Support for equirectangular sky images. Because skybox orientations are generally too hard to get right. Urgh.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5955 fc73d0e0-1445-4013-8a0c-d673dee63da5
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4 changed files with 124 additions and 33 deletions
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@ -3505,12 +3505,13 @@ static qbyte *ReadPBMFile(qbyte *buf, size_t len, const char *fname, int *width,
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static void *ReadRadianceFile(qbyte *buf, size_t len, const char *fname, int *width, int *height, uploadfmt_t *format)
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{ //this isn't expected to be fast.
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qbyte *end = buf+len;
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size_t l, x, y, w, h;
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size_t l, x, y, w, h, e;
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float *r, *o, m;
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qbyte rgbe[4];
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char fmt[128];
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char line[256];
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byte_vec4_t *row = NULL;
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w = h = 0;
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*fmt = 0;
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while (buf < end)
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@ -3535,13 +3536,13 @@ static void *ReadRadianceFile(qbyte *buf, size_t len, const char *fname, int *wi
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Con_Printf("%s uses unsupported orientation\n", fname);
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return NULL;
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}
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w = strtol(buf+3, (char**)&buf, 0);
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h = strtol(buf+3, (char**)&buf, 0);
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if (strncmp(buf, " +X ", 4))
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{
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Con_Printf("%s uses unsupported orientation\n", fname);
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return NULL;
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}
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h = strtol(buf+4, (char**)&buf, 0);
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w = strtol(buf+4, (char**)&buf, 0);
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if (*buf == '\r')
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buf++;
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if (*buf++ != '\n')
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@ -3556,38 +3557,83 @@ static void *ReadRadianceFile(qbyte *buf, size_t len, const char *fname, int *wi
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r = o = BZ_Malloc(sizeof(float)*4*w*h);
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if (!r)
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return NULL;
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for (y=0; y < h; y++)
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for (y=0; y < h && buf+4<end; y++)
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{
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for (x=0; x < w; x++)
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{
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rgbe[0] = *buf++;
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rgbe[1] = *buf++;
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rgbe[2] = *buf++;
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rgbe[3] = *buf++;
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if (rgbe[0] == 2 && rgbe[1] == 2 && rgbe[2] < 127)
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{ //new rle logic
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Con_Printf("%s uses unsupported (new) RLE compression\n", fname);
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goto fail;
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}
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if (rgbe[0] == 1 && rgbe[1] == 1 && rgbe[2] == 1)
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{ //old rle logic
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Con_Printf("%s uses unsupported (old) RLE compression\n", fname);
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goto fail;
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if (buf[0] == 2 && buf[1] == 2 && buf[2] < 127)
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{ //'new' rle logic
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int c, v;
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buf+=4;
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if (!row)
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row = BZ_Malloc(w*sizeof(*row));
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//encoded separately
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for (c = 0; c < 4; c++)
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{
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for (x=0; x < w; )
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{
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if (buf+1 >= end)
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goto fail;
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if (*buf > 128)
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{
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e = x + (*buf++ - 128);
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v = *buf++;
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if (e == x || e > w)
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goto fail;
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while (x < e)
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row[x++][c] = v;
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}
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else
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{
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e = x + *buf++;
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if (e == x || e > w || buf+(e-x) >= end)
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goto fail;
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while (x < e)
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row[x++][c] = *buf++;
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}
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}
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}
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m = ldexp(1,rgbe[3]-136);
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*o++ = m * rgbe[0];
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*o++ = m * rgbe[1];
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*o++ = m * rgbe[2];
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*o++ = 1;
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//decompressed the entire line, can make sense of it now.
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for (x=0; x < w; x++)
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{
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m = ldexp(1,row[x][3]-136);
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*o++ = m * row[x][0];
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*o++ = m * row[x][1];
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*o++ = m * row[x][2];
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*o++ = 1;
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}
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}
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else if (rgbe[0] == 1 && rgbe[1] == 1 && rgbe[2] == 1)
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{ //old rle logic
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Con_Printf("%s uses unsupported (old) RLE compression\n", fname);
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goto fail;
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}
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else
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{
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for (x=0; x < w && buf+4<end ; x++)
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{
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rgbe[0] = *buf++;
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rgbe[1] = *buf++;
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rgbe[2] = *buf++;
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rgbe[3] = *buf++;
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m = ldexp(1,rgbe[3]-136);
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*o++ = m * rgbe[0];
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*o++ = m * rgbe[1];
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*o++ = m * rgbe[2];
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*o++ = 1;
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}
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}
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}
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if (row)
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BZ_Free(row);
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*width = w;
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*height = h;
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//FIXME: should probably convert to e5bgr9 or something.
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*format = PTI_RGBA32F;
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return r;
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fail:
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if (row)
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BZ_Free(row);
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BZ_Free(r);
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return NULL;
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}
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@ -1062,17 +1062,25 @@ struct
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{ "shib",
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"Performance optimisations for large/detailed maps.",
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"if r_dynamic >= 1\n"
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"{\n" //fake it anyway.
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"set r_shadow_realtime_dlight 1\n"
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"set r_shadow_realtime_dlight_shadows 0\n"
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"set r_dynamic 0\n"
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"}\n"
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"set r_temporalscenecache 1\n" //the main speedup.
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"set r_lightstylespeed 0\n" //FIXME: we shouldn't need this, but its too stuttery without.
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"set sv_autooffload 1\n" //Needs polish still.
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"set gl_pbolightmaps 1\n" //FIXME: this needs to be the default eventually.
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},
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{ "dm",
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"Various settings to make you more competitive."
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"set cl_yieldcpu 0\n"
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"set v_kickroll 0\n" //roll change when taking damage
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"set v_kickpitch 0\n" //pitch change when taking damage
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"set v_damagecshift 0\n" //colour change when taking damage
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"set v_gunkick 0\n" //recoil when firing
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"set cl_rollangle 0\n" //rolling when strafing
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"set cl_bob 0\n" //view bobbing when moving.
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#ifdef _WIN32
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"set sys_clockprecision 1\n" //windows kinda sucks otherwise
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#endif
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},
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{ "qw",
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"Enable QuakeWorld-isms, for better gameplay.",
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@ -79,22 +79,47 @@ void R_SetSky(const char *sky)
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shadername = va("skybox_%s", sky);
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if (!forcedsky || strcmp(shadername, forcedsky->name))
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{
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texnums_t tex;
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forcedsky = NULL; //fall back to regular skies if forcing fails.
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if (!*sky)
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return; //no need to do anything
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memset(&tex, 0, sizeof(tex));
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tex.base = R_LoadHiResTexture(sky, "env:gfx/env", IF_LOADNOW|IF_NOMIPMAP);
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if (tex.reflectcube && tex.reflectcube->status == TEX_LOADING)
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COM_WorkerPartialSync(tex.reflectcube, &tex.reflectcube->status, TEX_LOADING);
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if (tex.base->width && TEXLOADED(tex.base))
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{
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forcedsky = R_RegisterShader(shadername, 0,
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"{\n"
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"sort sky\n"
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"program defaultsky#EQUI\n"
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"{\n"
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"if !$unmaskedsky\n" /* Q2/HL require the skybox to not draw over geometry, shouldn't we force it? --eukara */
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"depthwrite\n"
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"endif\n"
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"map \"$diffuse\"\n"
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"tcgen skybox\n"
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"}\n"
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"surfaceparm nodlight\n"
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"surfaceparm sky\n"
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"}");
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R_BuildDefaultTexnums(&tex, forcedsky, IF_WORLDTEX);
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return;
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}
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//if we have cubemaps then we can just go and use a cubemap for our skybox
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if (sh_config.havecubemaps)
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{
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texnums_t tex;
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memset(&tex, 0, sizeof(tex));
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tex.reflectcube = R_LoadHiResTexture(sky, "env:gfx/env", IF_LOADNOW|IF_TEXTYPE_CUBE|IF_CLAMP);
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tex.reflectcube = R_LoadHiResTexture(sky, "env:gfx/env", IF_LOADNOW|IF_TEXTYPE_CUBE|IF_NOMIPMAP|IF_CLAMP);
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if (tex.reflectcube && tex.reflectcube->status == TEX_LOADING)
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COM_WorkerPartialSync(tex.reflectcube, &tex.reflectcube->status, TEX_LOADING);
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if (tex.reflectcube->width && TEXLOADED(tex.reflectcube))
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{
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forcedsky = R_RegisterShader(va("skybox_%s", sky), 0,
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forcedsky = R_RegisterShader(shadername, 0,
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"{\n"
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"sort sky\n"
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"program defaultskybox\n"
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@ -22,6 +22,16 @@ void main ()
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{
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vec2 tccoord;
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vec3 dir = pos - e_eyepos;
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#ifdef EQUI
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#define PI 3.1415926535897932384626433832795
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dir = normalize(dir);
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tccoord.x = atan(dir.x,dir.y) / (PI*2.0) + 0.5;
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tccoord.y = acos(dir.z) / PI;
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vec3 sky = vec3(texture2D(s_base, tccoord));
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#else
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dir.z *= 3.0;
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dir.xy /= 0.5*length(dir);
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tccoord = (dir.xy + e_time*0.03125);
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@ -29,6 +39,8 @@ void main ()
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tccoord = (dir.xy + e_time*0.0625);
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vec4 clouds = texture2D(s_cloud, tccoord);
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sky = (sky.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);
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#endif
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#ifdef FOG
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sky.rgb = mix(sky.rgb, w_fogcolour, float(r_skyfog)*w_fogalpha); //flat fog ignoring actual geometry
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//sky = fog3(sky); //fog according to actual geometry
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