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fteqw/engine/gl/gl_warp.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// gl_warp.c -- sky and water polygons
#include "quakedef.h"
#if defined(RGLQUAKE) || defined(D3DQUAKE)
#include "glquake.h"
#ifdef D3DQUAKE
#include "d3dquake.h"
#endif
#ifdef Q3SHADERS
#include "shader.h"
#endif
#include <ctype.h>
extern void GL_DrawAliasMesh (mesh_t *mesh, int texnum);
void GL_DrawSkySphere (msurface_t *fa);
void D3D7_DrawSkySphere (msurface_t *fa);
void D3D9_DrawSkySphere (msurface_t *fa);
extern model_t *loadmodel;
int skytexturenum;
int solidskytexture;
int alphaskytexture;
float speedscale; // for top sky and bottom sky
float skyrotate;
vec3_t skyaxis;
qboolean usingskybox;
msurface_t *warpface;
extern cvar_t r_skyboxname;
extern cvar_t gl_skyboxdist;
extern cvar_t r_fastsky;
extern cvar_t r_fastskycolour;
char defaultskybox[MAX_QPATH];
int skyboxtex[6];
void GL_DrawSkyBox (msurface_t *s);
void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
{
int i, j;
float *v;
mins[0] = mins[1] = mins[2] = 9999;
maxs[0] = maxs[1] = maxs[2] = -9999;
v = verts;
for (i=0 ; i<numverts ; i++)
for (j=0 ; j<3 ; j++, v++)
{
if (*v < mins[j])
mins[j] = *v;
if (*v > maxs[j])
maxs[j] = *v;
}
}
//=========================================================
/*
// speed up sin calculations - Ed
float turbsin[] =
{
#include "gl_warp_sin.h"
};
#define TURBSCALE (256.0 / (2 * M_PI))
*/
/*
=============
EmitWaterPolys
Does a water warp on the pre-fragmented glpoly_t chain
=============
*/
#ifdef RGLQUAKE
void EmitWaterPolys (msurface_t *fa, float basealpha)
{
float a;
int l;
extern cvar_t r_waterlayers;
//the code prior to april 2005 gave a nicer result, but was incompatable with meshes and required poly lists instead
//the new code uses vertex arrays but sacrifises the warping. We're left only with scaling.
//The default settings still look nicer than original quake but not pre-april.
//in the plus side, you can never see the junction glitches of the old warping. :)
#ifdef Q3SHADERS
if (fa->texinfo->texture->shader)
{
meshbuffer_t mb;
mb.sortkey = 0;
mb.infokey = 0;
mb.dlightbits = 0;
mb.entity = &r_worldentity;
mb.shader = fa->texinfo->texture->shader;
mb.fog = NULL;
mb.mesh = fa->mesh;
r_worldentity.shaderRGBAf[3] = basealpha;
R_PushMesh(mb.mesh, mb.shader->features);
r_worldentity.shaderRGBAf[3] = 1;
R_RenderMeshBuffer(&mb, false);
return;
}
#endif
if (r_waterlayers.value>=1)
{
qglEnable(GL_BLEND); //to ensure.
qglMatrixMode(GL_TEXTURE);
fa->mesh->colors_array=NULL;
for (a=basealpha,l = 0; l < r_waterlayers.value; l++,a=a*4/6)
{
qglPushMatrix();
qglColor4f(1, 1, 1, a);
qglTranslatef (sin(cl.time+l*4) * 0.04f+cos(cl.time/2+l)*0.02f+cl.time/(64+l*8), cos(cl.time+l*4) * 0.06f+sin(cl.time/2+l)*0.02f+cl.time/(16+l*2), 0);
GL_DrawAliasMesh(fa->mesh, fa->texinfo->texture->gl_texturenum);
qglPopMatrix();
}
qglMatrixMode(GL_MODELVIEW);
qglDisable(GL_BLEND); //to ensure.
}
else //dull (fast) single player
{
qglMatrixMode(GL_TEXTURE);
qglPushMatrix();
qglTranslatef (sin(cl.time) * 0.4f, cos(cl.time) * 0.06f, 0);
fa->mesh->colors_array = NULL;
GL_DrawAliasMesh(fa->mesh, fa->texinfo->texture->gl_texturenum);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
}
}
/*
=============
EmitSkyPolys
=============
*/
void EmitSkyPolys (msurface_t *fa)
{
}
/*
===============
EmitBothSkyLayers
Does a sky warp on the pre-fragmented glpoly_t chain
This will be called for brushmodels, the world
will have them chained together.
===============
*/
void GL_EmitBothSkyLayers (msurface_t *fa)
{
GL_DisableMultitexture();
GL_Bind (solidskytexture);
speedscale = cl.gametime*8;
speedscale -= (int)speedscale & ~127 ;
EmitSkyPolys (fa);
qglEnable (GL_BLEND);
GL_Bind (alphaskytexture);
speedscale = cl.gametime*16;
speedscale -= (int)speedscale & ~127 ;
EmitSkyPolys (fa);
qglDisable (GL_BLEND);
}
#endif
/*
=================
GL_DrawSkyChain
=================
*/
#ifdef RGLQUAKE
void R_DrawSkyBoxChain (msurface_t *s);
void GL_DrawSkyChain (msurface_t *s)
{
msurface_t *fa;
GL_DisableMultitexture();
#ifdef Q3SHADERS
if (!solidskytexture&&!usingskybox)
{
int i;
if (s->texinfo->texture->shader && s->texinfo->texture->shader->skydome)
{
for (i = 0; i < 6; i++)
{
skyboxtex[i] = s->texinfo->texture->shader->skydome->farbox_textures[i];
}
solidskytexture = 1;
}
}
#endif
if (r_fastsky.value||(!solidskytexture&&!usingskybox)) //this is for visability only... we'd otherwise not stoop this low (and this IS low)
{
int fc;
qbyte *pal;
fc = r_fastskycolour.value;
if (fc > 255)
fc = 255;
if (fc < 0)
fc = 0;
pal = host_basepal+fc*3;
qglDisable(GL_TEXTURE_2D);
qglColor3f(pal[0]/255.0f, pal[1]/255.0f, pal[2]/255.0f);
qglDisableClientState( GL_COLOR_ARRAY );
for (fa=s ; fa ; fa=fa->texturechain)
{
qglVertexPointer(3, GL_FLOAT, 0, fa->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, fa->mesh->numindexes, GL_INDEX_TYPE, fa->mesh->indexes);
}
R_IBrokeTheArrays();
qglColor3f(1, 1, 1);
qglEnable(GL_TEXTURE_2D);
return;
}
if (usingskybox)
{
R_DrawSkyBoxChain(s);
return;
}
// if (usingskydome)
{
GL_DrawSkySphere(s);
return;
}
// used when gl_texsort is on
GL_Bind(solidskytexture);
speedscale = cl.servertime;
speedscale*=8;
speedscale -= (int)speedscale & ~127 ;
for (fa=s ; fa ; fa=fa->texturechain)
EmitSkyPolys (fa);
qglEnable (GL_BLEND);
GL_Bind (alphaskytexture);
speedscale = cl.servertime;
speedscale*=16;
speedscale -= (int)speedscale & ~127 ;
for (fa=s ; fa ; fa=fa->texturechain)
EmitSkyPolys (fa);
qglDisable (GL_BLEND);
}
#endif
#ifdef D3DQUAKE
void R_DrawSkyBoxChain (msurface_t *s);
void D3D7_DrawSkyChain (msurface_t *s)
{
msurface_t *fa;
#ifdef Q3SHADERS
if (!solidskytexture&&!usingskybox)
{
int i;
if (s->texinfo->texture->shader && s->texinfo->texture->shader->skydome)
{
for (i = 0; i < 6; i++)
{
skyboxtex[i] = s->texinfo->texture->shader->skydome->farbox_textures[i];
}
solidskytexture = 1;
}
}
#endif
/*
if (r_fastsky.value||(!solidskytexture&&!usingskybox)) //this is for visability only... we'd otherwise not stoop this low (and this IS low)
{
int fc;
qbyte *pal;
fc = r_fastskycolour.value;
if (fc > 255)
fc = 255;
if (fc < 0)
fc = 0;
pal = host_basepal+fc*3;
qglDisable(GL_TEXTURE_2D);
qglColor3f(pal[0]/255.0f, pal[1]/255.0f, pal[2]/255.0f);
qglDisableClientState( GL_COLOR_ARRAY );
for (fa=s ; fa ; fa=fa->texturechain)
{
qglVertexPointer(3, GL_FLOAT, 0, fa->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, fa->mesh->numindexes, GL_INDEX_TYPE, fa->mesh->indexes);
}
R_IBrokeTheArrays();
qglColor3f(1, 1, 1);
qglEnable(GL_TEXTURE_2D);
return;
}
*/
/* if (usingskybox)
{
R_DrawSkyBoxChain(s);
return;
}
*/
D3D7_DrawSkySphere(s);
}
void D3D9_DrawSkyChain (msurface_t *s)
{
msurface_t *fa;
#ifdef Q3SHADERS
if (!solidskytexture&&!usingskybox)
{
int i;
if (s->texinfo->texture->shader && s->texinfo->texture->shader->skydome)
{
for (i = 0; i < 6; i++)
{
skyboxtex[i] = s->texinfo->texture->shader->skydome->farbox_textures[i];
}
solidskytexture = 1;
}
}
#endif
/*
if (r_fastsky.value||(!solidskytexture&&!usingskybox)) //this is for visability only... we'd otherwise not stoop this low (and this IS low)
{
int fc;
qbyte *pal;
fc = r_fastskycolour.value;
if (fc > 255)
fc = 255;
if (fc < 0)
fc = 0;
pal = host_basepal+fc*3;
qglDisable(GL_TEXTURE_2D);
qglColor3f(pal[0]/255.0f, pal[1]/255.0f, pal[2]/255.0f);
qglDisableClientState( GL_COLOR_ARRAY );
for (fa=s ; fa ; fa=fa->texturechain)
{
qglVertexPointer(3, GL_FLOAT, 0, fa->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, fa->mesh->numindexes, GL_INDEX_TYPE, fa->mesh->indexes);
}
R_IBrokeTheArrays();
qglColor3f(1, 1, 1);
qglEnable(GL_TEXTURE_2D);
return;
}
*/
/* if (usingskybox)
{
R_DrawSkyBoxChain(s);
return;
}
*/
D3D9_DrawSkySphere(s);
}
#endif
/*
=================================================================
Quake 2 environment sky
=================================================================
*/
/*
==================
R_LoadSkys
==================
*/
static char *skyname_suffix[][6] = {
{"px", "py", "nx", "ny", "pz", "nz"},
{"posx", "posy", "negx", "negy", "posz", "negz"},
{"rt", "bk", "lf", "ft", "up", "dn"},
{"_px", "_py", "_nx", "_ny", "_pz", "_nz"},
{"_posx", "_posy", "_negx", "_negy", "_posz", "_negz"},
{"_rt", "_bk", "_lf", "_ft", "_up", "_dn"}
};
static char *skyname_pattern[] = {
"%s_%s",
"%s%s",
"env/%s%s",
"gfx/env/%s%s"
};
void GLR_LoadSkys (void)
{
int i;
char name[MAX_QPATH];
char *boxname;
int p, s;
if (*r_skyboxname.string)
boxname = r_skyboxname.string; //user forced
else
boxname = defaultskybox;
if (!*boxname)
{ //wipe the box
for (i=0 ; i<6 ; i++)
skyboxtex[i] = 0;
}
else
{
for(;;)
{
for (i=0 ; i<6 ; i++)
{
for (p = 0; p < sizeof(skyname_pattern)/sizeof(skyname_pattern[0]); p++)
{
for (s = 0; s < sizeof(skyname_suffix)/sizeof(skyname_suffix[0]); s++)
{
snprintf (name, sizeof(name), skyname_pattern[p], boxname, skyname_suffix[s][i]);
skyboxtex[i] = Mod_LoadHiResTexture(name, NULL, false, false, true);
if (skyboxtex[i])
break;
}
if (skyboxtex[i])
break;
}
if (!skyboxtex[i])
break;
#ifdef RGLQUAKE
//so the user can specify GL_NEAREST and still get nice skyboxes... yeah, a hack
if (qrenderer == QR_OPENGL)
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
#endif
}
if (boxname != defaultskybox && i < 6 && *defaultskybox)
{
boxname = defaultskybox;
continue;
}
break;
}
}
}
qboolean GLR_CheckSky()
{
return true;
}
void GLR_Skyboxname_Callback(struct cvar_s *var, char *oldvalue)
{
GLR_LoadSkys();
}
void GLR_SetSky(char *name, float rotate, vec3_t axis) //called from the client code, once per level
{
Q_strncpyz(defaultskybox, name, sizeof(defaultskybox));
if (!*r_skyboxname.string) //don't override a user's settings
GLR_Skyboxname_Callback(&r_skyboxname, "");
skyrotate = rotate;
VectorCopy(axis, skyaxis);
}
vec3_t skyclip[6] = {
{1,1,0},
{1,-1,0},
{0,-1,1},
{0,1,1},
{1,0,1},
{-1,0,1}
};
int c_sky;
// 1 = s, 2 = t, 3 = 2048
int st_to_vec[6][3] =
{
{3,-1,2},
{-3,1,2},
{1,3,2},
{-1,-3,2},
{-2,-1,3}, // 0 degrees yaw, look straight up
{2,-1,-3} // look straight down
// {-1,2,3},
// {1,2,-3}
};
// s = [0]/[2], t = [1]/[2]
int vec_to_st[6][3] =
{
{-2,3,1},
{2,3,-1},
{1,3,2},
{-1,3,-2},
{-2,-1,3},
{-2,1,-3}
// {-1,2,3},
// {1,2,-3}
};
float skymins[2][6], skymaxs[2][6];
void DrawSkyPolygon (int nump, vec3_t vecs)
{
int i,j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
c_sky++;
// decide which face it maps to
VectorClear (v);
for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
{
VectorAdd (vp, v, v);
}
av[0] = fabs(v[0]);
av[1] = fabs(v[1]);
av[2] = fabs(v[2]);
if (av[0] > av[1] && av[0] > av[2])
{
if (v[0] < 0)
axis = 1;
else
axis = 0;
}
else if (av[1] > av[2] && av[1] > av[0])
{
if (v[1] < 0)
axis = 3;
else
axis = 2;
}
else
{
if (v[2] < 0)
axis = 5;
else
axis = 4;
}
// project new texture coords
for (i=0 ; i<nump ; i++, vecs+=3)
{
j = vec_to_st[axis][2];
if (j > 0)
dv = vecs[j - 1];
else
dv = -vecs[-j - 1];
if (dv < 0.001)
continue; // don't divide by zero
j = vec_to_st[axis][0];
if (j < 0)
s = -vecs[-j -1] / dv;
else
s = vecs[j-1] / dv;
j = vec_to_st[axis][1];
if (j < 0)
t = -vecs[-j -1] / dv;
else
t = vecs[j-1] / dv;
if (s < skymins[0][axis])
skymins[0][axis] = s;
if (t < skymins[1][axis])
skymins[1][axis] = t;
if (s > skymaxs[0][axis])
skymaxs[0][axis] = s;
if (t > skymaxs[1][axis])
skymaxs[1][axis] = t;
}
}
#define MAX_CLIP_VERTS 64
void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
{
float *norm;
float *v;
qboolean front, back;
float d, e;
float dists[MAX_CLIP_VERTS];
int sides[MAX_CLIP_VERTS];
vec3_t newv[2][MAX_CLIP_VERTS];
int newc[2];
int i, j;
if (nump > MAX_CLIP_VERTS-2)
Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS");
if (stage == 6)
{ // fully clipped, so draw it
DrawSkyPolygon (nump, vecs);
return;
}
front = back = false;
norm = skyclip[stage];
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
d = DotProduct (v, norm);
if (d > ON_EPSILON)
{
front = true;
sides[i] = SIDE_FRONT;
}
else if (d < -ON_EPSILON)
{
back = true;
sides[i] = SIDE_BACK;
}
else
sides[i] = SIDE_ON;
dists[i] = d;
}
if (!front || !back)
{ // not clipped
ClipSkyPolygon (nump, vecs, stage+1);
return;
}
// clip it
sides[i] = sides[0];
dists[i] = dists[0];
VectorCopy (vecs, (vecs+(i*3)) );
newc[0] = newc[1] = 0;
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
switch (sides[i])
{
case SIDE_FRONT:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
break;
case SIDE_BACK:
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
case SIDE_ON:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
}
if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
continue;
d = dists[i] / (dists[i] - dists[i+1]);
for (j=0 ; j<3 ; j++)
{
e = v[j] + d*(v[j+3] - v[j]);
newv[0][newc[0]][j] = e;
newv[1][newc[1]][j] = e;
}
newc[0]++;
newc[1]++;
}
// continue
ClipSkyPolygon (newc[0], newv[0][0], stage+1);
ClipSkyPolygon (newc[1], newv[1][0], stage+1);
}
/*
=================
R_DrawSkyBoxChain
=================
*/
void R_DrawSkyBoxChain (msurface_t *s)
{
msurface_t *fa;
int i;
vec3_t verts[MAX_CLIP_VERTS];
c_sky = 0;
// calculate vertex values for sky box
for (fa=s ; fa ; fa=fa->texturechain)
{
//triangulate
for (i=2 ; i<fa->mesh->numvertexes ; i++)
{
VectorSubtract (fa->mesh->xyz_array[0], r_origin, verts[0]);
VectorSubtract (fa->mesh->xyz_array[i-1], r_origin, verts[1]);
VectorSubtract (fa->mesh->xyz_array[i], r_origin, verts[2]);
ClipSkyPolygon (3, verts[0], 0);
}
}
#ifdef RGLQUAKE
if (qrenderer == QR_OPENGL)
{
GL_DrawSkyBox (s);
return;
}
#endif
}
#define skygridx 16
#define skygridx1 (skygridx + 1)
#define skygridxrecip (1.0f / (skygridx))
#define skygridy 16
#define skygridy1 (skygridy + 1)
#define skygridyrecip (1.0f / (skygridy))
#define skysphere_numverts (skygridx1 * skygridy1)
#define skysphere_numtriangles (skygridx * skygridy * 2)
int skymade;
static index_t skysphere_element3i[skysphere_numtriangles * 3];
static float skysphere_texcoord2f[skysphere_numverts * 2];
#ifdef D3DQUAKE
static float skysphere_d3dvertex[skysphere_numverts * 5];
static d3d_animateskysphere(float time)
{
int i;
float *d3dvert, *texcoord2f;
d3dvert = skysphere_d3dvertex;
texcoord2f = skysphere_texcoord2f;
for (i = 0; i < skysphere_numverts; i++)
{
d3dvert[3] = time+*texcoord2f++;
d3dvert[4] = time+*texcoord2f++;
d3dvert+=5;
}
}
static void d3d_skyspherecalc(int skytype)
{ //yes, this is basically stolen from DarkPlaces
int i, j;
index_t *e;
float a, b, x, ax, ay, v[3], length, *d3dvert, *texcoord2f;
float dx, dy, dz;
float texscale;
if (skymade == skytype+500)
return;
skymade = skytype+500;
if (skytype == 2)
texscale = 1/16.0f;
else
texscale = 1/1.5f;
texscale*=3;
dx = 16;
dy = 16;
dz = 16 / 3;
d3dvert = skysphere_d3dvertex;
texcoord2f = skysphere_texcoord2f;
for (j = 0;j <= skygridy;j++)
{
a = j * skygridyrecip;
ax = cos(a * M_PI * 2);
ay = -sin(a * M_PI * 2);
for (i = 0;i <= skygridx;i++)
{
b = i * skygridxrecip;
x = cos((b + 0.5) * M_PI);
v[0] = ax*x * dx;
v[1] = ay*x * dy;
v[2] = -sin((b + 0.5) * M_PI) * dz;
length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
*d3dvert++ = v[0]*1000;
*d3dvert++ = v[1]*1000;
*d3dvert++ = v[2]*1000;
d3dvert+=2;
*texcoord2f++ = v[0] * length;
*texcoord2f++ = v[1] * length;
}
}
e = skysphere_element3i;
for (j = 0;j < skygridy;j++)
{
for (i = 0;i < skygridx;i++)
{
*e++ = j * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
}
}
}
#endif
#ifdef RGLQUAKE
static float skysphere_vertex3f[skysphere_numverts * 3];
mesh_t skymesh;
static void gl_skyspherecalc(int skytype)
{ //yes, this is basically stolen from DarkPlaces
int i, j;
index_t *e;
float a, b, x, ax, ay, v[3], length, *vertex3f, *texcoord2f;
float dx, dy, dz;
float texscale;
if (skymade == skytype)
return;
skymade = skytype;
if (skymade == 2)
texscale = 1/16.0f;
else
texscale = 1/1.5f;
texscale*=3;
skymesh.indexes = skysphere_element3i;
skymesh.st_array = (void*)skysphere_texcoord2f;
skymesh.lmst_array = (void*)skysphere_texcoord2f;
skymesh.xyz_array = (void*)skysphere_vertex3f;
skymesh.numindexes = skysphere_numtriangles * 3;
skymesh.numvertexes = skysphere_numverts;
dx = 16;
dy = 16;
dz = 16 / 3;
vertex3f = skysphere_vertex3f;
texcoord2f = skysphere_texcoord2f;
for (j = 0;j <= skygridy;j++)
{
a = j * skygridyrecip;
ax = cos(a * M_PI * 2);
ay = -sin(a * M_PI * 2);
for (i = 0;i <= skygridx;i++)
{
b = i * skygridxrecip;
x = cos((b + 0.5) * M_PI);
v[0] = ax*x * dx;
v[1] = ay*x * dy;
v[2] = -sin((b + 0.5) * M_PI) * dz;
length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
*texcoord2f++ = v[0] * length;
*texcoord2f++ = v[1] * length;
*vertex3f++ = v[0];
*vertex3f++ = v[1];
*vertex3f++ = v[2];
}
}
e = skysphere_element3i;
for (j = 0;j < skygridy;j++)
{
for (i = 0;i < skygridx;i++)
{
*e++ = j * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
}
}
}
void GL_DrawSkySphere (msurface_t *fa)
{
extern cvar_t gl_maxdist;
float time = cl.gametime+realtime-cl.gametimemark;
float skydist = gl_maxdist.value;
if (skydist<1)
skydist=gl_skyboxdist.value;
skydist/=16;
//scale sky sphere and place around view origin.
qglPushMatrix();
qglTranslatef(r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2]);
qglScalef(skydist, skydist, skydist);
//draw in bulk? this is eeevil
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
#ifdef Q3SHADERS
if (fa->texinfo->texture->shader)
{ //the shader route.
meshbuffer_t mb;
gl_skyspherecalc(2);
mb.sortkey = 0;
mb.infokey = -1;
mb.dlightbits = 0;
mb.entity = &r_worldentity;
mb.shader = fa->texinfo->texture->shader;
mb.fog = NULL;
mb.mesh = &skymesh;
R_PushMesh(mb.mesh, mb.shader->features);
R_RenderMeshBuffer(&mb, false);
}
else
#endif
{ //the boring route.
gl_skyspherecalc(1);
qglMatrixMode(GL_TEXTURE);
qglPushMatrix();
qglTranslatef(time*8/128, time*8/128, 0);
GL_DrawAliasMesh(&skymesh, solidskytexture);
qglColor4f(1,1,1,0.5);
qglEnable(GL_BLEND);
qglTranslatef(time*8/128, time*8/128, 0);
GL_DrawAliasMesh(&skymesh, alphaskytexture);
qglDisable(GL_BLEND);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
}
qglPopMatrix();
if (!cls.allow_skyboxes) //allow a little extra fps.
{//Draw the texture chain to only the depth buffer.
if (qglColorMask)
qglColorMask(0,0,0,0);
for (; fa; fa = fa->texturechain)
{
GL_DrawAliasMesh(fa->mesh, 0);
}
if (qglColorMask)
qglColorMask(1,1,1,1);
}
}
#endif
#ifdef D3DQUAKE
void D3D7_DrawSkySphere (msurface_t *fa)
{
extern cvar_t gl_maxdist;
float time = cl.gametime+realtime-cl.gametimemark;
float skydist = 99999;//gl_maxdist.value;
if (skydist<1)
skydist=gl_skyboxdist.value;
skydist/=16;
//scale sky sphere and place around view origin.
// qglPushMatrix();
// qglTranslatef(r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2]);
// qglScalef(skydist, skydist, skydist);
//draw in bulk? this is eeevil
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
/*#ifdef Q3SHADERS
if (fa->texinfo->texture->shader)
{ //the shader route.
meshbuffer_t mb;
d3d_skyspherecalc(2);
mb.sortkey = 0;
mb.infokey = -1;
mb.dlightbits = 0;
mb.entity = &r_worldentity;
mb.shader = fa->texinfo->texture->shader;
mb.fog = NULL;
mb.mesh = &skymesh;
R_PushMesh(mb.mesh, mb.shader->features);
R_RenderMeshBuffer(&mb, false);
}
else
#endif*/
{ //the boring route.
d3d_skyspherecalc(1);
// qglMatrixMode(GL_TEXTURE);
// qglPushMatrix();
// qglTranslatef(time*8/128, time*8/128, 0);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
// pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
d3d_animateskysphere(time*8/128);
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, (LPDIRECTDRAWSURFACE7)solidskytexture);
pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX1, skysphere_d3dvertex, skysphere_numverts, skysphere_element3i, skysphere_numtriangles * 3, 0);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
// pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
// pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
// qglTranslatef(time*8/128, time*8/128, 0);
d3d_animateskysphere(time*16/128);
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, (LPDIRECTDRAWSURFACE7)alphaskytexture);
pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX1, skysphere_d3dvertex, skysphere_numverts, skysphere_element3i, skysphere_numtriangles * 3, 0);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
// qglDisable(GL_BLEND);
// qglPopMatrix();
// qglMatrixMode(GL_MODELVIEW);
}
// qglPopMatrix();
/*
if (!cls.allow_skyboxes) //allow a little extra fps.
{//Draw the texture chain to only the depth buffer.
if (qglColorMask)
qglColorMask(0,0,0,0);
for (; fa; fa = fa->texturechain)
{
GL_DrawAliasMesh(fa->mesh, 0);
}
if (qglColorMask)
qglColorMask(1,1,1,1);
}
*/
}
void D3D9_DrawSkySphere (msurface_t *fa)
{
extern cvar_t gl_maxdist;
float time = cl.gametime+realtime-cl.gametimemark;
float skydist = 99999;//gl_maxdist.value;
if (skydist<1)
skydist=gl_skyboxdist.value;
skydist/=16;
//scale sky sphere and place around view origin.
// qglPushMatrix();
// qglTranslatef(r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2]);
// qglScalef(skydist, skydist, skydist);
//draw in bulk? this is eeevil
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
/*#ifdef Q3SHADERS
if (fa->texinfo->texture->shader)
{ //the shader route.
meshbuffer_t mb;
d3d_skyspherecalc(2);
mb.sortkey = 0;
mb.infokey = -1;
mb.dlightbits = 0;
mb.entity = &r_worldentity;
mb.shader = fa->texinfo->texture->shader;
mb.fog = NULL;
mb.mesh = &skymesh;
R_PushMesh(mb.mesh, mb.shader->features);
R_RenderMeshBuffer(&mb, false);
}
else
#endif*/
{ //the boring route.
d3d_skyspherecalc(1);
// qglMatrixMode(GL_TEXTURE);
// qglPushMatrix();
// qglTranslatef(time*8/128, time*8/128, 0);
d3d_animateskysphere(time*8/128);
D3D9_DrawSkyMesh(0, solidskytexture, skysphere_d3dvertex, skysphere_numverts, skysphere_element3i, skysphere_numtriangles);
d3d_animateskysphere(time*16/128);
D3D9_DrawSkyMesh(1, alphaskytexture, skysphere_d3dvertex, skysphere_numverts, skysphere_element3i, skysphere_numtriangles);
// qglDisable(GL_BLEND);
// qglPopMatrix();
// qglMatrixMode(GL_MODELVIEW);
}
// qglPopMatrix();
/*
if (!cls.allow_skyboxes) //allow a little extra fps.
{//Draw the texture chain to only the depth buffer.
if (qglColorMask)
qglColorMask(0,0,0,0);
for (; fa; fa = fa->texturechain)
{
GL_DrawAliasMesh(fa->mesh, 0);
}
if (qglColorMask)
qglColorMask(1,1,1,1);
}
*/
}
#endif
/*
==============
R_ClearSkyBox
==============
*/
void R_ClearSkyBox (void)
{
int i;
if (!cl.worldmodel) //allow skyboxes on non quake1 maps. (expect them even)
{
usingskybox = false;
return;
}
if (!skyboxtex[0] || !skyboxtex[1] || !skyboxtex[2] || !skyboxtex[3] || !skyboxtex[4] || !skyboxtex[5])
{
usingskybox = false;
return;
}
usingskybox = true;
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = 9999;
skymaxs[0][i] = skymaxs[1][i] = -9999;
}
}
void R_ForceSkyBox (void)
{
int i;
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = -1;
skymaxs[0][i] = skymaxs[1][i] = 1;
}
}
#ifdef RGLQUAKE
void GL_MakeSkyVec (float s, float t, int axis)
{
vec3_t v, b;
int j, k;
float skydist = gl_skyboxdist.value;
extern cvar_t gl_maxdist;
if (r_shadows.value || !gl_maxdist.value) //because r_shadows comes with an infinate depth perspective.
skydist*=20; //so we can put the distance at whatever distance needed.
b[0] = s*skydist;
b[1] = t*skydist;
b[2] = skydist;
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
v[j] = -b[-k - 1];
else
v[j] = b[k - 1];
}
// avoid bilerp seam
s = (s+1)*0.5;
t = (t+1)*0.5;
if (s < 1.0/512)
s = 1.0/512;
else if (s > 511.0/512)
s = 511.0/512;
if (t < 1.0/512)
t = 1.0/512;
else if (t > 511.0/512)
t = 511.0/512;
t = 1.0 - t;
qglTexCoord2f (s, t);
qglVertex3fv (v);
}
#endif
/*
==============
R_DrawSkyBox
==============
*/
int skytexorder[6] = {0,2,1,3,4,5};
#ifdef RGLQUAKE
void GL_DrawSkyBox (msurface_t *s)
{
msurface_t *fa;
int i;
if (!usingskybox)
return;
if (skyrotate)
{
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] < skymaxs[0][i]
&& skymins[1][i] < skymaxs[1][i])
break;
skymins[0][i] = -1; //fully visible
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
if (i == 6)
return; //can't see anything
for ( ; i<6 ; i++)
{
skymins[0][i] = -1;
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
}
qglPushMatrix ();
qglTranslatef (r_origin[0], r_origin[1], r_origin[2]);
if (skyrotate)
qglRotatef (cl.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] >= skymaxs[0][i]
|| skymins[1][i] >= skymaxs[1][i])
continue;
GL_Bind (skyboxtex[skytexorder[i]]);
qglBegin (GL_QUADS);
GL_MakeSkyVec (skymins[0][i], skymins[1][i], i);
GL_MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i);
GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
qglEnd ();
}
qglPopMatrix ();
if (!cls.allow_skyboxes && s) //allow a little extra fps.
{
//write the depth correctly
if (qglColorMask)
qglColorMask(0, 0, 0, 0); //depth only.
for (fa = s; fa; fa = fa->texturechain)
GL_DrawAliasMesh(fa->mesh, 1);
if (qglColorMask)
qglColorMask(1, 1, 1, 1);
}
}
#endif
//===============================================================
/*
=============
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
void R_InitSky (texture_t *mt)
{
int i, j, p;
qbyte *src;
unsigned trans[128*128];
unsigned transpix, alphamask;
int r, g, b;
unsigned *rgba;
char name[MAX_QPATH];
src = (qbyte *)mt + mt->offsets[0];
// make an average value for the back to avoid
// a fringe on the top level
r = g = b = 0;
for (i=0 ; i<128 ; i++)
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j + 128];
rgba = &d_8to24rgbtable[p];
trans[(i*128) + j] = *rgba;
r += ((qbyte *)rgba)[0];
g += ((qbyte *)rgba)[1];
b += ((qbyte *)rgba)[2];
}
((qbyte *)&transpix)[0] = r/(128*128);
((qbyte *)&transpix)[1] = g/(128*128);
((qbyte *)&transpix)[2] = b/(128*128);
((qbyte *)&transpix)[3] = 0;
sprintf(name, "%s_solid", mt->name);
Q_strlwr(name);
solidskytexture = Mod_LoadReplacementTexture(name, NULL, true, false, true);
if (!solidskytexture)
solidskytexture = R_LoadTexture32(name, 128, 128, trans, true, false);
/*
if (!solidskytexture)
solidskytexture = texture_extension_number++;
GL_Bind (solidskytexture );
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
*/
alphamask = LittleLong(0x7fffffff);
for (i=0 ; i<128 ; i++)
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j];
if (p == 0)
trans[(i*128) + j] = transpix;
else
trans[(i*128) + j] = d_8to24rgbtable[p] & alphamask;
}
sprintf(name, "%s_trans", mt->name);
Q_strlwr(name);
alphaskytexture = Mod_LoadReplacementTexture(name, NULL, true, true, true);
if (!alphaskytexture)
alphaskytexture = R_LoadTexture32(name, 128, 128, trans, true, true);
/*
if (!alphaskytexture)
alphaskytexture = texture_extension_number++;
GL_Bind(alphaskytexture);
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
*/
}
#endif