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authorxolatile2025-07-16 23:07:43 +0200
committerxolatile2025-07-16 23:07:43 +0200
commit7256502afa0babe60fcafbd2888cd3e33c3f9b6b (patch)
tree8a8495662a69bdadc4b5d9152656b9f02a44d668 /src/engine/material.cpp
parentbc596ac9d4cdd00abf537b88d3c544be161330cc (diff)
downloadxolatile-badassbug-7256502afa0babe60fcafbd2888cd3e33c3f9b6b.tar.xz
xolatile-badassbug-7256502afa0babe60fcafbd2888cd3e33c3f9b6b.tar.zst
Source code, broken...
Diffstat (limited to 'src/engine/material.cpp')
-rw-r--r--src/engine/material.cpp886
1 files changed, 886 insertions, 0 deletions
diff --git a/src/engine/material.cpp b/src/engine/material.cpp
new file mode 100644
index 0000000..59f47f8
--- /dev/null
+++ b/src/engine/material.cpp
@@ -0,0 +1,886 @@
+#include "engine.h"
+
+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 flags, int z, materialsurface *&matbuf)
+ {
+ if(filled == 0xF) genmatsurf(mat, orient, flags, x, y, z, size, matbuf);
+ else if(filled)
+ {
+ int csize = size>>1;
+ loopi(4) if(filled & (1 << i))
+ genmatsurf(mat, orient, flags, i&1 ? x+csize : x, i&2 ? y+csize : y, z, csize, matbuf);
+ }
+ loopi(4) if(child[i]) child[i]->genmatsurfs(mat, orient, flags, z, matbuf);
+ }
+};
+
+static float wfwave;
+
+static const bvec4 matnormals[6] =
+{
+ bvec4(0x80, 0, 0),
+ bvec4(0x7F, 0, 0),
+ bvec4(0, 0x80, 0),
+ bvec4(0, 0x7F, 0),
+ bvec4(0, 0, 0x80),
+ bvec4(0, 0, 0x7F)
+};
+
+static void renderwaterfall(const materialsurface &m, float offset)
+{
+ if(gle::attribbuf.empty())
+ {
+ gle::defvertex();
+ gle::defnormal(4, GL_BYTE);
+ gle::begin(GL_QUADS);
+ }
+ float x = m.o.x, y = m.o.y, zmin = m.o.z, zmax = zmin;
+ if(m.ends&1) zmin += -WATER_OFFSET-WATER_AMPLITUDE;
+ if(m.ends&2) zmax += wfwave;
+ int 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); \
+ gle::attrib(matnormals[orient]); \
+ }
+ GENFACEVERTSXY(x, x, y, y, zmin, zmax, /**/, + csize, /**/, + rsize, + offset, - offset)
+ #undef GENFACEORIENT
+ #undef GENFACEVERT
+ }
+}
+
+static void drawmaterial(const materialsurface &m, float offset, const bvec4 &color)
+{
+ if(gle::attribbuf.empty())
+ {
+ gle::defvertex();
+ gle::defcolor(4, GL_UNSIGNED_BYTE);
+ 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); \
+ gle::attrib(color); \
+ }
+ 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},
+ {"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_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;
+}
+
+int visiblematerial(const cube &c, int orient, const ivec &co, int size, ushort matmask)
+{
+ 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_ALPHA };
+ loopj(sizeof(matmasks)/sizeof(matmasks[0]))
+ {
+ int 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 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);
+}
+
+struct waterinfo
+{
+ materialsurface *m;
+ double depth, area;
+};
+
+void setupmaterials(int start, int len)
+{
+ int hasmat = 0;
+ vector<waterinfo> water;
+ unionfind uf;
+ 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(matvol==MAT_WATER && m.orient==O_TOP)
+ {
+ m.index = water.length();
+ loopvk(water)
+ {
+ materialsurface &n = *water[k].m;
+ if(m.material!=n.material || m.o.z!=n.o.z) continue;
+ if(n.o.x+n.rsize==m.o.x || m.o.x+m.rsize==n.o.x)
+ {
+ if(n.o.y+n.csize>m.o.y && n.o.y<m.o.y+m.csize) uf.unite(m.index, n.index);
+ }
+ else if(n.o.y+n.csize==m.o.y || m.o.y+m.csize==n.o.y)
+ {
+ if(n.o.x+n.rsize>m.o.x && n.o.x<m.o.x+m.rsize) uf.unite(m.index, n.index);
+ }
+ }
+ waterinfo &wi = water.add();
+ wi.m = &m;
+ vec center(m.o.x+m.rsize/2, m.o.y+m.csize/2, m.o.z-WATER_OFFSET);
+ m.light = brightestlight(center, vec(0, 0, 1));
+ float depth = raycube(center, vec(0, 0, -1), 10000);
+ wi.depth = double(depth)*m.rsize*m.csize;
+ wi.area = m.rsize*m.csize;
+ }
+ else 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;
+ }
+ }
+ loopv(water)
+ {
+ int root = uf.find(i);
+ if(i==root) continue;
+ materialsurface &m = *water[i].m, &n = *water[root].m;
+ if(m.light && (!m.light->attr1 || !n.light || (n.light->attr1 && m.light->attr1 > n.light->attr1))) n.light = m.light;
+ water[root].depth += water[i].depth;
+ water[root].area += water[i].area;
+ }
+ loopv(water)
+ {
+ int root = uf.find(i);
+ water[i].m->light = water[root].m->light;
+ water[i].m->depth = (short)(water[root].depth/water[root].area);
+ }
+ 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");
+ useshaderbyname("lavaglare");
+ loopi(4) if(hasmat&(1<<(MAT_LAVA+i))) lookupmaterialslot(MAT_LAVA+i);
+ }
+ if(hasmat&(0xF<<MAT_GLASS)) useshaderbyname("glass");
+}
+
+VARP(showmat, 0, 1, 1);
+
+static int sortdim[3];
+static ivec sortorigin;
+static bool sortedit;
+
+static inline bool vismatcmp(const materialsurface *xm, const materialsurface *ym)
+{
+ const materialsurface &x = *xm, &y = *ym;
+ if(!sortedit)
+ {
+ if((x.material&MATF_VOLUME) == MAT_LAVA) { if((y.material&MATF_VOLUME) != MAT_LAVA) return true; }
+ else if((y.material&MATF_VOLUME) == MAT_LAVA) return false;
+ }
+ 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 sortedit;
+ if(c > ymin && c < ymax) return !sortedit;
+ xmin = abs(xmin - c);
+ xmax = abs(xmax - c);
+ ymin = abs(ymin - c);
+ ymax = abs(ymax - c);
+ if(max(xmin, xmax) <= min(ymin, ymax)) return sortedit;
+ else if(max(ymin, ymax) <= min(xmin, xmax)) return !sortedit;
+ }
+ if(x.material < y.material) return sortedit;
+ if(x.material > y.material) return !sortedit;
+ return false;
+}
+
+void sortmaterials(vector<materialsurface *> &vismats)
+{
+ sortorigin = ivec(camera1->o);
+ if(reflecting) sortorigin.z = int(reflectz - (camera1->o.z - reflectz));
+ vec dir;
+ vecfromyawpitch(camera1->yaw, reflecting ? -camera1->pitch : camera1->pitch, 1, 0, dir);
+ loopi(3) { dir[i] = fabs(dir[i]); 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]);
+
+ for(vtxarray *va = reflecting ? reflectedva : visibleva; va; va = reflecting ? va->rnext : va->next)
+ {
+ if(!va->matsurfs || va->occluded >= OCCLUDE_BB) continue;
+ if(reflecting || refracting>0 ? va->o.z+va->size <= reflectz : va->o.z >= reflectz) continue;
+ loopi(va->matsurfs)
+ {
+ materialsurface &m = va->matbuf[i];
+ if(!editmode || !showmat || drawtex)
+ {
+ int matvol = m.material&MATF_VOLUME;
+ if(matvol==MAT_WATER && (m.orient==O_TOP || (refracting<0 && reflectz>worldsize))) { i += m.skip; continue; }
+ if(m.visible == MATSURF_EDIT_ONLY) { i += m.skip; continue; }
+ if(glaring && matvol!=MAT_LAVA) { i += m.skip; continue; }
+ }
+ else if(glaring) continue;
+ vismats.add(&m);
+ }
+ }
+ sortedit = editmode && showmat && !drawtex;
+ vismats.sort(vismatcmp);
+}
+
+void rendermatgrid(vector<materialsurface *> &vismats)
+{
+ enablepolygonoffset(GL_POLYGON_OFFSET_LINE);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ int lastmat = -1;
+ bvec4 color(0, 0, 0, 0);
+ loopvrev(vismats)
+ {
+ materialsurface &m = *vismats[i];
+ if(m.material != lastmat)
+ {
+ switch(m.material&~MATF_INDEX)
+ {
+ case MAT_WATER: color = bvec4( 0, 0, 85, 255); break; // blue
+ case MAT_CLIP: color = bvec4(85, 0, 0, 255); break; // red
+ case MAT_GLASS: color = bvec4( 0, 85, 85, 255); break; // cyan
+ case MAT_NOCLIP: color = bvec4( 0, 85, 0, 255); break; // green
+ case MAT_LAVA: color = bvec4(85, 40, 0, 255); break; // orange
+ case MAT_GAMECLIP: color = bvec4(85, 85, 0, 255); break; // yellow
+ case MAT_DEATH: color = bvec4(40, 40, 40, 255); break; // black
+ case MAT_ALPHA: color = bvec4(85, 0, 85, 255); break; // pink
+ default: continue;
+ }
+ lastmat = m.material;
+ }
+ drawmaterial(m, -0.1f, color);
+ }
+ xtraverts += gle::end();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ disablepolygonoffset(GL_POLYGON_OFFSET_LINE);
+}
+
+#define GLASSVARS(name) \
+ bvec name##color(0x20, 0x80, 0xC0); \
+ HVARFR(name##colour, 0, 0x2080C0, 0xFFFFFF, \
+ { \
+ if(!name##colour) name##colour = 0x2080C0; \
+ name##color = bvec((name##colour>>16)&0xFF, (name##colour>>8)&0xFF, name##colour&0xFF); \
+ });
+
+GLASSVARS(glass)
+GLASSVARS(glass2)
+GLASSVARS(glass3)
+GLASSVARS(glass4)
+
+GETMATIDXVAR(glass, colour, int)
+GETMATIDXVAR(glass, color, const bvec &)
+
+VARP(glassenv, 0, 1, 1);
+
+static void drawglass(const materialsurface &m, float offset)
+{
+ if(gle::attribbuf.empty())
+ {
+ gle::defvertex();
+ gle::defnormal(4, GL_BYTE);
+ 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); \
+ gle::attrib(matnormals[orient]); \
+ }
+ GENFACEVERTS(x, x, y, y, z, z, /**/, + csize, /**/, + rsize, + offset, - offset)
+ #undef GENFACEORIENT
+ #undef GENFACEVERT
+ }
+}
+
+VARFP(waterfallenv, 0, 1, 1, preloadwatershaders());
+
+static inline void changematerial(int mat, int orient)
+{
+ switch(mat&~MATF_INDEX)
+ {
+ case MAT_LAVA:
+ if(orient==O_TOP) flushlava();
+ else xtraverts += gle::end();
+ break;
+ default:
+ xtraverts += gle::end();
+ break;
+ }
+}
+
+void rendermaterials()
+{
+ vector<materialsurface *> vismats;
+ sortmaterials(vismats);
+ if(vismats.empty()) return;
+
+ glDisable(GL_CULL_FACE);
+
+ MSlot *mslot = NULL;
+ int lastorient = -1, lastmat = -1, usedwaterfall = -1;
+ bool depth = true, blended = false;
+ ushort envmapped = EMID_NONE;
+
+ GLOBALPARAM(camera, camera1->o);
+
+ int lastfogtype = 1;
+ if(editmode && showmat && !drawtex)
+ {
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ glEnable(GL_BLEND); blended = true;
+ foggednotextureshader->set();
+ zerofogcolor(); lastfogtype = 0;
+ bvec4 color(0, 0, 0, 0);
+ loopv(vismats)
+ {
+ const materialsurface &m = *vismats[i];
+ if(lastmat!=m.material)
+ {
+ switch(m.material&~MATF_INDEX)
+ {
+ case MAT_WATER: color = bvec4(255, 128, 0, 255); break; // blue
+ case MAT_CLIP: color = bvec4( 0, 255, 255, 255); break; // red
+ case MAT_GLASS: color = bvec4(255, 0, 0, 255); break; // cyan
+ case MAT_NOCLIP: color = bvec4(255, 0, 255, 255); break; // green
+ case MAT_LAVA: color = bvec4( 0, 128, 255, 255); break; // orange
+ case MAT_GAMECLIP: color = bvec4( 0, 0, 255, 255); break; // yellow
+ case MAT_DEATH: color = bvec4(192, 192, 192, 255); break; // black
+ case MAT_ALPHA: color = bvec4( 0, 255, 0, 255); break; // pink
+ default: continue;
+ }
+ lastmat = m.material;
+ }
+ drawmaterial(m, -0.1f, color);
+ }
+ xtraverts += gle::end();
+ }
+ else loopv(vismats)
+ {
+ const materialsurface &m = *vismats[i];
+ int matvol = m.material&~MATF_INDEX;
+ if(lastmat!=m.material || lastorient!=m.orient || (matvol==MAT_GLASS && envmapped && m.envmap != envmapped))
+ {
+ int fogtype = lastfogtype;
+ switch(matvol)
+ {
+ case MAT_WATER:
+ if(m.orient == O_TOP) continue;
+ if(lastmat == m.material) break;
+ mslot = &lookupmaterialslot(m.material, false);
+ if(!mslot->loaded || !mslot->sts.inrange(1)) continue;
+ else
+ {
+ changematerial(lastmat, lastorient);
+ glBindTexture(GL_TEXTURE_2D, mslot->sts[1].t->id);
+
+ bvec wfcol = getwaterfallcolor(m.material);
+ if(wfcol.iszero()) wfcol = getwatercolor(m.material);
+ gle::color(wfcol, 192);
+
+ int wfog = getwaterfog(m.material);
+ if(!wfog && !waterfallenv)
+ {
+ foggednotextureshader->set();
+ fogtype = 1;
+ if(blended) { glDisable(GL_BLEND); blended = false; }
+ if(!depth) { glDepthMask(GL_TRUE); depth = true; }
+ }
+ else if((!waterfallrefract || reflecting || refracting) && !waterfallenv)
+ {
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
+ SETSHADER(waterfall);
+ fogtype = 0;
+ if(!blended) { glEnable(GL_BLEND); blended = true; }
+ if(depth) { glDepthMask(GL_FALSE); depth = false; }
+ }
+ else
+ {
+ fogtype = 1;
+
+ if(waterfallrefract && wfog && !reflecting && !refracting)
+ {
+ if(waterfallenv) SETSHADER(waterfallenvrefract);
+ else SETSHADER(waterfallrefract);
+ if(blended) { glDisable(GL_BLEND); blended = false; }
+ if(!depth) { glDepthMask(GL_TRUE); depth = true; }
+ }
+ else
+ {
+ SETSHADER(waterfallenv);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if(wfog)
+ {
+ if(!blended) { glEnable(GL_BLEND); blended = true; }
+ if(depth) { glDepthMask(GL_FALSE); depth = false; }
+ }
+ else
+ {
+ if(blended) { glDisable(GL_BLEND); blended = false; }
+ if(!depth) { glDepthMask(GL_TRUE); depth = true; }
+ }
+ }
+
+ if(usedwaterfall != m.material)
+ {
+ Texture *dudv = mslot->sts.inrange(5) ? mslot->sts[5].t : notexture;
+ float scale = TEX_SCALE/(dudv->ys*mslot->scale);
+ LOCALPARAMF(dudvoffset, 0, scale*16*lastmillis/1000.0f);
+
+ glActiveTexture_(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, mslot->sts.inrange(4) ? mslot->sts[4].t->id : notexture->id);
+ glActiveTexture_(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, mslot->sts.inrange(5) ? mslot->sts[5].t->id : notexture->id);
+ if(waterfallenv)
+ {
+ glActiveTexture_(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, lookupenvmap(*mslot));
+ }
+ if(waterfallrefract && (!reflecting || !refracting) && usedwaterfall < 0)
+ {
+ glActiveTexture_(GL_TEXTURE4);
+ extern void setupwaterfallrefract();
+ setupwaterfallrefract();
+ }
+ glActiveTexture_(GL_TEXTURE0);
+
+ usedwaterfall = m.material;
+ }
+ }
+ float angle = fmod(float(lastmillis/600.0f/(2*M_PI)), 1.0f),
+ s = angle - int(angle) - 0.5f;
+ s *= 8 - fabs(s)*16;
+ wfwave = vertwater ? WATER_AMPLITUDE*s-WATER_OFFSET : -WATER_OFFSET;
+ float scroll = 16.0f*lastmillis/1000.0f;
+ float xscale = TEX_SCALE/(mslot->sts[1].t->xs*mslot->scale);
+ float yscale = -TEX_SCALE/(mslot->sts[1].t->ys*mslot->scale);
+ LOCALPARAMF(waterfalltexgen, xscale, yscale, 0.0f, scroll);
+ }
+ break;
+
+ case MAT_LAVA:
+ if(lastmat==m.material && lastorient!=O_TOP && m.orient!=O_TOP) break;
+ mslot = &lookupmaterialslot(m.material, false);
+ if(!mslot->loaded) continue;
+ else
+ {
+ int subslot = m.orient==O_TOP ? 0 : 1;
+ if(!mslot->sts.inrange(subslot)) continue;
+ changematerial(lastmat, lastorient);
+ glBindTexture(GL_TEXTURE_2D, mslot->sts[subslot].t->id);
+ }
+ if(lastmat!=m.material)
+ {
+ if(!depth) { glDepthMask(GL_TRUE); depth = true; }
+ if(blended) { glDisable(GL_BLEND); blended = false; }
+ float t = lastmillis/2000.0f;
+ t -= floor(t);
+ t = 1.0f - 2*fabs(t-0.5f);
+ extern int glare;
+ if(glare) t = 0.625f + 0.075f*t;
+ else t = 0.5f + 0.5f*t;
+ gle::colorf(t, t, t);
+ if(glaring) SETSHADER(lavaglare); else SETSHADER(lava);
+ fogtype = 1;
+ }
+ if(m.orient!=O_TOP)
+ {
+ float angle = fmod(float(lastmillis/2000.0f/(2*M_PI)), 1.0f),
+ s = angle - int(angle) - 0.5f;
+ s *= 8 - fabs(s)*16;
+ wfwave = vertwater ? WATER_AMPLITUDE*s-WATER_OFFSET : -WATER_OFFSET;
+ float scroll = 16.0f*lastmillis/3000.0f;
+ float xscale = TEX_SCALE/(mslot->sts[1].t->xs*mslot->scale);
+ float yscale = -TEX_SCALE/(mslot->sts[1].t->ys*mslot->scale);
+ LOCALPARAMF(lavatexgen, xscale, yscale, 0.0f, scroll);
+ }
+ else setuplava(mslot->sts[0].t, mslot->scale);
+ break;
+
+ case MAT_GLASS:
+ if((m.envmap==EMID_NONE || !glassenv || envmapped==m.envmap) && lastmat==m.material) break;
+ changematerial(lastmat, lastorient);
+ if(m.envmap!=EMID_NONE && glassenv && envmapped!=m.envmap)
+ {
+ glBindTexture(GL_TEXTURE_CUBE_MAP, lookupenvmap(m.envmap));
+ envmapped = m.envmap;
+ }
+ if(lastmat!=m.material)
+ {
+ if(!blended) { glEnable(GL_BLEND); blended = true; }
+ if(depth) { glDepthMask(GL_FALSE); depth = false; }
+ const bvec &gcol = getglasscolor(m.material);
+ if(m.envmap!=EMID_NONE && glassenv)
+ {
+ glBlendFunc(GL_ONE, GL_SRC_ALPHA);
+ gle::color(gcol);
+ SETSHADER(glass);
+ }
+ else
+ {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ gle::color(gcol, 40);
+ foggednotextureshader->set();
+ fogtype = 1;
+ }
+ }
+ break;
+
+ default: continue;
+ }
+ lastmat = m.material;
+ lastorient = m.orient;
+ if(fogtype!=lastfogtype)
+ {
+ if(fogtype) resetfogcolor();
+ else zerofogcolor();
+ lastfogtype = fogtype;
+ }
+ }
+ switch(matvol)
+ {
+ case MAT_WATER:
+ renderwaterfall(m, 0.1f);
+ break;
+
+ case MAT_LAVA:
+ if(m.orient==O_TOP) renderlava(m);
+ else renderwaterfall(m, 0.1f);
+ break;
+
+ case MAT_GLASS:
+ drawglass(m, 0.1f);
+ break;
+ }
+ }
+
+ if(lastorient >= 0) changematerial(lastmat, lastorient);
+
+ if(!depth) glDepthMask(GL_TRUE);
+ if(blended) glDisable(GL_BLEND);
+ if(!lastfogtype) resetfogcolor();
+ extern int wireframe;
+ if(editmode && showmat && !drawtex && !wireframe)
+ {
+ foggednotextureshader->set();
+ rendermatgrid(vismats);
+ }
+
+ glEnable(GL_CULL_FACE);
+}
+