1
0
Fork 0
forked from fte/fteqw
fteqw/engine/gl/gl_warp.c
Spoike 52f0f117ab fix Q3BSP-without-Q2BSP bug.
reworked deferred rendering to support specular. mrt can be reconfigured by TCs if desired.
reworked q3bsp deluxemap code (so it no longer bugs out).
fixed a few warnings.
updated fteqcc to try to cope with xonotic. still not working (xonotic fails from bound checks).
reworked shader conditionals to support elif. added some directives from QF(aka: warsow)

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5158 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-10-31 22:52:58 +00:00

1006 lines
24 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 *forcedsky;
static shader_t *skyboxface;
static shader_t *skygridface;
//=========================================================
//called on video shutdown to reset internal state
void R_SkyShutdown(void)
{
skyboxface = NULL;
skygridface = NULL;
forcedsky = NULL;
}
void R_SetSky(const char *sky)
{
int i;
const char *shadername;
extern cvar_t r_skyboxname;
Q_strncpyz(cl.skyname, sky, sizeof(cl.skyname));
if (*r_skyboxname.string) //override it with the user's preference
sky = r_skyboxname.string;
shadername = va("skybox_%s", sky);
if (!forcedsky || strcmp(shadername, forcedsky->name))
{
forcedsky = NULL; //fall back to regular skies if forcing fails.
if (!*sky)
return; //no need to do anything
//if we have cubemaps then we can just go and use a cubemap for our skybox
if (sh_config.havecubemaps)
{
texnums_t tex;
memset(&tex, 0, sizeof(tex));
tex.reflectcube = R_LoadHiResTexture(sky, "env:gfx/env", IF_LOADNOW|IF_CUBEMAP|IF_CLAMP);
if (tex.reflectcube->width)
{
forcedsky = R_RegisterShader(va("skybox_%s", sky), 0, "{\nsort sky\nprogram defaultskybox\n{\nmap \"$cube:$reflectcube\"\ntcgen skybox\n}\nsurfaceparms nodlight\nsurfaceparms sky\n}");
R_BuildDefaultTexnums(&tex, forcedsky);
return;
}
}
//crappy old path that I still need to fix up a bit
//unlike cubemaps, this works on gl1.1/gles1, and also works with the different faces as different sizes.
forcedsky = R_RegisterShader(shadername, 0, va("{\nsort sky\nskyparms \"%s\" 512 -\nsurfaceparms nodlight\n}", sky));
//check that we actually got some textures.
//we accept the skybox if even 1 face is valid.
//we ignore the replacement only request if all are invalid.
for (i = 0; i < 6; i++)
{
extern texid_t missing_texture;
if (forcedsky->skydome && forcedsky->skydome->farbox_textures[i] != missing_texture)
break;
}
if (i == 6) //couldn't find ANY sky textures.
forcedsky = NULL;
}
}
void R_DrawFastSky(batch_t *batch)
{
batch_t b = *batch;
b.shader = R_RegisterShader("fastsky", 0, "{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n");
b.skin = NULL;
b.texture = NULL;
BE_SubmitBatch(&b);
}
/*
=================
GL_DrawSkyChain
=================
*/
qboolean R_DrawSkyChain (batch_t *batch)
{
shader_t *skyshader;
texid_t *skyboxtex;
if (r_fastsky.value)
{
R_DrawFastSky(batch);
return true; //depth will always be drawn with this pathway.
}
if (forcedsky)
{
skyshader = forcedsky;
if (forcedsky->numpasses && !forcedsky->skydome)
{ //cubemap skies!
//this is just a simple pass. we use glsl/texgen for any actual work
batch_t b = *batch;
b.shader = forcedsky;
b.skin = NULL;
b.texture = NULL;
BE_SubmitBatch(&b);
return true;
}
}
else
{
skyshader = batch->shader;
if (skyshader->prog) //glsl is expected to do the whole skybox/warpsky thing itself, with no assistance from this legacy code.
return false;
}
if (skyshader->skydome)
skyboxtex = skyshader->skydome->farbox_textures;
else
skyboxtex = NULL;
if (skyboxtex && TEXVALID(*skyboxtex))
{ //draw a skybox if we were given the textures
R_CalcSkyChainBounds(batch);
GL_DrawSkyBox (skyboxtex, batch);
if (skyshader->numpasses)
GL_DrawSkySphere(batch, skyshader);
}
else if (skyshader->numpasses)
{ //if we have passes, then they're normally projected.
if (*r_fastsky.string && TEXVALID(batch->shader->defaulttextures->base) && TEXVALID(batch->shader->defaulttextures->fullbright))
{ //we have a small perf trick to accelerate q1 skies, also helps avoids distortions, but doesn't work too well for any other type of sky.
R_CalcSkyChainBounds(batch);
GL_DrawSkyGrid(skyshader->defaulttextures);
}
else
GL_DrawSkySphere(batch, skyshader);
}
else if (batch->meshes)
{ //skys are weird.
//they're the one type of surface with implicit nodraw when there's no passes.
if (batch->shader->skydome || batch->shader->numpasses)
R_DrawFastSky(batch);
return true; //depth will always be drawn with this pathway... or we were not drawing anything anyway...
}
//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 || !mesh->indexes)
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=r_refdef.maxdist * 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;
Vector4Set(skyent.shaderRGBAf, 1, 1, 1, 1);
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=r_refdef.maxdist * 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;
if (!skygridface)
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"
);
//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;
if (!skyboxface)
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"
);
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 image is 256*128 and comprises two logical textures.
the left is the transparent/blended part. the right is the opaque/background part.
==============
*/
void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height)
{
int i, j, p;
unsigned *temp;
unsigned transpix, alphamask;
int r, g, b;
unsigned *rgba;
char name[MAX_QPATH*2];
unsigned int stride = width;
width /= 2;
if (width < 1 || height < 1 || stride != width*2 || !src)
return;
//try to load dual-layer-single-image skies.
//this is always going to be lame special case crap
{
size_t filesize = 0;
qbyte *filedata = NULL;
if (!filedata)
{
Q_snprintfz(name, sizeof(name), "textures/%s.tga", skyname);
filedata = FS_LoadMallocFile(name, &filesize);
}
if (!filedata)
{
Q_snprintfz(name, sizeof(name), "textures/%s.png", skyname);
filedata = FS_LoadMallocFile(name, &filesize);
}
if (filedata)
{
int imagewidth, imageheight;
qboolean hasalpha; //fixme, if this is false, is it worth all this code?
unsigned int *imagedata = (unsigned int*)Read32BitImageFile(filedata, filesize, &imagewidth, &imageheight, &hasalpha, name);
Z_Free(filedata);
if (imagedata && !(imagewidth&1))
{
imagewidth>>=1;
temp = BZF_Malloc(imagewidth*imageheight*sizeof(*temp));
if (temp)
{
for (i=0 ; i<imageheight ; i++)
for (j=0 ; j<imagewidth ; j++)
{
temp[i*imagewidth+j] = imagedata[i*(imagewidth<<1)+j+imagewidth];
}
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
Q_strlwr(name);
shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, temp, imagewidth, imageheight, TF_RGBX32);
for (i=0 ; i<imageheight ; i++)
for (j=0 ; j<imagewidth ; j++)
{
temp[i*imagewidth+j] = imagedata[i*(imagewidth<<1)+j];
}
BZ_Free(imagedata);
Q_snprintfz(name, sizeof(name), "%s_alpha:%s_trans", skyname, skyname);
Q_strlwr(name);
shader->defaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, temp, imagewidth, imageheight, TF_RGBA32);
BZ_Free(temp);
return;
}
}
BZ_Free(imagedata);
}
}
temp = BZ_Malloc(width*height*sizeof(*temp));
// 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];
temp[(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, temp, width, height, TF_RGBX32);
}
if (!shader->defaulttextures->fullbright)
{
//fixme: use premultiplied alpha here.
((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)
temp[(i*width) + j] = transpix;
else
temp[(i*width) + j] = d_8to24rgbtable[p] & alphamask;
}
//FIXME: support _trans
Q_snprintfz(name, sizeof(name), "%s_alpha:%s_trans", skyname, skyname);
Q_strlwr(name);
shader->defaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, temp, width, height, TF_RGBA32);
}
BZ_Free(temp);
}
#endif