fteqw/engine/gl/gl_warp.c
Spoike 7dc01f7362 android port updated. egl now handled by native code, which means we now have proper control over everything and can default to gles2. requires android 2.0+. vulkan-on-android renderer added, but not tested.
added .ktx image support as an alternative to .dds, primarily for etc2 compression (which should work on all gles3 devices, or gl4.3), only known representations will work.
rework z-fighting workaround. now only enabled on known vanilla maps.
added splitscreen option to the singleplayer menu.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5154 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-10-13 17:50:28 +00:00

1003 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)
{ //cubemap skies!
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))
{
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);
}
/*else if (batch->meshes)
{ //if you had wanted it invisible, you should have used nodraw.
R_DrawFastSky(batch);
return true; //depth will always be drawn with this pathway.
}*/
//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