size, MAT_GLASS, MAT_AIR, matmask))
return MATSURF_VISIBLE;
break;
default:
if(visibleface(c, orient, co, size, mat, MAT_AIR, matmask))
return MATSURF_EDIT_ONLY;
break;
}
return MATSURF_NOT_VISIBLE;
}
void genmatsurfs(const cube &c, const ivec &co, int size, vector<materialsurface> &matsurfs)
{
loopi(6)
{
static const ushort matmasks[] = { MATF_VOLUME|MATF_INDEX, MATF_CLIP, MAT_DEATH, MAT_NOGI, MAT_ALPHA };
loopj(sizeof(matmasks)/sizeof(matmasks[0]))
{
ushort matmask = matmasks[j];
int vis = visiblematerial(c, i, co, size, matmask&~MATF_INDEX);
if(vis != MATSURF_NOT_VISIBLE)
{
materialsurface m;
m.material = c.material&matmask;
m.orient = i;
m.visible = vis;
m.o = co;
m.csize = m.rsize = size;
if(dimcoord(i)) m.o[dimension(i)] += size;
matsurfs.add(m);
break;
}
}
}
}
static inline void addmatbb(ivec &matmin, ivec &matmax, const materialsurface &m)
{
int dim = dimension(m.orient);
ivec mmin(m.o), mmax(m.o);
if(dimcoord(m.orient)) mmin[dim] -= 2; else mmax[dim] += 2;
mmax[R[dim]] += m.rsize;
mmax[C[dim]] += m.csize;
matmin.min(mmin);
matmax.max(mmax);
}
void calcmatbb(vtxarray *va, const ivec &co, int size, vector<materialsurface> &matsurfs)
{
va->lavamax = va->watermax = va->glassmax = co;
va->lavamin = va->watermin = va->glassmin = ivec(co).add(size);
loopv(matsurfs)
{
materialsurface &m = matsurfs[i];
switch(m.material&MATF_VOLUME)
{
case MAT_LAVA:
if(m.visible == MATSURF_EDIT_ONLY) continue;
addmatbb(va->lavamin, va->lavamax, m);
break;
case MAT_WATER:
if(m.visible == MATSURF_EDIT_ONLY) continue;
addmatbb(va->watermin, va->watermax, m);
break;
case MAT_GLASS:
addmatbb(va->glassmin, va->glassmax, m);
break;
default:
continue;
}
}
}
static inline bool mergematcmp(const materialsurface &x, const materialsurface &y)
{
int dim = dimension(x.orient), c = C[dim], r = R[dim];
if(x.o[r] + x.rsize < y.o[r] + y.rsize) return true;
if(x.o[r] + x.rsize > y.o[r] + y.rsize) return false;
return x.o[c] < y.o[c];
}
static int mergematr(materialsurface *m, int sz, materialsurface &n)
{
int dim = dimension(n.orient), c = C[dim], r = R[dim];
for(int i = sz-1; i >= 0; --i)
{
if(m[i].o[r] + m[i].rsize < n.o[r]) break;
if(m[i].o[r] + m[i].rsize == n.o[r] && m[i].o[c] == n.o[c] && m[i].csize == n.csize)
{
n.o[r] = m[i].o[r];
n.rsize += m[i].rsize;
memmove(&m[i], &m[i+1], (sz - (i+1)) * sizeof(materialsurface));
return 1;
}
}
return 0;
}
static int mergematc(materialsurface &m, materialsurface &n)
{
int dim = dimension(n.orient), c = C[dim], r = R[dim];
if(m.o[r] == n.o[r] && m.rsize == n.rsize && m.o[c] + m.csize == n.o[c])
{
n.o[c] = m.o[c];
n.csize += m.csize;
return 1;
}
return 0;
}
static int mergemat(materialsurface *m, int sz, materialsurface &n)
{
for(bool merged = false; sz; merged = true)
{
int rmerged = mergematr(m, sz, n);
sz -= rmerged;
if(!rmerged && merged) break;
if(!sz) break;
int cmerged = mergematc(m[sz-1], n);
sz -= cmerged;
if(!cmerged) break;
}
m[sz++] = n;
return sz;
}
static int mergemats(materialsurface *m, int sz)
{
quicksort(m, sz, mergematcmp);
int nsz = 0;
loopi(sz) nsz = mergemat(m, nsz, m[i]);
return nsz;
}
static inline bool optmatcmp(const materialsurface &x, const materialsurface &y)
{
if(x.material < y.material) return true;
if(x.material > y.material) return false;
if(x.orient > y.orient) return true;
if(x.orient < y.orient) return false;
int dim = dimension(x.orient);
return x.o[dim] < y.o[dim];
}
VARF(optmats, 0, 1, 1, allchanged());
int optimizematsurfs(materialsurface *matbuf, int matsurfs)
{
quicksort(matbuf, matsurfs, optmatcmp);
if(!optmats) return matsurfs;
materialsurface *cur = matbuf, *end = matbuf+matsurfs;
while(cur < end)
{
materialsurface *start = cur++;
int dim = dimension(start->orient);
while(cur < end &&
cur->material == start->material &&
cur->orient == start->orient &&
cur->visible == start->visible &&
cur->o[dim] == start->o[dim])
++cur;
if(!isliquid(start->material&MATF_VOLUME) || start->orient != O_TOP || !vertwater)
{
if(start!=matbuf) memmove(matbuf, start, (cur-start)*sizeof(materialsurface));
matbuf += mergemats(matbuf, cur-start);
}
else if(cur-start>=4)
{
QuadNode vmats(0, 0, worldsize);
loopi(cur-start) vmats.insert(start[i].o[C[dim]], start[i].o[R[dim]], start[i].csize);
vmats.genmatsurfs(start->material, start->orient, start->visible, start->o[dim], matbuf);
}
else
{
if(start!=matbuf) memmove(matbuf, start, (cur-start)*sizeof(materialsurface));
matbuf += cur-start;
}
}
return matsurfs - (end-matbuf);
}
static void preloadglassshaders(bool force = false)
{
static bool needglass = false;
if(force) needglass = true;
if(!needglass) return;
useshaderbyname("glass");
extern int glassenv;
if(glassenv) useshaderbyname("glassenv");
}
void setupmaterials(int start, int len)
{
int hasmat = 0;
if(!len) len = valist.length();
for(int i = start; i < len; i++)
{
vtxarray *va = valist[i];
materialsurface *skip = NULL;
loopj(va->matsurfs)
{
materialsurface &m = va->matbuf[j];
int matvol = m.material&MATF_VOLUME;
if(isliquid(matvol) && m.orient!=O_BOTTOM && m.orient!=O_TOP)
{
m.ends = 0;
int dim = dimension(m.orient), coord = dimcoord(m.orient);
ivec o(m.o);
o.z -= 1;
o[dim] += coord ? 1 : -1;
int minc = o[dim^1], maxc = minc + (C[dim]==2 ? m.rsize : m.csize);
ivec co;
int csize;
while(o[dim^1] < maxc)
{
cube &c = lookupcube(o, 0, co, csize);
if(isliquid(c.material&MATF_VOLUME)) { m.ends |= 1; break; }
o[dim^1] += csize;
}
o[dim^1] = minc;
o.z += R[dim]==2 ? m.rsize : m.csize;
o[dim] -= coord ? 2 : -2;
while(o[dim^1] < maxc)
{
cube &c = lookupcube(o, 0, co, csize);
if(visiblematerial(c, O_TOP, co, csize)) { m.ends |= 2; break; }
o[dim^1] += csize;
}
}
else if(matvol==MAT_GLASS)
{
int dim = dimension(m.orient);
vec center(m.o);
center[R[dim]] += m.rsize/2;
center[C[dim]] += m.csize/2;
m.envmap = closestenvmap(center);
}
if(matvol) hasmat |= 1<<m.material;
m.skip = 0;
if(skip && m.material == skip->material && m.orient == skip->orient && skip->skip < 0xFFFF)
skip->skip++;
else
skip = &m;
}
}
if(hasmat&(0xF<<MAT_WATER))
{
loadcaustics(true);
preloadwatershaders(true);
loopi(4) if(hasmat&(1<<(MAT_WATER+i))) lookupmaterialslot(MAT_WATER+i);
}
if(hasmat&(0xF<<MAT_LAVA))
{
useshaderbyname("lava");
loopi(4) if(hasmat&(1<<(MAT_LAVA+i))) lookupmaterialslot(MAT_LAVA+i);
}
if(hasmat&(0xF<<MAT_GLASS))
{
preloadglassshaders(true);
loopi(4) if(hasmat&(1<<(MAT_GLASS+i))) lookupmaterialslot(MAT_GLASS+i);
}
}
VARP(showmat, 0, 1, 1);
static int sortdim[3];
static ivec sortorigin;
static inline bool editmatcmp(const materialsurface &x, const materialsurface &y)
{
int xdim = dimension(x.orient), ydim = dimension(y.orient);
loopi(3)
{
int dim = sortdim[i], xmin, xmax, ymin, ymax;
xmin = xmax = x.o[dim];
if(dim==C[xdim]) xmax += x.csize;
else if(dim==R[xdim]) xmax += x.rsize;
ymin = ymax = y.o[dim];
if(dim==C[ydim]) ymax += y.csize;
else if(dim==R[ydim]) ymax += y.rsize;
if(xmax > ymin && ymax > xmin) continue;
int c = sortorigin[dim];
if(c > xmin && c < xmax) return true;
if(c > ymin && c < ymax) return false;
xmin = abs(xmin - c);
xmax = abs(xmax - c);
ymin = abs(ymin - c);
ymax = abs(ymax - c);
if(max(xmin, xmax) <= min(ymin, ymax)) return true;
else if(max(ymin, ymax) <= min(xmin, xmax)) return false;
}
if(x.material < y.material) return true;
//if(x.material > y.material) return false;
return false;
}
static void sorteditmaterials()
{
sortorigin = ivec(camera1->o);
vec dir = vec(camdir).abs();
loopi(3) sortdim[i] = i;
if(dir[sortdim[2]] > dir[sortdim[1]]) swap(sortdim[2], sortdim[1]);
if(dir[sortdim[1]] > dir[sortdim[0]]) swap(sortdim[1], sortdim[0]);
if(dir[sortdim[2]] > dir[sortdim[1]]) swap(sortdim[2], sortdim[1]);
editsurfs.sort(editmatcmp);
}
static void rendermatgrid()
{
enablepolygonoffset(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
int lastmat = -1;
loopvrev(editsurfs)
{
materialsurface &m = editsurfs[i];
if(m.material != lastmat)
{
xtraverts += gle::end();
bvec color;
switch(m.material&~MATF_INDEX)
{
case MAT_WATER: color = bvec( 0, 0, 85); break; // blue
case MAT_CLIP: color = bvec(85, 0, 0); break; // red
case MAT_GLASS: color = bvec( 0, 85, 85); break; // cyan
case MAT_NOCLIP: color = bvec( 0, 85, 0); break; // green
case MAT_LAVA: color = bvec(85, 40, 0); break; // orange
case MAT_GAMECLIP: color = bvec(85, 85, 0); break; // yellow
case MAT_DEATH: color = bvec(40, 40, 40); break; // black
case MAT_NOGI: color = bvec(40, 30, 0); break; // brown
case MAT_ALPHA: color = bvec(85, 0, 85); break; // pink
default: continue;
}
gle::colorf(color.x*ldrscaleb, color.y*ldrscaleb, color.z*ldrscaleb);
lastmat = m.material;
}
drawmaterial(m, -0.1f);
}
xtraverts += gle::end();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
disablepolygonoffset(GL_POLYGON_OFFSET_LINE);
}
static float glassxscale = 0, glassyscale = 0;
static void drawglass(const materialsurface &m, float offset, const vec *normal = NULL)
{
if(gle::attribbuf.empty())
{
gle::defvertex();
if(normal) gle::defnormal();
gle::deftexcoord0();
gle::begin(GL_QUADS);
}
#define GENFACEORIENT(orient, v0, v1, v2, v3) \
case orient: v0 v1 v2 v3 break;
#undef GENFACEVERTX
#define GENFACEVERTX(orient, vert, mx,my,mz, sx,sy,sz) \
{ \
vec v(mx sx, my sy, mz sz); \
gle::attribf(v.x, v.y, v.z); \
GENFACENORMAL \
gle::attribf(glassxscale*v.y, -glassyscale*v.z); \
}
#undef GENFACEVERTY
#define GENFACEVERTY(orient, vert, mx,my,mz, sx,sy,sz) \
{ \
vec v(mx sx, my sy, mz sz); \
gle::attribf(v.x, v.y, v.z); \
GENFACENORMAL \
gle::attribf(glassxscale*v.x, -glassyscale*v.z); \
}
#undef GENFACEVERTZ
#define GENFACEVERTZ(orient, vert, mx,my,mz, sx,sy,sz) \
{ \
vec v(mx sx, my sy, mz sz); \
gle::attribf(v.x, v.y, v.z); \
GENFACENORMAL \
gle::attribf(glassxscale*v.x, glassyscale*v.y); \
}
#define GENFACENORMAL gle::attribf(n.x, n.y, n.z);
float x = m.o.x, y = m.o.y, z = m.o.z, csize = m.csize, rsize = m.rsize;
if(normal)
{
vec n = *normal;
switch(m.orient) { GENFACEVERTS(x, x, y, y, z, z, /**/, + csize, /**/, + rsize, + offset, - offset) }
}
#undef GENFACENORMAL
#define GENFACENORMAL
else switch(m.orient) { GENFACEVERTS(x, x, y, y, z, z, /**/, + csize, /**/, + rsize, + offset, - offset) }
#undef GENFACENORMAL
#undef GENFACEORIENT
#undef GENFACEVERTX
#define GENFACEVERTX(o,n, x,y,z, xv,yv,zv) GENFACEVERT(o,n, x,y,z, xv,yv,zv)
#undef GENFACEVERTY
#define GENFACEVERTY(o,n, x,y,z, xv,yv,zv) GENFACEVERT(o,n, x,y,z, xv,yv,zv)
#undef GENFACEVERTZ
#define GENFACEVERTZ(o,n, x,y,z, xv,yv,zv) GENFACEVERT(o,n, x,y,z, xv,yv,zv)
}
float matliquidsx1 = -1, matliquidsy1 = -1, matliquidsx2 = 1, matliquidsy2 = 1;
float matsolidsx1 = -1, matsolidsy1 = -1, matsolidsx2 = 1, matsolidsy2 = 1;
float matrefractsx1 = -1, matrefractsy1 = -1, matrefractsx2 = 1, matrefractsy2 = 1;
uint matliquidtiles[LIGHTTILE_MAXH], matsolidtiles[LIGHTTILE_MAXH];
int findmaterials()
{
editsurfs.setsize(0);
loopi(4)
{
glasssurfs[i].setsize(0);
watersurfs[i].setsize(0);
waterfallsurfs[i].setsize(0);
lavasurfs[i].setsize(0);
lavafallsurfs[i].setsize(0);
}
matliquidsx1 = matliquidsy1 = matsolidsx1 = matsolidsy1 = matrefractsx1 = matrefractsy1 = 1;
matliquidsx2 = matliquidsy2 = matsolidsx2 = matsolidsy2 = matrefractsx2 = matrefractsy2 = -1;
memset(matliquidtiles, 0, sizeof(matliquidtiles));
memset(matsolidtiles, 0, sizeof(matsolidtiles));
int hasmats = 0;
for(vtxarray *va = visibleva; va; va = va->next)
{
if(!va->matsurfs || va->occluded >= OCCLUDE_BB || va->curvfc >= VFC_FOGGED) continue;
if(editmode && showmat && !drawtex)
{
loopi(va->matsurfs) editsurfs.add(va->matbuf[i]);
continue;
}
float sx1, sy1, sx2, sy2;
if(va->lavamin.x <= va->lavamax.x && calcbbscissor(va->lavamin, va->lavamax, sx1, sy1, sx2, sy2))
{
matliquidsx1 = min(matliquidsx1, sx1);
matliquidsy1 = min(matliquidsy1, sy1);
matliquidsx2 = max(matliquidsx2, sx2);
matliquidsy2 = max(matliquidsy2, sy2);
masktiles(matliquidtiles, sx1, sy1, sx2, sy2);
loopi(va->matsurfs)
{
materialsurface &m = va->matbuf[i];
if((m.material&MATF_VOLUME) != MAT_LAVA || m.visible == MATSURF_EDIT_ONLY) { i += m.skip; continue; }
hasmats |= 1;
if(m.orient == O_TOP) lavasurfs[m.material&MATF_INDEX].put(&m, 1+int(m.skip));
else lavafallsurfs[m.material&MATF_INDEX].put(&m, 1+int(m.skip));
i += m.skip;
}
}
if(va->watermin.x <= va->watermax.x && calcbbscissor(va->watermin, va->watermax, sx1, sy1, sx2, sy2))
{
matliquidsx1 = min(matliquidsx1, sx1);
matliquidsy1 = min(matliquidsy1, sy1);
matliquidsx2 = max(matliquidsx2, sx2);
matliquidsy2 = max(matliquidsy2, sy2);
masktiles(matliquidtiles, sx1, sy1, sx2, sy2);
matrefractsx1 = min(matrefractsx1, sx1);
matrefractsy1 = min(matrefractsy1, sy1);
matrefractsx2 = max(matrefractsx2, sx2);
matrefractsy2 = max(matrefractsy2, sy2);
loopi(va->matsurfs)
{
materialsurface &m = va->matbuf[i];
if((m.material&MATF_VOLUME) != MAT_WATER || m.visible == MATSURF_EDIT_ONLY) { i += m.skip; continue; }
hasmats |= 4|1;
if(m.orient == O_TOP) watersurfs[m.material&MATF_INDEX].put(&m, 1+int(m.skip));
else waterfallsurfs[m.material&MATF_INDEX].put(&m, 1+int(m.skip));
i += m.skip;
}
}
if(drawtex != DRAWTEX_ENVMAP && va->glassmin.x <= va->glassmax.x && calcbbscissor(va->glassmin, va->glassmax, sx1, sy1, sx2, sy2))
{
matsolidsx1 = min(matsolidsx1, sx1);
matsolidsy1 = min(matsolidsy1, sy1);
matsolidsx2 = max(matsolidsx2, sx2);
matsolidsy2 = max(matsolidsy2, sy2);
masktiles(matsolidtiles, sx1, sy1, sx2, sy2);
matrefractsx1 = min(matrefractsx1, sx1);
matrefractsy1 = min(matrefractsy1, sy1);
matrefractsx2 = max(matrefractsx2, sx2);
matrefractsy2 = max(matrefractsy2, sy2);
loopi(va->matsurfs)
{
materialsurface &m = va->matbuf[i];
if((m.material&MATF_VOLUME) != MAT_GLASS) { i += m.skip; continue; }
hasmats |= 4|2;
glasssurfs[m.material&MATF_INDEX].put(&m, 1+int(m.skip));
i += m.skip;
}
}
}
return hasmats;
}
void rendermaterialmask()
{
glDisable(GL_CULL_FACE);
loopk(4) { vector<materialsurface> &surfs = glasssurfs[k]; loopv(surfs) drawmaterial(surfs[i], 0.1f); }
loopk(4) { vector<materialsurface> &surfs = watersurfs[k]; loopv(surfs) drawmaterial(surfs[i], WATER_OFFSET); }
loopk(4) { vector<materialsurface> &surfs = waterfallsurfs[k]; loopv(surfs) drawmaterial(surfs[i], 0.1f); }
xtraverts += gle::end();
glEnable(GL_CULL_FACE);
}
extern const vec matnormals[6] =
{
vec(-1, 0, 0),
vec( 1, 0, 0),
vec(0, -1, 0),
vec(0, 1, 0),
vec(0, 0, -1),
vec(0, 0, 1)
};
#define GLASSVARS(name) \
CVAR0R(name##colour, 0xB0D8FF); \
FVARR(name##refract, 0, 0.1f, 1e3f); \
VARR(name##spec, 0, 150, 200);
GLASSVARS(glass)
GLASSVARS(glass2)
GLASSVARS(glass3)
GLASSVARS(glass4)
GETMATIDXVAR(glass, colour, const bvec &)
GETMATIDXVAR(glass, refract, float)
GETMATIDXVAR(glass, spec, int)
VARFP(glassenv, 0, 1, 1, preloadglassshaders());
static void renderglass()
{
loopk(4)
{
vector<materialsurface> &surfs = glasssurfs[k];
if(surfs.empty()) continue;
MatSlot &gslot = lookupmaterialslot(MAT_GLASS+k);
Texture *tex = gslot.sts.inrange(0) ? gslot.sts[0].t : notexture;
glassxscale = TEX_SCALE/(tex->xs*gslot.scale);
glassyscale = TEX_SCALE/(tex->ys*gslot.scale);
glActiveTexture_(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex->id);
glActiveTexture_(GL_TEXTURE0);
float refractscale = (0.5f/255)/ldrscale;
const bvec &col = getglasscolour(k);
float refract = getglassrefract(k);
int spec = getglassspec(k);
GLOBALPARAMF(glassrefract, col.x*refractscale, col.y*refractscale, col.z*refractscale, refract*viewh);
GLOBALPARAMF(glassspec, spec/100.0f);
short envmap = EMID_NONE;
if(!glassenv) SETSHADER(glass);
loopv(surfs)
{
materialsurface &m = surfs[i];
if(m.envmap != envmap && glassenv)
{
xtraverts += gle::end();
if(m.envmap != EMID_NONE && glassenv) SETSHADER(glassenv);
else SETSHADER(glass);
glBindTexture(GL_TEXTURE_CUBE_MAP, lookupenvmap(m.envmap));
envmap = m.envmap;
}
drawglass(m, 0.1f, &matnormals[m.orient]);
}
xtraverts += gle::end();
}
}
void renderliquidmaterials()
{
glDisable(GL_CULL_FACE);
renderlava();
renderwater();
renderwaterfalls();
glEnable(GL_CULL_FACE);
}
void rendersolidmaterials()
{
glDisable(GL_CULL_FACE);
renderglass();
glEnable(GL_CULL_FACE);
}
void rendereditmaterials()
{
if(editsurfs.empty()) return;
sorteditmaterials();
glDisable(GL_CULL_FACE);
zerofogcolor();
foggednotextureshader->set();
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glEnable(GL_BLEND);
int lastmat = -1;
loopv(editsurfs)
{
const materialsurface &m = editsurfs[i];
if(lastmat!=m.material)
{
xtraverts += gle::end();
bvec color;
switch(m.material&~MATF_INDEX)
{
case MAT_WATER: color = bvec(255, 128, 0); break; // blue
case MAT_CLIP: color = bvec( 0, 255, 255); break; // red
case MAT_GLASS: color = bvec(255, 0, 0); break; // cyan
case MAT_NOCLIP: color = bvec(255, 0, 255); break; // green
case MAT_LAVA: color = bvec( 0, 128, 255); break; // orange
case MAT_GAMECLIP: color = bvec( 0, 0, 255); break; // yellow
case MAT_DEATH: color = bvec(192, 192, 192); break; // black
case MAT_NOGI: color = bvec(128, 160, 255); break; // brown
case MAT_ALPHA: color = bvec( 0, 255, 0); break; // pink
default: continue;
}
gle::color(color);
lastmat = m.material;
}
drawmaterial(m, -0.1f);
}
xtraverts += gle::end();
glDisable(GL_BLEND);
resetfogcolor();
rendermatgrid();
glEnable(GL_CULL_FACE);
}
void renderminimapmaterials()
{
glDisable(GL_CULL_FACE);
renderlava();
renderwater();
glEnable(GL_CULL_FACE);
}