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fteqw/engine/gl/gl_warp.c
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

861 lines
20 KiB
C

/*
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"
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
#include <ctype.h>
static void R_CalcSkyChainBounds (batch_t *s);
static void GL_DrawSkySphere (batch_t *fa, shader_t *shader);
static void GL_SkyForceDepth(batch_t *fa);
static void GL_DrawSkyBox (texid_t *texnums, batch_t *s);
static void GL_DrawSkyGrid (texnums_t *tex);
extern cvar_t gl_skyboxdist;
extern cvar_t r_fastsky;
extern cvar_t r_fastskycolour;
static shader_t *forcedskyshader;
static shader_t *skyboxface;
static shader_t *skygridface;
//=========================================================
void R_SetSky(char *skyname)
{
if (*skyname)
forcedskyshader = R_RegisterCustom(va("skybox_%s", skyname), SUF_NONE, Shader_DefaultSkybox, NULL);
else
forcedskyshader = NULL;
skyboxface = R_RegisterShader("skyboxface", SUF_NONE,
"{\n"
"program default2d\n"
"{\n"
"map $diffuse\n"
"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
"}\n"
"}\n"
);
skygridface = R_RegisterShader("skygridface", SUF_NONE,
"{\n"
"program default2d\n"
"{\n"
"map $diffuse\n"
"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
"}\n"
"{\n"
"map $fullbright\n"
"blendfunc blend\n"
"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
"}\n"
"}\n"
);
}
/*
=================
GL_DrawSkyChain
=================
*/
qboolean R_DrawSkyChain (batch_t *batch)
{
shader_t *skyshader;
texid_t *skyboxtex;
if (forcedskyshader)
skyshader = forcedskyshader;
else
skyshader = batch->shader;
if (skyshader->prog)
return false;
if (skyshader->skydome)
skyboxtex = skyshader->skydome->farbox_textures;
else
skyboxtex = NULL;
if (skyboxtex && TEXVALID(*skyboxtex))
{
R_CalcSkyChainBounds(batch);
GL_DrawSkyBox (skyboxtex, batch);
if (skyshader->numpasses)
GL_DrawSkySphere(batch, skyshader);
}
else if (skyshader->numpasses)
{
if (*r_fastsky.string && TEXVALID(batch->shader->defaulttextures->base) && TEXVALID(batch->shader->defaulttextures->fullbright))
{
R_CalcSkyChainBounds(batch);
GL_DrawSkyGrid(skyshader->defaulttextures);
}
else
GL_DrawSkySphere(batch, skyshader);
}
//neither skydomes nor skyboxes nor skygrids will have been drawn with the correct depth values for the sky.
//this can result in rooms behind the sky surfaces being visible.
//so make sure they're correct where they're expected to be.
//don't do it on q3 bsp, because q3map2 can't do skyrooms without being weird about it. or something. anyway, we get different (buggy) behaviour from q3 if we don't skip this.
//See: The Edge Of Forever (motef, by sock) for an example of where this needs to be skipped.
//See dm3 for an example of where the depth needs to be correct (OMG THERE'S PLAYERS IN MY SKYBOX! WALLHAXX!).
//you can't please them all.
if (r_worldentity.model->fromgame != fg_quake3)
GL_SkyForceDepth(batch);
return true;
}
/*
=================================================================
Quake 2 environment sky
=================================================================
*/
static vec3_t skyclip[6] = {
{1,1,0},
{1,-1,0},
{0,-1,1},
{0,1,1},
{1,0,1},
{-1,0,1}
};
// 1 = s, 2 = t, 3 = 2048
static 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]
static 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}
};
static float skymins[2][6], skymaxs[2][6];
static void DrawSkyPolygon (int nump, vec3_t vecs)
{
int i,j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
// 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 (skymins[0][axis] > s)
skymins[0][axis] = s;
if (skymins[1][axis] > t)
skymins[1][axis] = t;
if (skymaxs[0][axis] < s)
skymaxs[0][axis] = s;
if (skymaxs[1][axis] < t)
skymaxs[1][axis] = t;
}
}
#define MAX_CLIP_VERTS 64
static 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
=================
*/
static void R_CalcSkyChainBounds (batch_t *batch)
{
mesh_t *mesh;
int i, m;
vec3_t verts[MAX_CLIP_VERTS];
if (batch->meshes == 1 && !batch->mesh[batch->firstmesh]->numindexes)
{ //deal with geometryless skies, like terrain/raw maps
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = -1;
skymaxs[0][i] = skymaxs[1][i] = 1;
}
return;
}
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = 1;//9999;
skymaxs[0][i] = skymaxs[1][i] = -1;//-9999;
}
// calculate vertex values for sky box
for (m = batch->firstmesh; m < batch->meshes; m++)
{
mesh = batch->mesh[m];
if (!mesh->xyz_array)
continue;
//triangulate
for (i = 0; i < mesh->numindexes; i+=3)
{
VectorSubtract (mesh->xyz_array[mesh->indexes[i+0]], r_origin, verts[0]);
VectorSubtract (mesh->xyz_array[mesh->indexes[i+1]], r_origin, verts[1]);
VectorSubtract (mesh->xyz_array[mesh->indexes[i+2]], r_origin, verts[2]);
ClipSkyPolygon (3, verts[0], 0);
}
}
}
#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)
static int skymade;
static index_t skysphere_element3i[skysphere_numtriangles * 3];
static float skysphere_texcoord2f[skysphere_numverts * 2];
static vecV_t skysphere_vertex3f[skysphere_numverts];
static 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, *texcoord2f;
vecV_t* vertex;
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[0] = (void*)skysphere_texcoord2f;
skymesh.xyz_array = (void*)skysphere_vertex3f;
skymesh.numindexes = skysphere_numtriangles * 3;
skymesh.numvertexes = skysphere_numverts;
dx = 1;
dy = 1;
dz = 1 / 3.0;
vertex = 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;
(*vertex)[0] = v[0];
(*vertex)[1] = v[1];
(*vertex)[2] = v[2];
vertex++;
}
}
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;
}
}
}
static void GL_SkyForceDepth(batch_t *batch)
{
if (!cls.allow_skyboxes && batch->texture) //allow a little extra fps.
{
BE_SelectMode(BEM_DEPTHONLY);
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, batch->vbo, NULL, batch->flags);
BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/
}
}
static void R_DrawSkyMesh(batch_t *batch, mesh_t *m, shader_t *shader)
{
static entity_t skyent;
batch_t b;
float skydist = gl_skyboxdist.value;
if (skydist<1)
skydist=gl_maxdist.value * 0.577;
if (skydist<1)
skydist = 10000000;
VectorCopy(r_refdef.vieworg, skyent.origin);
skyent.axis[0][0] = skydist;
skyent.axis[0][1] = 0;
skyent.axis[0][2] = 0;
skyent.axis[1][0] = 0;
skyent.axis[1][1] = skydist;
skyent.axis[1][2] = 0;
skyent.axis[2][0] = 0;
skyent.axis[2][1] = 0;
skyent.axis[2][2] = skydist;
skyent.scale = 1;
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
b = *batch;
b.meshes = 1;
b.firstmesh = 0;
b.mesh = &m;
b.ent = &skyent;
b.shader = shader;
b.skin = NULL;
b.texture = NULL;
b.vbo = NULL;
BE_SubmitBatch(&b);
}
static void GL_DrawSkySphere (batch_t *batch, shader_t *shader)
{
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
gl_skyspherecalc(2);
R_DrawSkyMesh(batch, &skymesh, shader);
}
static void GL_MakeSkyVec (float s, float t, int axis, float *vc, float *tc)
{
vec3_t b;
int j, k;
b[0] = s;
b[1] = t;
b[2] = 1;
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
vc[j] = -b[-k - 1];
else
vc[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;
tc[0] = s;
tc[1] = 1.0 - t;
}
static float speedscale1; // for top sky
static float speedscale2; // for bottom sky
static void EmitSkyGridVert (vec3_t v, vec2_t tc1, vec2_t tc2)
{
vec3_t dir;
float length;
VectorSubtract (v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = VectorLength (dir);
length = 6*63/length;
dir[0] *= length;
dir[1] *= length;
tc1[0] = (speedscale1 + dir[0]) * (1.0/128);
tc1[1] = (speedscale1 + dir[1]) * (1.0/128);
tc2[0] = (speedscale2 + dir[0]) * (1.0/128);
tc2[1] = (speedscale2 + dir[1]) * (1.0/128);
}
// s and t range from -1 to 1
static void MakeSkyGridVec2 (float s, float t, int axis, vec3_t v, vec2_t tc1, vec2_t tc2)
{
vec3_t b;
int j, k;
float skydist = gl_skyboxdist.value;
if (skydist<1)
skydist=gl_maxdist.value * 0.577;
if (skydist<1)
skydist = 10000000;
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];
v[j] += r_origin[j];
}
EmitSkyGridVert(v, tc1, tc2);
}
#define SUBDIVISIONS 10
static void GL_DrawSkyGridFace (int axis, mesh_t *fte_restrict mesh)
{
int i, j;
float s, t;
float fstep = 2.0 / SUBDIVISIONS;
for (i = 0; i < SUBDIVISIONS; i++)
{
s = (float)(i*2 - SUBDIVISIONS) / SUBDIVISIONS;
if (s + fstep < skymins[0][axis] || s > skymaxs[0][axis])
continue;
for (j = 0; j < SUBDIVISIONS; j++)
{
t = (float)(j*2 - SUBDIVISIONS) / SUBDIVISIONS;
if (t + fstep < skymins[1][axis] || t > skymaxs[1][axis])
continue;
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+0;
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+1;
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+2;
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+0;
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+2;
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+3;
MakeSkyGridVec2 (s, t, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
MakeSkyGridVec2 (s, t + fstep, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
MakeSkyGridVec2 (s + fstep, t + fstep, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
MakeSkyGridVec2 (s + fstep, t, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
}
}
}
static void GL_DrawSkyGrid (texnums_t *tex)
{
static entity_t skyent;
static batch_t b;
static mesh_t skymesh, *meshptr=&skymesh;
vecV_t coords[SUBDIVISIONS*SUBDIVISIONS*4*6];
vec2_t texcoords1[SUBDIVISIONS*SUBDIVISIONS*4*6];
vec2_t texcoords2[SUBDIVISIONS*SUBDIVISIONS*4*6];
index_t indexes[SUBDIVISIONS*SUBDIVISIONS*6*6];
int i;
float time = cl.gametime+realtime-cl.gametimemark;
speedscale1 = time*8;
speedscale1 -= (int)speedscale1 & ~127;
speedscale2 = time*16;
speedscale2 -= (int)speedscale2 & ~127;
skymesh.indexes = indexes;
skymesh.st_array = texcoords1;
skymesh.lmst_array[0] = texcoords2;
skymesh.xyz_array = coords;
skymesh.numindexes = 0;
skymesh.numvertexes = 0;
for (i = 0; i < 6; i++)
{
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
continue;
GL_DrawSkyGridFace (i, &skymesh);
}
VectorCopy(r_refdef.vieworg, skyent.origin);
skyent.axis[0][0] = 1;
skyent.axis[0][1] = 0;
skyent.axis[0][2] = 0;
skyent.axis[1][0] = 0;
skyent.axis[1][1] = 1;
skyent.axis[1][2] = 0;
skyent.axis[2][0] = 0;
skyent.axis[2][1] = 0;
skyent.axis[2][2] = 1;
skyent.scale = 1;
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
b.meshes = 1;
b.firstmesh = 0;
b.mesh = &meshptr;
b.ent = &skyent;
b.shader = skygridface;
b.skin = tex;
b.texture = NULL;
b.vbo = NULL;
BE_SubmitBatch(&b);
}
/*
==============
R_DrawSkyBox
==============
*/
static int skytexorder[6] = {0,2,1,3,4,5};
static void GL_DrawSkyBox (texid_t *texnums, batch_t *s)
{
int i;
vecV_t skyface_vertex[4];
vec2_t skyface_texcoord[4];
index_t skyface_index[6] = {0, 1, 2, 0, 2, 3};
vec4_t skyface_colours[4] = {{1,1,1,1},{1,1,1,1},{1,1,1,1},{1,1,1,1}};
mesh_t skyfacemesh = {0};
if (cl.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;
}
}
skyfacemesh.indexes = skyface_index;
skyfacemesh.st_array = skyface_texcoord;
skyfacemesh.xyz_array = skyface_vertex;
skyfacemesh.colors4f_array[0] = skyface_colours;
skyfacemesh.numindexes = 6;
skyfacemesh.numvertexes = 4;
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] >= skymaxs[0][i]
|| skymins[1][i] >= skymaxs[1][i])
continue;
GL_MakeSkyVec (skymins[0][i], skymins[1][i], i, skyface_vertex[0], skyface_texcoord[0]);
GL_MakeSkyVec (skymins[0][i], skymaxs[1][i], i, skyface_vertex[1], skyface_texcoord[1]);
GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i, skyface_vertex[2], skyface_texcoord[2]);
GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i, skyface_vertex[3], skyface_texcoord[3]);
skyboxface->defaulttextures->base = texnums[skytexorder[i]];
R_DrawSkyMesh(s, &skyfacemesh, skyboxface);
}
}
//===============================================================
/*
=============
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height)
{
int i, j, p;
unsigned trans[128*128];
unsigned transpix, alphamask;
int r, g, b;
unsigned *rgba;
char name[MAX_QPATH];
unsigned int stride = width;
width /= 2;
if (width < 1 || height < 1 || stride != width*2 || !src)
return;
if (width*height > countof(trans))
{
unsigned int wibuf[16] = {0};
shader->defaulttextures->base = R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
shader->defaulttextures->base = R_LoadReplacementTexture(skyname, NULL, 0, src, stride, height, TF_SOLID8);
shader->defaulttextures->fullbright = shader->defaulttextures->base;
return;
}
// make an average value for the back to avoid
// a fringe on the top level
r = g = b = 0;
for (i=0 ; i<height ; i++)
for (j=0 ; j<width ; j++)
{
p = src[i*stride + j + width];
rgba = &d_8to24rgbtable[p];
trans[(i*width) + j] = *rgba;
r += ((qbyte *)rgba)[0];
g += ((qbyte *)rgba)[1];
b += ((qbyte *)rgba)[2];
}
if (!shader->defaulttextures->base)
{
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
Q_strlwr(name);
shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, trans, width, height, TF_RGBX32);
}
if (!shader->defaulttextures->fullbright)
{
((qbyte *)&transpix)[0] = r/(width*height);
((qbyte *)&transpix)[1] = g/(width*height);
((qbyte *)&transpix)[2] = b/(width*height);
((qbyte *)&transpix)[3] = 0;
alphamask = LittleLong(0x7fffffff);
for (i=0 ; i<height ; i++)
for (j=0 ; j<width ; j++)
{
p = src[i*stride + j];
if (p == 0)
trans[(i*width) + j] = transpix;
else
trans[(i*width) + j] = d_8to24rgbtable[p] & alphamask;
}
//FIXME: support _trans
Q_snprintfz(name, sizeof(name), "%s_alpha", skyname);
Q_strlwr(name);
shader->defaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, trans, width, height, TF_RGBA32);
}
}
#endif