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#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 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(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);
}
void setupmaterials(int start, int len)
{
int hasmat = 0;
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) 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;
}
}
}
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);
vec dir;
vecfromyawpitch(camera1->yaw, 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 = visibleva; va; va = va->next)
{
if(!va->matsurfs || va->occluded >= OCCLUDE_BB) continue;
loopi(va->matsurfs)
{
materialsurface &m = va->matbuf[i];
if(!editmode || !showmat || drawtex)
{
int matvol = m.material&MATF_VOLUME;
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
}
}
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;
bool depth = true, blended = false;
ushort envmapped = EMID_NONE;
GLOBALPARAM(camera, camera1->o);
if(editmode && showmat && !drawtex)
{
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glEnable(GL_BLEND); blended = true;
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();
}
if(lastorient >= 0) changematerial(lastmat, lastorient);
if(!depth) glDepthMask(GL_TRUE);
if(blended) glDisable(GL_BLEND);
extern int wireframe;
if(editmode && showmat && !drawtex && !wireframe)
{
rendermatgrid(vismats);
}
glEnable(GL_CULL_FACE);
}
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