diff options
-rw-r--r-- | Makefile.am | 4 | ||||
-rw-r--r-- | Makefile.in | 54 | ||||
-rw-r--r-- | init.c | 33 | ||||
-rw-r--r-- | level.c | 76 | ||||
-rw-r--r-- | light.c | 45 | ||||
-rw-r--r-- | player.c | 34 | ||||
-rw-r--r-- | render.c | 173 | ||||
-rw-r--r-- | texture.c | 4 | ||||
-rw-r--r-- | zoom/level.h | 17 | ||||
-rw-r--r-- | zoom/light.h | 23 | ||||
-rw-r--r-- | zoom/render.h | 7 | ||||
-rw-r--r-- | zoom/types.h | 15 |
12 files changed, 340 insertions, 145 deletions
diff --git a/Makefile.am b/Makefile.am index b47b9fc..23da8c4 100644 --- a/Makefile.am +++ b/Makefile.am @@ -1,5 +1,5 @@ lib_LTLIBRARIES = libzoom.la -libzoom_la_SOURCES = init.c level.c player.c render.c texture.c +libzoom_la_SOURCES = init.c level.c player.c render.c texture.c light.c libzoom_la_CFLAGS = @GL_CFLAGS@ @GLU_CFLAGS@ libzoom_la_LIBADD = @GL_LIBS@ @GLU_LIBS@ -nobase_include_HEADERS = zoom/types.h zoom/init.h zoom/level.h zoom/player.h zoom/render.h zoom/texture.h +nobase_include_HEADERS = zoom/types.h zoom/init.h zoom/level.h zoom/player.h zoom/render.h zoom/texture.h zoom/light.h diff --git a/Makefile.in b/Makefile.in index e628b78..5799043 100644 --- a/Makefile.in +++ b/Makefile.in @@ -69,6 +69,7 @@ GLU_CFLAGS = @GLU_CFLAGS@ GLU_LIBS = @GLU_LIBS@ GL_CFLAGS = @GL_CFLAGS@ GL_LIBS = @GL_LIBS@ +GREP = @GREP@ INSTALL_DATA = @INSTALL_DATA@ INSTALL_PROGRAM = @INSTALL_PROGRAM@ INSTALL_SCRIPT = @INSTALL_SCRIPT@ @@ -99,12 +100,10 @@ SET_MAKE = @SET_MAKE@ SHELL = @SHELL@ STRIP = @STRIP@ VERSION = @VERSION@ -ac_ct_AR = @ac_ct_AR@ +XMKMF = @XMKMF@ ac_ct_CC = @ac_ct_CC@ ac_ct_CXX = @ac_ct_CXX@ ac_ct_F77 = @ac_ct_F77@ -ac_ct_RANLIB = @ac_ct_RANLIB@ -ac_ct_STRIP = @ac_ct_STRIP@ acx_pthread_config = @acx_pthread_config@ am__fastdepCC_FALSE = @am__fastdepCC_FALSE@ am__fastdepCC_TRUE = @am__fastdepCC_TRUE@ @@ -120,31 +119,38 @@ build_cpu = @build_cpu@ build_os = @build_os@ build_vendor = @build_vendor@ datadir = @datadir@ +datarootdir = @datarootdir@ +docdir = @docdir@ +dvidir = @dvidir@ exec_prefix = @exec_prefix@ host = @host@ host_alias = @host_alias@ host_cpu = @host_cpu@ host_os = @host_os@ host_vendor = @host_vendor@ +htmldir = @htmldir@ includedir = @includedir@ infodir = @infodir@ install_sh = @install_sh@ libdir = @libdir@ libexecdir = @libexecdir@ +localedir = @localedir@ localstatedir = @localstatedir@ mandir = @mandir@ oldincludedir = @oldincludedir@ +pdfdir = @pdfdir@ prefix = @prefix@ program_transform_name = @program_transform_name@ +psdir = @psdir@ sbindir = @sbindir@ sharedstatedir = @sharedstatedir@ sysconfdir = @sysconfdir@ target_alias = @target_alias@ lib_LTLIBRARIES = libzoom.la -libzoom_la_SOURCES = init.c level.c player.c render.c texture.c +libzoom_la_SOURCES = init.c level.c player.c render.c texture.c light.c libzoom_la_CFLAGS = @GL_CFLAGS@ @GLU_CFLAGS@ libzoom_la_LIBADD = @GL_LIBS@ @GLU_LIBS@ -nobase_include_HEADERS = zoom/types.h zoom/init.h zoom/level.h zoom/player.h zoom/render.h zoom/texture.h +nobase_include_HEADERS = zoom/types.h zoom/init.h zoom/level.h zoom/player.h zoom/render.h zoom/texture.h zoom/light.h subdir = . ACLOCAL_M4 = $(top_srcdir)/aclocal.m4 mkinstalldirs = $(SHELL) $(top_srcdir)/mkinstalldirs @@ -155,7 +161,8 @@ LTLIBRARIES = $(lib_LTLIBRARIES) libzoom_la_LDFLAGS = libzoom_la_DEPENDENCIES = am_libzoom_la_OBJECTS = libzoom_la-init.lo libzoom_la-level.lo \ - libzoom_la-player.lo libzoom_la-render.lo libzoom_la-texture.lo + libzoom_la-player.lo libzoom_la-render.lo libzoom_la-texture.lo \ + libzoom_la-light.lo libzoom_la_OBJECTS = $(am_libzoom_la_OBJECTS) DEFAULT_INCLUDES = -I. -I$(srcdir) -I. @@ -163,6 +170,7 @@ depcomp = $(SHELL) $(top_srcdir)/depcomp am__depfiles_maybe = depfiles @AMDEP_TRUE@DEP_FILES = ./$(DEPDIR)/libzoom_la-init.Plo \ @AMDEP_TRUE@ ./$(DEPDIR)/libzoom_la-level.Plo \ +@AMDEP_TRUE@ ./$(DEPDIR)/libzoom_la-light.Plo \ @AMDEP_TRUE@ ./$(DEPDIR)/libzoom_la-player.Plo \ @AMDEP_TRUE@ ./$(DEPDIR)/libzoom_la-render.Plo \ @AMDEP_TRUE@ ./$(DEPDIR)/libzoom_la-texture.Plo @@ -260,6 +268,7 @@ distclean-compile: @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/libzoom_la-init.Plo@am__quote@ @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/libzoom_la-level.Plo@am__quote@ +@AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/libzoom_la-light.Plo@am__quote@ @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/libzoom_la-player.Plo@am__quote@ @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/libzoom_la-render.Plo@am__quote@ @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/libzoom_la-texture.Plo@am__quote@ @@ -462,6 +471,39 @@ libzoom_la-texture.lo: texture.c @AMDEP_TRUE@@am__fastdepCC_FALSE@ $(CCDEPMODE) $(depcomp) @AMDEPBACKSLASH@ @am__fastdepCC_FALSE@ $(LIBTOOL) --mode=compile $(CC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(libzoom_la_CFLAGS) $(CFLAGS) -c -o libzoom_la-texture.lo `test -f 'texture.c' || echo '$(srcdir)/'`texture.c +libzoom_la-light.o: light.c +@am__fastdepCC_TRUE@ if $(CC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(libzoom_la_CFLAGS) $(CFLAGS) -MT libzoom_la-light.o -MD -MP -MF "$(DEPDIR)/libzoom_la-light.Tpo" \ +@am__fastdepCC_TRUE@ -c -o libzoom_la-light.o `test -f 'light.c' || echo '$(srcdir)/'`light.c; \ +@am__fastdepCC_TRUE@ then mv -f "$(DEPDIR)/libzoom_la-light.Tpo" "$(DEPDIR)/libzoom_la-light.Po"; \ +@am__fastdepCC_TRUE@ else rm -f "$(DEPDIR)/libzoom_la-light.Tpo"; exit 1; \ +@am__fastdepCC_TRUE@ fi +@AMDEP_TRUE@@am__fastdepCC_FALSE@ source='light.c' object='libzoom_la-light.o' libtool=no @AMDEPBACKSLASH@ +@AMDEP_TRUE@@am__fastdepCC_FALSE@ depfile='$(DEPDIR)/libzoom_la-light.Po' tmpdepfile='$(DEPDIR)/libzoom_la-light.TPo' @AMDEPBACKSLASH@ +@AMDEP_TRUE@@am__fastdepCC_FALSE@ $(CCDEPMODE) $(depcomp) @AMDEPBACKSLASH@ +@am__fastdepCC_FALSE@ $(CC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(libzoom_la_CFLAGS) $(CFLAGS) -c -o libzoom_la-light.o `test -f 'light.c' || echo '$(srcdir)/'`light.c + +libzoom_la-light.obj: light.c +@am__fastdepCC_TRUE@ if $(CC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(libzoom_la_CFLAGS) $(CFLAGS) -MT libzoom_la-light.obj -MD -MP -MF "$(DEPDIR)/libzoom_la-light.Tpo" \ +@am__fastdepCC_TRUE@ -c -o libzoom_la-light.obj `if test -f 'light.c'; then $(CYGPATH_W) 'light.c'; else $(CYGPATH_W) '$(srcdir)/light.c'; fi`; \ +@am__fastdepCC_TRUE@ then mv -f "$(DEPDIR)/libzoom_la-light.Tpo" "$(DEPDIR)/libzoom_la-light.Po"; \ +@am__fastdepCC_TRUE@ else rm -f "$(DEPDIR)/libzoom_la-light.Tpo"; exit 1; \ +@am__fastdepCC_TRUE@ fi +@AMDEP_TRUE@@am__fastdepCC_FALSE@ source='light.c' object='libzoom_la-light.obj' libtool=no @AMDEPBACKSLASH@ +@AMDEP_TRUE@@am__fastdepCC_FALSE@ depfile='$(DEPDIR)/libzoom_la-light.Po' tmpdepfile='$(DEPDIR)/libzoom_la-light.TPo' @AMDEPBACKSLASH@ +@AMDEP_TRUE@@am__fastdepCC_FALSE@ $(CCDEPMODE) $(depcomp) @AMDEPBACKSLASH@ +@am__fastdepCC_FALSE@ $(CC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(libzoom_la_CFLAGS) $(CFLAGS) -c -o libzoom_la-light.obj `if test -f 'light.c'; then $(CYGPATH_W) 'light.c'; else $(CYGPATH_W) '$(srcdir)/light.c'; fi` + +libzoom_la-light.lo: light.c +@am__fastdepCC_TRUE@ if $(LIBTOOL) --mode=compile $(CC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(libzoom_la_CFLAGS) $(CFLAGS) -MT libzoom_la-light.lo -MD -MP -MF "$(DEPDIR)/libzoom_la-light.Tpo" \ +@am__fastdepCC_TRUE@ -c -o libzoom_la-light.lo `test -f 'light.c' || echo '$(srcdir)/'`light.c; \ +@am__fastdepCC_TRUE@ then mv -f "$(DEPDIR)/libzoom_la-light.Tpo" "$(DEPDIR)/libzoom_la-light.Plo"; \ +@am__fastdepCC_TRUE@ else rm -f "$(DEPDIR)/libzoom_la-light.Tpo"; exit 1; \ +@am__fastdepCC_TRUE@ fi +@AMDEP_TRUE@@am__fastdepCC_FALSE@ source='light.c' object='libzoom_la-light.lo' libtool=yes @AMDEPBACKSLASH@ +@AMDEP_TRUE@@am__fastdepCC_FALSE@ depfile='$(DEPDIR)/libzoom_la-light.Plo' tmpdepfile='$(DEPDIR)/libzoom_la-light.TPlo' @AMDEPBACKSLASH@ +@AMDEP_TRUE@@am__fastdepCC_FALSE@ $(CCDEPMODE) $(depcomp) @AMDEPBACKSLASH@ +@am__fastdepCC_FALSE@ $(LIBTOOL) --mode=compile $(CC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(libzoom_la_CFLAGS) $(CFLAGS) -c -o libzoom_la-light.lo `test -f 'light.c' || echo '$(srcdir)/'`light.c + mostlyclean-libtool: -rm -f *.lo @@ -4,16 +4,21 @@ #include <zoom/init.h> #include <zoom/texture.h> #include <zoom/level.h> +#include <zoom/light.h> LEVEL level; GLuint sphere; GLuint meditex_blue; -LIGHT light = {LIGHT_POINT, {1.0, 1.0, 1.0}, {0.0, 0.0, 0.0}}; +GLuint lightmap; + extern TEXLIST *texlist; int InitGame() { - //GLfloat mat_ambient_and_diffuse[] = { 0.5, 0.5, 0.5, 1.0}; + LIGHT light = {LIGHT_POINT, {30.0, 30.0, 30.0}, {0.0, 0.0, 0.0}}; + COLOR ambient = {0.1, 0.1, 0.1}; + + glViewport(0, 0, 640, 480); glMatrixMode(GL_PROJECTION); @@ -24,7 +29,6 @@ int InitGame() { glLoadIdentity(); glShadeModel(GL_SMOOTH); - glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); @@ -34,28 +38,23 @@ int InitGame() { glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); - //glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_and_diffuse); - glDisable(GL_LIGHTING); - //glEnable(GL_LIGHT0); + + SetAmbient(ambient); + AddLight(light); + + glEnable(GL_BLEND); + + glEnable(GL_TEXTURE_2D); meditex_blue = LoadTexture("medib.tex"); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, LoadTexture("lightmap.tex")); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); + + lightmap = LoadTexture("lightmap.tex"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - glActiveTexture(GL_TEXTURE1); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - GLUquadricObj *quadric = gluNewQuadric(); gluQuadricDrawStyle(quadric, GLU_FILL); gluQuadricTexture(quadric, GL_TRUE); @@ -6,12 +6,14 @@ #include <zoom/types.h> #include <zoom/texture.h> #include <zoom/level.h> +#include <zoom/light.h> extern GLuint sphere; extern GLuint meditex_blue; extern float objrot; -extern LIGHT light; +extern LIGHT *lights; +extern int nLights; int LoadLevel(char *filename, LEVEL *level) { FILE *file; @@ -68,8 +70,33 @@ int LoadLevel(char *filename, LEVEL *level) { return 1; } -void DrawRoom(LEVEL *level, int nr) { +POLYGON_LIST *DrawRoom(LEVEL *level, int nr) { + ROOM room = level->rooms[nr]; + POLYGON_LIST *p; int i; + + p = malloc(sizeof(POLYGON_LIST)+sizeof(POLYGON)*room.nWalls); + p->nPolygons = room.nWalls; + + for(i = 0; i < room.nWalls; i++) { + p->polygons[i].vertices[0] = room.walls[i].vertices[0]; + p->polygons[i].vertices[1] = room.walls[i].vertices[1]; + p->polygons[i].vertices[2] = room.walls[i].vertices[2]; + + p->polygons[i].normal = room.walls[i].normal; + + p->polygons[i].texture = level->textures[room.walls[i].texture]; + + p->polygons[i].texcoords[0] = room.walls[i].texcoords[0]; + p->polygons[i].texcoords[1] = room.walls[i].texcoords[1]; + p->polygons[i].texcoords[2] = room.walls[i].texcoords[2]; + } + + return p; +} + +/*void DrawRoom(LEVEL *level, int nr) { + int i, j; int r, g; GLfloat std_emission[] = {0.0, 0.0, 0.0, 1.0}; GLfloat medipak100_emission[] = {1.0, 0.0, 0.0, 1.0}; @@ -80,15 +107,31 @@ void DrawRoom(LEVEL *level, int nr) { float s, t, d; MATRIX transform; + for(i = 0; i < room.nWalls; i++) - RenderWall(room.walls[i], level->textures); + RenderWallDepth(room.walls[i]); + + for(i = 0; i < nLights; i++) { + glClear(GL_COLOR_BUFFER_BIT); + for(j = 0; j < room.nWalls; j++) + RenderWallLight(room.walls[j], lights[i]); + + glAccum(GL_ACCUM, 1.0/(nLights+1)); + } + + glAccum(GL_RETURN, 1.0); + + //for(i = 0; i < room.nWalls; i++) + // RenderWall(room.walls[i], level->textures); + + glColor3f(1.0/(nLights+1), 1.0/(nLights+1), 1.0/(nLights+1)); for(i = 0; i < room.nThings; i++) { if(!room.things[i].visible) continue; switch(room.things[i].type) { case THING_MEDIPAK100: glPushMatrix(); - //glBindTexture(GL_TEXTURE_2D, meditex_blue); + glBindTexture(GL_TEXTURE_2D, meditex_blue); glMaterialfv(GL_FRONT, GL_EMISSION, medipak100_emission); glTranslatef(room.things[i].pos.x, room.things[i].pos.y, room.things[i].pos.z); glRotatef(objrot*10, 0.0, 1.0, 0.0); @@ -101,7 +144,7 @@ void DrawRoom(LEVEL *level, int nr) { for(i = 0; i < room.nGates; i++) { if(room.gateinfo[i].state == STATE_CLOSED) { - //glBindTexture(GL_TEXTURE_2D, level->textures[room.gates[i].walls[0].texture]); + glBindTexture(GL_TEXTURE_2D, level->textures[room.gates[i].walls[0].texture]); glBegin(GL_TRIANGLES); @@ -115,7 +158,7 @@ void DrawRoom(LEVEL *level, int nr) { glEnd(); - //glBindTexture(GL_TEXTURE_2D, level->textures[room.gates[i].walls[0].texture]); + glBindTexture(GL_TEXTURE_2D, level->textures[room.gates[i].walls[0].texture]); glBegin(GL_TRIANGLES); @@ -150,7 +193,7 @@ void DrawRoom(LEVEL *level, int nr) { + t1.texcoords[2].t * (1 - room.gateinfo[i].timer/1000.0); t2.texcoords[0] = t1.texcoords[0]; - //glBindTexture(GL_TEXTURE_2D, level->textures[t1.texture]); + glBindTexture(GL_TEXTURE_2D, level->textures[t1.texture]); glBegin(GL_TRIANGLES); @@ -164,7 +207,7 @@ void DrawRoom(LEVEL *level, int nr) { glEnd(); - //glBindTexture(GL_TEXTURE_2D, level->textures[t2.texture]); + glBindTexture(GL_TEXTURE_2D, level->textures[t2.texture]); glBegin(GL_TRIANGLES); @@ -194,7 +237,7 @@ void DrawRoom(LEVEL *level, int nr) { glPushMatrix(); transform = VectorMatrix(p1, v1, p2, v2); glMultMatrixf(transform.f); - DrawRoom(level, r); + //DrawRoom(level, r); glPopMatrix(); } else if(room.gateinfo[i].state == STATE_CLOSING) { @@ -218,7 +261,7 @@ void DrawRoom(LEVEL *level, int nr) { + t1.texcoords[2].t * room.gateinfo[i].timer/1000.0; t2.texcoords[0] = t1.texcoords[0]; - //glBindTexture(GL_TEXTURE_2D, level->textures[t1.texture]); + glBindTexture(GL_TEXTURE_2D, level->textures[t1.texture]); glBegin(GL_TRIANGLES); @@ -232,7 +275,7 @@ void DrawRoom(LEVEL *level, int nr) { glEnd(); - //glBindTexture(GL_TEXTURE_2D, level->textures[t2.texture]); + glBindTexture(GL_TEXTURE_2D, level->textures[t2.texture]); glBegin(GL_TRIANGLES); @@ -262,7 +305,7 @@ void DrawRoom(LEVEL *level, int nr) { glPushMatrix(); transform = VectorMatrix(p1, v1, p2, v2); glMultMatrixf(transform.f); - DrawRoom(level, r); + //DrawRoom(level, r); glPopMatrix(); } else { @@ -282,11 +325,11 @@ void DrawRoom(LEVEL *level, int nr) { glPushMatrix(); transform = VectorMatrix(p1, v1, p2, v2); glMultMatrixf(transform.f); - DrawRoom(level, r); + //DrawRoom(level, r); glPopMatrix(); } } -} +}*/ void FreeLevel(LEVEL *level) { int i; @@ -295,7 +338,10 @@ void FreeLevel(LEVEL *level) { for(i = 0; i < level->nRooms; i++) { if(level->rooms[i].nWalls) free(level->rooms[i].walls); if(level->rooms[i].nThings) free(level->rooms[i].things); - if(level->rooms[i].nGates) free(level->rooms[i].gates); + if(level->rooms[i].nGates) { + free(level->rooms[i].gates); + free(level->rooms[i].gateinfo); + } } free(level->rooms); } @@ -0,0 +1,45 @@ +#include <stdlib.h> +#include <zoom/light.h> +#include <GL/gl.h> + + +int nLights = 0; +LIGHT *lights; + +static COLOR ambient; + + +static void UpdateAmbient() { + glClearColor(ambient.r/(nLights+1), ambient.g/(nLights+1), ambient.b/(nLights+1), 1.0); +} + +void SetAmbient(COLOR c) { + ambient = c; + + UpdateAmbient(); +} + +void AddLight(LIGHT light) { + if(nLights == 0) + lights = malloc(sizeof(LIGHT)); + else + lights = realloc(lights, sizeof(LIGHT)*(nLights+1)); + + lights[nLights] = light; + nLights++; + + UpdateAmbient(); +} + +void ResetLights() { + if(nLights > 0) { + free(lights); + nLights = 0; + UpdateAmbient(); + } +} + +void ApplyLightScale() { + glAccum(GL_LOAD, 1); + glAccum(GL_RETURN, nLights+1); +} @@ -2,6 +2,7 @@ #include <math.h> #include <zoom/player.h> #include <zoom/level.h> +#include <zoom/light.h> #include <neofx/collision.h> #include <neofx/math.h> @@ -20,7 +21,8 @@ float rotxspeed = 0, rotyspeed = 0; float objrot = 0; extern LEVEL level; -extern LIGHT light; +extern int nLights; +extern LIGHT *lights; void MouseInput(int x, int y) { roty += x * 0.3; @@ -223,28 +225,28 @@ void DoInput(int delta) { else i = 24000 - lightpos; if(i == 0) { - light.pos.x = 0.0; - light.pos.y = 0.0; - light.pos.z = 0.0; + lights[0].pos.x = 0.0; + lights[0].pos.y = 0.0; + lights[0].pos.z = 0.0; } else if(i < 4000) { - light.pos.x = 0.0; - light.pos.y = 0.0; - light.pos.z = -i * 0.001; + lights[0].pos.x = 0.0; + lights[0].pos.y = 0.0; + lights[0].pos.z = -i * 0.001; } else if(i < 8000) { - light.pos.x = (i-4000) * 0.001; - light.pos.y = 0.0; - light.pos.z = -4.0; + lights[0].pos.x = (i-4000) * 0.001; + lights[0].pos.y = 0.0; + lights[0].pos.z = -4.0; } else if(i < 12000) { - light.pos.x = 4.0; - light.pos.y = 0.0; - light.pos.z = -4.0 - (i-8000) * 0.001; + lights[0].pos.x = 4.0; + lights[0].pos.y = 0.0; + lights[0].pos.z = -4.0 - (i-8000) * 0.001; } else { - light.pos.x = 4.0; - light.pos.y = 0.0; - light.pos.z = -8.0; + lights[0].pos.x = 4.0; + lights[0].pos.y = 0.0; + lights[0].pos.z = -8.0; } } @@ -1,69 +1,22 @@ -#include <GL/gl.h> +#include <stdlib.h> #include <math.h> -#include <zoom/render.h> -#include <zoom/player.h> -#include <zoom/level.h> -#include <zoom/texture.h> +#include <GL/gl.h> #include <neofx/math.h> +#include <zoom/level.h> +#include <zoom/light.h> +#include <zoom/player.h> +#include <zoom/render.h> + extern PLAYER player; extern LEVEL level; extern GLuint sphere; -extern LIGHT light; +extern int nLights; +extern LIGHT *lights; +extern GLuint lightmap; -void RenderWall(WALL w, GLuint *textures) { - int i; - float d, s, t; - VECTOR v, v1, v2; - VERTEX p; - - glBindTexture(GL_TEXTURE_2D, textures[w.texture]); - - d = VectorDot(w.normal, VectorSub(w.vertices[0], light.pos)); - - if(d >= 0) { - glActiveTexture(GL_TEXTURE0); - glDisable(GL_TEXTURE_2D); - - glBegin(GL_TRIANGLES); - - for(i = 0; i < 3; i++) { - glMultiTexCoord2fv(GL_TEXTURE1, (GLfloat*)&w.texcoords[i]); - glVertex3fv((GLfloat*)&w.vertices[i]); - } - - glEnd(); - - glEnable(GL_TEXTURE_2D); - glActiveTexture(GL_TEXTURE1); - - return; - } - - p = VectorAdd(light.pos, VectorMul(w.normal, d)); - - v1 = VectorNormalize(VectorSub(w.vertices[0], w.vertices[1])); - v2 = VectorCross(v1, w.normal); - - glBegin(GL_TRIANGLES); - - glNormal3fv((GLfloat*)&w.normal); - - for(i = 0; i < 3; i++) { - v = VectorSub(w.vertices[i], p); - s = VectorDot(v, v1)*0.005 / d + 0.5; - t = VectorDot(v, v2)*0.005 / d + 0.5; - glMultiTexCoord2f(GL_TEXTURE0, s, t); - glMultiTexCoord2fv(GL_TEXTURE1, (GLfloat*)&w.texcoords[i]); - glVertex3fv((GLfloat*)&w.vertices[i]); - } - - glEnd(); -} void Render() { - //GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 }; - //GLfloat light_emission[] = {1.0, 1.0, 1.0, 1.0}; GLfloat std_emission[] = {0.0, 0.0, 0.0, 1.0}; MATRIX rotate = { player.rotycos, 0.0, -player.rotysin, 0.0, @@ -71,10 +24,14 @@ void Render() { player.rotysin, 0.0, player.rotycos, 0.0, 0.0, 0.0, 0.0, 1.0 }; - COLOR color_light = {1.0, 1.0, 1.0}; - COLOR color_ambient = {0.1, 0.1, 0.1}; + POLYGON_LIST *room; + int i, j, k; + float d; + VECTOR v, v1, v2; + VERTEX p; + COLOR c; + - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(player.rotx, 1.0, 0.0, 0.0); @@ -83,21 +40,95 @@ void Render() { glTranslatef(-player.pos.x, -player.pos.y, -player.pos.z); - //glLightfv(GL_LIGHT0, GL_POSITION, light_position); - glPushMatrix(); + room = DrawRoom(&level, player.room); + + glDepthMask(GL_TRUE); + glDepthFunc(GL_LESS); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + glBlendFunc(GL_ONE, GL_ONE); + + glColor3f(0.0, 0.0, 0.0); + glTexCoord2f(0.0, 0.0); + + glBegin(GL_TRIANGLES); + + for(i = 0; i < room->nPolygons; i++) { + glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]); + glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]); + glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]); + } + + glEnd(); + + glDepthFunc(GL_EQUAL); + glDepthMask(GL_FALSE); + + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + + glBindTexture(GL_TEXTURE_2D, lightmap); + + for(i = 0; i < nLights; i++) { + glBegin(GL_TRIANGLES); + + for(j = 0; j < room->nPolygons; j++) { + d = VectorDot(room->polygons[j].normal, VectorSub(room->polygons[j].vertices[0], lights[i].pos)); + + if(d >= 0) continue; + + c = VectorMul(lights[i].diffuse, 1.0/((nLights+1)*d*d)); + glColor3fv((GLfloat*)&c); + + p = VectorAdd(lights[i].pos, VectorMul(room->polygons[j].normal, d)); + + v1 = VectorNormalize(VectorSub(room->polygons[j].vertices[0], room->polygons[j].vertices[1])); + v2 = VectorCross(v1, room->polygons[j].normal); + + for(k = 0; k < 3; k++) { + v = VectorSub(room->polygons[j].vertices[k], p); + + glTexCoord2f(VectorDot(v, v1)*0.04 / d + 0.5, VectorDot(v, v2)*0.04 / d + 0.5); + glVertex3fv((GLfloat*)&room->polygons[j].vertices[k]); + } + } + + glEnd(); + } + + glBlendFunc(GL_DST_COLOR, GL_ZERO); + + glColor3f(1.0, 1.0, 1.0); + + /*for(i = 0; i < room->nPolygons; i++) { + glBindTexture(GL_TEXTURE_2D, room->polygons[i].texture); + + glBegin(GL_TRIANGLES); + + glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[0]); + glVertex3fv((GLfloat*)&room->polygons[i].vertices[0]); + glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[1]); + glVertex3fv((GLfloat*)&room->polygons[i].vertices[1]); + glTexCoord2fv((GLfloat*)&room->polygons[i].texcoords[2]); + glVertex3fv((GLfloat*)&room->polygons[i].vertices[2]); + + glEnd(); + }*/ + + free(room); + + ApplyLightScale(); + + /*glPushMatrix(); glDisable(GL_TEXTURE_2D); - glColor3fv((GLfloat*)&color_light); - //glMaterialfv(GL_FRONT, GL_EMISSION, light_emission); - glTranslatef(light.pos.x, light.pos.y, light.pos.z); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lights[0].pos.x, lights[0].pos.y, lights[0].pos.z); glScalef(0.1, 0.1, 0.1); glCallList(sphere); - //glMaterialfv(GL_FRONT, GL_EMISSION, std_emission); glEnable(GL_TEXTURE_2D); - glPopMatrix(); - - glColor3fv((GLfloat*)&color_ambient); - - DrawRoom(&level, player.room); + glPopMatrix();*/ glFlush(); } @@ -52,8 +52,8 @@ GLuint LoadTexture(char *filename) { glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, txh.w, txh.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); free(data); diff --git a/zoom/level.h b/zoom/level.h index 0ed961c..c93fd3b 100644 --- a/zoom/level.h +++ b/zoom/level.h @@ -3,6 +3,7 @@ #include <GL/gl.h>
#include <zoom/types.h>
+#include <zoom/render.h>
#pragma pack(push, 2)
typedef struct _LEVELHEADER {
@@ -40,9 +41,23 @@ typedef struct _LEVEL { } LEVEL;
#pragma pack(pop)
+typedef struct _POLYGON {
+ VERTEX vertices[3];
+ VECTOR normal;
+
+ GLuint texture;
+ TEXCOORDS texcoords[3];
+} POLYGON;
+
+typedef struct _POLYGON_LIST {
+ int nPolygons;
+
+ POLYGON polygons[0];
+} POLYGON_LIST;
+
int LoadLevel(char *, LEVEL *);
-void DrawRoom(LEVEL *, int);
+POLYGON_LIST *DrawRoom(LEVEL *, int);
void FreeLevel(LEVEL *);
#endif
diff --git a/zoom/light.h b/zoom/light.h new file mode 100644 index 0000000..06d6756 --- /dev/null +++ b/zoom/light.h @@ -0,0 +1,23 @@ +#ifndef ZOOM_LIGHT_H +#define ZOOM_LIGHT_H + +#include <zoom/types.h> + +#define LIGHT_UNKNOWN 0 +#define LIGHT_POINT 1 +#define LIGHT_DIRECTIONAL 2 +#define LIGHT_SPOT 3 + +typedef struct _LIGHT { + unsigned char type; + COLOR diffuse; + VERTEX pos; +} LIGHT; + + +void SetAmbient(COLOR); +void AddLight(LIGHT); +void ResetLights(); +void ApplyLightScale(); + +#endif diff --git a/zoom/render.h b/zoom/render.h index 606d6eb..b25a65c 100644 --- a/zoom/render.h +++ b/zoom/render.h @@ -1,6 +1,13 @@ #ifndef ZOOM_RENDER_H #define ZOOM_RENDER_H +#include <zoom/types.h> +#include <zoom/light.h> +#include <GL/gl.h> + + void Render(); +void RenderWall(WALL, GLuint*); +void RenderWallLight(WALL, LIGHT); #endif diff --git a/zoom/types.h b/zoom/types.h index 9e40ea6..0a60876 100644 --- a/zoom/types.h +++ b/zoom/types.h @@ -7,11 +7,6 @@ #define TRIANGLE_WALL 1
#define TRIANGLE_FLOOR 2
-#define LIGHT_UNKNOWN 0
-#define LIGHT_POINT 1
-#define LIGHT_DIRECTIONAL 2
-#define LIGHT_SPOT 3
-
#define THING_UNKNOWN 0
#define THING_MEDIPAK25 1
#define THING_MEDIPAK50 2
@@ -41,16 +36,6 @@ typedef struct WALL { TEXCOORDS texcoords[3];
} WALL;
-typedef struct _COLOR {
- float r, g, b;
-} COLOR;
-
-typedef struct _LIGHT {
- unsigned char type;
- COLOR diffuse;
- VERTEX pos;
-} LIGHT;
-
typedef struct _THING {
unsigned char type;
unsigned char visible;
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