mirror of
https://bitbucket.org/CPMADevs/cnq3
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c60d47e93f
tr_gl2.cpp now uses the proper interface for printing errors tr_gl2.cpp now has function names that make sense removed old references to GLimp_* cleaned up prefixes in the Windows platform layer
597 lines
15 KiB
C++
597 lines
15 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_sky.c
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#include "tr_local.h"
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#define SKY_SUBDIVISIONS 8
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#define HALF_SKY_SUBDIVISIONS (SKY_SUBDIVISIONS/2)
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static float s_cloudTexCoords[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
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/*
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===================================================================================
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POLYGON TO BOX SIDE PROJECTION
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===================================================================================
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*/
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static vec2_t sky_mins_st[6], sky_maxs_st[6];
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/*
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================
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AddSkyPolygon
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================
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*/
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static void AddSkyPolygon (int nump, vec3_t vecs)
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{
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int i,j;
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vec3_t v, av;
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float s, t, dv;
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int axis;
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float *vp;
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// s = [0]/[2], t = [1]/[2]
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static int vec_to_st[6][3] =
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{
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{-2,3,1},
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{2,3,-1},
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{1,3,2},
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{-1,3,-2},
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{-2,-1,3},
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{-2,1,-3}
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// {-1,2,3},
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// {1,2,-3}
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};
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// decide which face it maps to
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VectorCopy (vec3_origin, v);
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for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
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{
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VectorAdd (vp, v, v);
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}
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av[0] = fabs(v[0]);
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av[1] = fabs(v[1]);
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av[2] = fabs(v[2]);
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if (av[0] > av[1] && av[0] > av[2])
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{
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if (v[0] < 0)
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axis = 1;
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else
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axis = 0;
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}
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else if (av[1] > av[2] && av[1] > av[0])
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{
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if (v[1] < 0)
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axis = 3;
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else
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axis = 2;
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}
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else
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{
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if (v[2] < 0)
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axis = 5;
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else
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axis = 4;
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}
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// project new texture coords
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for (i=0 ; i<nump ; i++, vecs+=3)
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{
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j = vec_to_st[axis][2];
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if (j > 0)
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dv = vecs[j - 1];
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else
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dv = -vecs[-j - 1];
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if (dv < 0.001f)
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continue; // don't divide by zero
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j = vec_to_st[axis][0];
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if (j < 0)
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s = -vecs[-j -1] / dv;
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else
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s = vecs[j-1] / dv;
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j = vec_to_st[axis][1];
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if (j < 0)
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t = -vecs[-j -1] / dv;
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else
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t = vecs[j-1] / dv;
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if (sky_mins_st[axis][0] > s)
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sky_mins_st[axis][0] = s;
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if (sky_mins_st[axis][1] > t)
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sky_mins_st[axis][1] = t;
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if (sky_maxs_st[axis][0] < s)
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sky_maxs_st[axis][0] = s;
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if (sky_maxs_st[axis][1] < t)
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sky_maxs_st[axis][1] = t;
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}
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}
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#define ON_EPSILON 0.1f // point on plane side epsilon
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#define MAX_CLIP_VERTS 64
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static const vec3_t sky_clip[6] =
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{
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{ 1, 1, 0 }, // R
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{ 1, -1, 0 }, // L
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{ 0, -1, 1 }, // B
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{ 0, 1, 1 }, // F
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{ 1, 0, 1 }, // U
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{ -1, 0, 1 } // D
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};
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static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
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{
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const float* norm;
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float *v;
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qbool front, back;
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float d, e;
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float dists[MAX_CLIP_VERTS];
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int sides[MAX_CLIP_VERTS];
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vec3_t newv[2][MAX_CLIP_VERTS];
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int newc[2];
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int i, j;
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if (nump > MAX_CLIP_VERTS-2)
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ri.Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
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if (stage == 6)
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{ // fully clipped, so draw it
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AddSkyPolygon (nump, vecs);
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return;
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}
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front = back = qfalse;
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norm = sky_clip[stage];
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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d = DotProduct (v, norm);
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if (d > ON_EPSILON)
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{
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front = qtrue;
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sides[i] = SIDE_FRONT;
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}
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else if (d < -ON_EPSILON)
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{
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back = qtrue;
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sides[i] = SIDE_BACK;
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}
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else
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sides[i] = SIDE_ON;
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dists[i] = d;
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}
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if (!front || !back)
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{ // not clipped
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ClipSkyPolygon (nump, vecs, stage+1);
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return;
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}
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// clip it
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sides[i] = sides[0];
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dists[i] = dists[0];
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VectorCopy (vecs, (vecs+(i*3)) );
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newc[0] = newc[1] = 0;
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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switch (sides[i])
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{
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case SIDE_FRONT:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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break;
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case SIDE_BACK:
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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case SIDE_ON:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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}
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if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
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continue;
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d = dists[i] / (dists[i] - dists[i+1]);
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for (j=0 ; j<3 ; j++)
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{
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e = v[j] + d*(v[j+3] - v[j]);
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newv[0][newc[0]][j] = e;
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newv[1][newc[1]][j] = e;
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}
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newc[0]++;
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newc[1]++;
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}
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// continue
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ClipSkyPolygon (newc[0], newv[0][0], stage+1);
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ClipSkyPolygon (newc[1], newv[1][0], stage+1);
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}
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static void ClearSkyBox()
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{
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for (int i = 0; i < 6; ++i) {
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sky_mins_st[i][0] = sky_mins_st[i][1] = 9999;
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sky_maxs_st[i][0] = sky_maxs_st[i][1] = -9999;
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}
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}
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static void RB_ClipSkyPolygons( const shaderCommands_t* input )
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{
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vec3_t p[4]; // need one extra point for clipping
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ClearSkyBox();
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for ( int i = 0; i < input->numIndexes; i += 3 ) {
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VectorSubtract( input->xyz[input->indexes[i+0]], backEnd.viewParms.orient.origin, p[0] );
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VectorSubtract( input->xyz[input->indexes[i+1]], backEnd.viewParms.orient.origin, p[1] );
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VectorSubtract( input->xyz[input->indexes[i+2]], backEnd.viewParms.orient.origin, p[2] );
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ClipSkyPolygon( 3, p[0], 0 );
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}
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}
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/*
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===================================================================================
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CLOUD VERTEX GENERATION
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===================================================================================
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*/
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static vec3_t s_skyPoints[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
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static vec2_t s_skyTexCoords[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
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// s, t range from -1 to 1
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static void MakeSkyVec( float s, float t, int axis, vec2_t st, vec3_t xyz )
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{
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// 1 = s, 2 = t, 3 = zfar
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static const int st_to_vec[6][3] =
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{
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{ 3, -1, 2 },
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{ -3, 1, 2 },
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{ 1, 3, 2 },
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{ -1, -3, 2 },
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{ -2, -1, 3 }, // 0 degrees yaw, look straight up
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{ 2, -1, -3 } // look straight down
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};
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vec3_t b;
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float boxSize = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
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b[0] = boxSize * s;
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b[1] = boxSize * t;
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b[2] = boxSize;
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for (int i = 0; i < 3; ++i) {
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int k = st_to_vec[axis][i];
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xyz[i] = (k < 0) ? -b[-k - 1] : b[k - 1];
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}
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// convert our -1:1 range (and inverted t) into GL TCs
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if ( st ) {
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st[0] = Com_Clamp( 0, 1, (s+1) * 0.5 );
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st[1] = 1.0 - Com_Clamp( 0, 1, (t+1) * 0.5 );
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}
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}
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static void CalcSkyBounds()
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{
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for (int i = 0; i < 6; ++i) {
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sky_mins_st[i][0] = floor( sky_mins_st[i][0] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
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sky_mins_st[i][1] = floor( sky_mins_st[i][1] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
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sky_maxs_st[i][0] = ceil( sky_maxs_st[i][0] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
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sky_maxs_st[i][1] = ceil( sky_maxs_st[i][1] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
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}
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}
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static void DrawSkySide( const image_t* image, const int mins[2], const int maxs[2] )
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{
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int s, t;
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GL_Bind( image );
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for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
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{
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qglBegin( GL_TRIANGLE_STRIP );
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for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
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{
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qglTexCoord2fv( s_skyTexCoords[t][s] );
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qglVertex3fv( s_skyPoints[t][s] );
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qglTexCoord2fv( s_skyTexCoords[t+1][s] );
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qglVertex3fv( s_skyPoints[t+1][s] );
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}
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qglEnd();
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}
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}
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static void DrawSkyBox( const shader_t* shader )
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{
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// Com_Memset( s_skyTexCoords, 0, sizeof( s_skyTexCoords ) );
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for (int i = 0; i < 6; ++i)
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{
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int sky_mins_subd[2], sky_maxs_subd[2];
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if ( ( sky_mins_st[i][0] >= sky_maxs_st[i][0] ) || ( sky_mins_st[i][1] >= sky_maxs_st[i][1] ) ) {
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continue;
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}
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sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS * Com_Clamp( -1, 1, sky_mins_st[i][0] );
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sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS * Com_Clamp( -1, 1, sky_mins_st[i][1] );
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sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS * Com_Clamp( -1, 1, sky_maxs_st[i][0] );
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sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS * Com_Clamp( -1, 1, sky_maxs_st[i][1] );
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//
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// iterate through the subdivisions
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//
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for (int t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; ++t)
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{
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for (int s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; ++s)
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{
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MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
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( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
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i, s_skyTexCoords[t][s], s_skyPoints[t][s] );
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}
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}
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DrawSkySide( shader->sky.outerbox[i], sky_mins_subd, sky_maxs_subd );
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}
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}
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static void FillCloudySkySide( const int mins[2], const int maxs[2], qbool addIndexes )
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{
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int s, t;
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int vertexStart = tess.numVertexes;
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for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
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{
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for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
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{
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VectorAdd( s_skyPoints[t][s], backEnd.viewParms.orient.origin, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = s_skyTexCoords[t][s][0];
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tess.texCoords[tess.numVertexes][0][1] = s_skyTexCoords[t][s][1];
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tess.numVertexes++;
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if ( tess.numVertexes >= SHADER_MAX_VERTEXES )
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{
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ri.Error( ERR_DROP, "SHADER_MAX_VERTEXES hit in FillCloudySkySide()\n" );
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}
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}
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}
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// only add indexes for one pass, otherwise it would draw multiple times for each pass
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if ( !addIndexes )
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return;
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int tHeight = maxs[1] - mins[1] + 1;
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int sWidth = maxs[0] - mins[0] + 1;
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for ( t = 0; t < tHeight-1; t++ )
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{
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for ( s = 0; s < sWidth-1; s++ )
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{
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tess.indexes[tess.numIndexes] = vertexStart + s + t * ( sWidth );
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + 1 + ( t + 1 ) * ( sWidth );
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
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tess.numIndexes++;
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}
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}
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}
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static void FillCloudBox( const shader_t* shader, int stage )
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{
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// skybox surfs are ordered RLBFUD, so don't draw clouds on the last one
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for (int i = 0; i < 5; ++i)
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{
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int s, t;
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int sky_mins_subd[2], sky_maxs_subd[2];
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if ( ( sky_mins_st[i][0] >= sky_maxs_st[i][0] ) || ( sky_mins_st[i][1] >= sky_maxs_st[i][1] ) ) {
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//ri.Printf( PRINT_ALL, "clipped cloudside %i\n", i );
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continue;
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}
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sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS * Com_Clamp( -1, 1, sky_mins_st[i][0] );
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sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS * Com_Clamp( -1, 1, sky_mins_st[i][1] );
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sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS * Com_Clamp( -1, 1, sky_maxs_st[i][0] );
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sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS * Com_Clamp( -1, 1, sky_maxs_st[i][1] );
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//
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// iterate through the subdivisions
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//
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for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
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{
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for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
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{
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MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
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( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
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i,
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NULL,
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s_skyPoints[t][s] );
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s_skyTexCoords[t][s][0] = s_cloudTexCoords[i][t][s][0];
|
|
s_skyTexCoords[t][s][1] = s_cloudTexCoords[i][t][s][1];
|
|
}
|
|
}
|
|
|
|
// only add indexes for first stage
|
|
FillCloudySkySide( sky_mins_subd, sky_maxs_subd, (qbool)(stage == 0) );
|
|
}
|
|
}
|
|
|
|
|
|
static void R_BuildCloudData( shaderCommands_t* input )
|
|
{
|
|
assert( input->shader->sort == SS_ENVIRONMENT );
|
|
|
|
// set up for drawing
|
|
tess.numIndexes = 0;
|
|
tess.numVertexes = 0;
|
|
|
|
if (!input->shader->sky.cloudHeight)
|
|
return;
|
|
|
|
for (int i = 0; (i < MAX_SHADER_STAGES) && tess.xstages[i]; ++i) {
|
|
FillCloudBox( input->shader, i );
|
|
}
|
|
}
|
|
|
|
|
|
// called when a sky shader is parsed
|
|
|
|
void R_InitSkyTexCoords( float heightCloud )
|
|
{
|
|
int i, s, t;
|
|
float radiusWorld = 4096;
|
|
float p;
|
|
float sRad, tRad;
|
|
vec3_t skyVec;
|
|
vec3_t v;
|
|
|
|
// init zfar so MakeSkyVec works even though
|
|
// a world hasn't been bounded
|
|
backEnd.viewParms.zFar = 1024;
|
|
|
|
for ( i = 0; i < 6; i++ )
|
|
{
|
|
for ( t = 0; t <= SKY_SUBDIVISIONS; t++ )
|
|
{
|
|
for ( s = 0; s <= SKY_SUBDIVISIONS; s++ )
|
|
{
|
|
// compute vector from view origin to sky side integral point
|
|
MakeSkyVec(
|
|
(float)(s - HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS,
|
|
(float)(t - HALF_SKY_SUBDIVISIONS) / HALF_SKY_SUBDIVISIONS,
|
|
i, NULL, skyVec
|
|
);
|
|
|
|
// compute parametric value 'p' that intersects with cloud layer
|
|
p = ( 1.0f / ( 2 * DotProduct( skyVec, skyVec ) ) ) *
|
|
( -2 * skyVec[2] * radiusWorld +
|
|
2 * sqrt( Square( skyVec[2] ) * Square( radiusWorld ) +
|
|
2 * Square( skyVec[0] ) * radiusWorld * heightCloud +
|
|
Square( skyVec[0] ) * Square( heightCloud ) +
|
|
2 * Square( skyVec[1] ) * radiusWorld * heightCloud +
|
|
Square( skyVec[1] ) * Square( heightCloud ) +
|
|
2 * Square( skyVec[2] ) * radiusWorld * heightCloud +
|
|
Square( skyVec[2] ) * Square( heightCloud ) ) );
|
|
|
|
// compute intersection point based on p
|
|
VectorScale( skyVec, p, v );
|
|
v[2] += radiusWorld;
|
|
|
|
// compute vector from world origin to intersection point 'v'
|
|
VectorNormalize( v );
|
|
|
|
sRad = Q_acos( v[0] );
|
|
tRad = Q_acos( v[1] );
|
|
|
|
s_cloudTexCoords[i][t][s][0] = sRad;
|
|
s_cloudTexCoords[i][t][s][1] = tRad;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
|
|
// all of the visible sky triangles are in tess
|
|
// other things could be stuck in here, like birds in the sky, etc
|
|
|
|
void RB_StageIteratorSky()
|
|
{
|
|
if ( r_fastsky->integer ) {
|
|
return;
|
|
}
|
|
|
|
GL_Program();
|
|
|
|
// project all the polygons onto the sky box
|
|
// to see which blocks on each side need to be drawn
|
|
RB_ClipSkyPolygons( &tess );
|
|
|
|
CalcSkyBounds();
|
|
|
|
// r_showsky will let all the sky blocks be drawn in
|
|
// front of everything to allow developers to see how
|
|
// much sky is getting sucked in
|
|
if ( r_showsky->integer ) {
|
|
qglDepthRange( 0.0, 0.0 );
|
|
} else {
|
|
qglDepthRange( 1.0, 1.0 );
|
|
}
|
|
|
|
// draw the outer skybox
|
|
if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
|
|
qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
|
|
qglPushMatrix();
|
|
GL_State( 0 );
|
|
qglTranslatef (backEnd.viewParms.orient.origin[0], backEnd.viewParms.orient.origin[1], backEnd.viewParms.orient.origin[2]);
|
|
DrawSkyBox( tess.shader );
|
|
qglPopMatrix();
|
|
}
|
|
|
|
// generate the vertexes for all the clouds (if any)
|
|
// which will be drawn by the generic shader routine
|
|
R_BuildCloudData( &tess );
|
|
if (tess.numVertexes)
|
|
GL2_StageIterator();
|
|
|
|
// back to normal depth range
|
|
qglDepthRange( 0.0, 1.0 );
|
|
}
|
|
|