55dbce5a3b
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5969 fc73d0e0-1445-4013-8a0c-d673dee63da5
1345 lines
36 KiB
C
1345 lines
36 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// gl_warp.c -- sky and water polygons
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#include "quakedef.h"
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#ifdef HAVE_CLIENT
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#include "glquake.h"
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#include "shader.h"
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#include <ctype.h>
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static void R_CalcSkyChainBounds (batch_t *s);
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static void GL_DrawSkySphere (batch_t *fa, shader_t *shader);
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static void GL_SkyForceDepth(batch_t *fa);
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static void GL_DrawSkyBox (texid_t *texnums, batch_t *s);
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static void GL_DrawSkyGrid (texnums_t *tex);
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static void QDECL R_SkyBox_Changed (struct cvar_s *var, char *oldvalue);
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cvar_t r_fastsky = CVARF ("r_fastsky", "0", CVAR_ARCHIVE);
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static cvar_t r_fastskycolour = CVARF ("r_fastskycolour", "0", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM);
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static cvar_t gl_skyboxdist = CVARD ("gl_skyboxdist", "0", "The distance of the skybox. If 0, the engine will determine it based upon the far clip plane distance."); //0 = guess.
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static cvar_t r_skycloudalpha = CVARFD ("r_skycloudalpha", "1", CVAR_RENDERERLATCH, "Controls how opaque the front layer of legacy scrolling skies should be.");
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cvar_t r_skyboxname = CVARFC ("r_skybox", "", CVAR_RENDERERCALLBACK | CVAR_SHADERSYSTEM, R_SkyBox_Changed);
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cvar_t r_skybox_orientation = CVARFD ("r_glsl_skybox_orientation", "0 0 0 0", CVAR_SHADERSYSTEM, "Defines the axis around which skyboxes will rotate (the first three values). The fourth value defines the speed the skybox rotates at, in degrees per second.");
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cvar_t r_skyfog = CVARD ("r_skyfog", "0.5", "This controls an alpha-blend value for fog on skyboxes, cumulative with regular fog alpha.");
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static shader_t *forcedsky;
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static shader_t *skyboxface;
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static shader_t *skygridface;
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//=========================================================
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//called on video shutdown to reset internal state
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void R_SkyShutdown(void)
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{
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skyboxface = NULL;
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skygridface = NULL;
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forcedsky = NULL;
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}
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//lets the backend know which fallback envmap it can use.
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texid_t R_GetDefaultEnvmap(void)
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{
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if (*r_refdef.nearenvmap.texname)
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return Image_GetTexture(r_refdef.nearenvmap.texname, NULL, IF_TEXTYPE_CUBE, NULL, NULL, 0, 0, TF_INVALID);
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if (forcedsky && TEXLOADED(forcedsky->defaulttextures->reflectcube))
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return forcedsky->defaulttextures->reflectcube;
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return r_nulltex;
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}
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void R_SetSky(const char *sky)
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{
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int i;
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const char *shadername;
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extern cvar_t r_skyboxname;
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Q_strncpyz(cl.skyname, sky, sizeof(cl.skyname));
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if (qrenderer <= QR_NONE)
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return; //not ready yet...
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if (*r_skyboxname.string) //override it with the user's preference
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sky = r_skyboxname.string;
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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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memset(&tex, 0, sizeof(tex));
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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(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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"{\n"
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"if !$unmaskedsky\n" /* Q2/HL require the skybox to not draw over geometry, shouldn't we force it? --eukara */
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"depthwrite\n"
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"endif\n"
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"map \"$cube:$reflectcube\"\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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}
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//crappy old path that I still need to fix up a bit
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//unlike cubemaps, this works on gl1.1/gles1, and also works with the different faces as different sizes.
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forcedsky = R_RegisterShader(shadername, 0, va("{\nsort sky\nskyparms \"%s\" 512 -\nsurfaceparm nodlight\n}", sky));
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//check that we actually got some textures.
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//we accept the skybox if even 1 face is valid.
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//we ignore the replacement only request if all are invalid.
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for (i = 0; i < 6; i++)
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{
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extern texid_t missing_texture;
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if (forcedsky->skydome && forcedsky->skydome->farbox_textures[i] != missing_texture)
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break;
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}
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if (i == 6) //couldn't find ANY sky textures.
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forcedsky = NULL;
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}
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}
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struct skylist_s
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{
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const char *prefix;
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const char *partial;
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size_t partiallen;
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struct xcommandargcompletioncb_s *ctx;
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};
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static int QDECL R_ForceSky_Enumerated (const char *name, qofs_t flags, time_t mtime, void *parm, searchpathfuncs_t *spath)
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{
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struct skylist_s *ctx = parm;
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char base[MAX_QPATH];
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const char *ext;
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size_t l = strlen(ctx->prefix), pl;
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size_t p;
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static char *skypost[] =
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{
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"rt","lf","bk","ft","up","dn",
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"px","nx","py","ny","pz","nz",
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"posx","negx","posy","negy","posz","negz",
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};
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if (!strncmp(name, ctx->prefix, l))
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{
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ext = COM_GetFileExtension(name+l, NULL);
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COM_StripExtension(name+l, base, sizeof(base));
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l = strlen(base);
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for (p = 0; p < countof(skypost); p++)
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{
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pl = strlen(skypost[p]);
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if (pl > l)
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continue;
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if (!strcmp(base+l-pl, skypost[p]))
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{
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if (p%6)
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return true;
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base[l-pl] = 0; //strip the postfix too.
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break;
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}
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}
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if (p == countof(skypost) && strcmp(ext, ".tga") && strcmp(ext, ".png")) //give it its extension back if its not a regular skybox.
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Q_strncatz(base, ext, sizeof(base));
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if (!Q_strncasecmp(base, ctx->partial, ctx->partiallen))
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{
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//non-matches are dds/ktx cubemaps, or equirectangular or something
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if (ctx->ctx)
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ctx->ctx->cb(base, NULL, NULL, ctx->ctx);
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else
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Con_Printf("\t^[%s\\type\\%s %s^]\n", base, r_skyboxname.name, base);
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}
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}
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return true;
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}
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static void R_ForceSky_c(int argn, const char *partial, struct xcommandargcompletioncb_s *ctx)
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{
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static char *skypath[] =
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{
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"env/",
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"gfx/env/",
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"textures/env/",
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"textures/gfx/env/",
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};
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struct skylist_s l;
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size_t pre;
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l.ctx = ctx;
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l.partial = partial;
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l.partiallen = strlen(partial);
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for (pre = 0; pre < countof(skypath); pre++)
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{
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l.prefix = skypath[pre];
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COM_EnumerateFiles(va("%s*.*", l.prefix), R_ForceSky_Enumerated, &l);
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}
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//no skybox is also an option.
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if (ctx && !*partial)
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ctx->cb("", NULL, NULL, ctx);
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}
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static void R_ListSkyBoxes_f(void)
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{
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Con_Printf("Skybox Options:\n");
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R_ForceSky_c(0, "", NULL);
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}
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static void R_ForceSky_f(void)
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{
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if (Cmd_Argc() < 2)
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{
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if (*r_skyboxname.string)
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Con_Printf("Current user skybox is %s\n", r_skyboxname.string);
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else if (*cl.skyname)
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Con_Printf("Current per-map skybox is %s\n", cl.skyname);
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else
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Con_Printf("no skybox forced.\n");
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}
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else
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{
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R_SetSky(Cmd_Argv(1));
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}
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}
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void QDECL R_SkyBox_Changed (struct cvar_s *var, char *oldvalue)
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{
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R_SetSky(var->string);
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// Shader_NeedReload(false);
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}
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void R_DrawFastSky(batch_t *batch)
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{
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batch_t b = *batch;
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b.shader = R_RegisterShader("fastsky", 0, "{\n"
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"sort sky\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen const $r_fastskycolour\n"
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"}\n"
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"surfaceparm nodlight\n"
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"}\n");
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b.skin = NULL;
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b.texture = NULL;
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BE_SubmitBatch(&b);
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}
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//annoyingly sky does not always write depth values.
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//this can allow entities to appear beyond it.
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//this can include (massive) entities outside of the skyroom.
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//so, we can only draw entities in skyrooms if:
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//1) either the ents have robust pvs info and we can draw ONLY the ones actually inside the skyroom
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//2) or if r_ignoreentpvs==1 we must mask depth and waste a whole load of batches drawing invisible ents in the sky
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extern cvar_t r_ignoreentpvs;
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qboolean R_DrawSkyroom(shader_t *skyshader)
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{
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float vmat[16];
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refdef_t oldrefdef;
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// extern cvar_t r_ignoreentpvs; //legacy value is 1...
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if (r_viewcluster == -1)
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return false; //don't draw the skyroom if the camera is outside.
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if (r_fastsky.value)
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return false; //skyrooms can be expensive.
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if (!r_refdef.skyroom_enabled || r_refdef.recurse >= R_MAX_RECURSE-1)
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return false;
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oldrefdef = r_refdef;
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r_refdef.recurse+=1;
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// if (r_ignoreentpvs.ival) //if we're ignoring ent pvs then we're probably drawing lots of ents in the skybox that shouldn't be there
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// r_refdef.firstvisedict = cl_numvisedicts;
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r_refdef.externalview = true; //an out-of-body experience...
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r_refdef.skyroom_enabled = false;
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r_refdef.forcevis = false;
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r_refdef.flags |= RDF_DISABLEPARTICLES;
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r_refdef.flags &= ~RDF_SKIPSKY;
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r_refdef.forcedvis = NULL;
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r_refdef.areabitsknown = false; //recalculate areas clientside.
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if (cl.fog[FOGTYPE_SKYROOM].density)
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{
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CL_BlendFog(&r_refdef.globalfog, &cl.oldfog[FOGTYPE_SKYROOM], realtime, &cl.fog[FOGTYPE_SKYROOM]);
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r_refdef.globalfog.density/=64;
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}
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/*work out where the camera should be (use the same angles)*/
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VectorCopy(r_refdef.skyroom_pos, r_refdef.vieworg);
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VectorCopy(r_refdef.skyroom_pos, r_refdef.pvsorigin);
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if (developer.ival)
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if (r_worldentity.model->funcs.PointContents(r_worldentity.model, NULL, r_refdef.skyroom_pos) & FTECONTENTS_SOLID)
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Con_DPrintf("Skyroom position %.1f %.1f %.1f in solid\n", r_refdef.skyroom_pos[0], r_refdef.skyroom_pos[1], r_refdef.skyroom_pos[2]);
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if (r_refdef.skyroom_spin[3])
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{
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vec3_t axis[3];
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float ang = r_refdef.skyroom_spin[3];
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if (!r_refdef.skyroom_spin[0]&&!r_refdef.skyroom_spin[1]&&!r_refdef.skyroom_spin[2])
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VectorSet(r_refdef.skyroom_spin, 0,0,1);
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VectorNormalize(r_refdef.skyroom_spin);
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RotatePointAroundVector(axis[0], r_refdef.skyroom_spin, vpn, ang);
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RotatePointAroundVector(axis[1], r_refdef.skyroom_spin, vright, ang);
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RotatePointAroundVector(axis[2], r_refdef.skyroom_spin, vup, ang);
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Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, axis[0], axis[1], axis[2], r_refdef.vieworg);
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}
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else
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Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
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R_SetFrustum (r_refdef.m_projection_std, vmat);
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//now determine the stuff the backend will use.
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memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
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VectorAngles(vpn, vup, r_refdef.viewangles, false);
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VectorCopy(r_refdef.vieworg, r_origin);
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Surf_SetupFrame();
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Surf_DrawWorld ();
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r_refdef = oldrefdef;
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/*broken stuff*/
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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VectorCopy (r_refdef.vieworg, r_origin);
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return true;
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}
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//q3 mustn't mask sky (breaks q3map2's invisible skyportals), whereas q1 must (or its a cheat). halflife doesn't normally expect masking.
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//we also MUST mask any sky inside skyrooms, or you'll see all the entities outside of the skyroom through the room's own sky (q3map2 skyportals are hopefully irrelevant in this case).
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#define SKYMUSTBEMASKED (r_worldentity.model->fromgame != fg_quake3 || ((r_refdef.flags & RDF_DISABLEPARTICLES) && r_ignoreentpvs.ival) || !cls.allow_unmaskedskyboxes)
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/*
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=================
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GL_DrawSkyChain
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=================
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*/
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qboolean R_DrawSkyChain (batch_t *batch)
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{
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shader_t *skyshader;
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texid_t *skyboxtex;
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if (r_fastsky.value)
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{
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R_DrawFastSky(batch);
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return true; //depth will always be drawn with this pathway.
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}
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if (forcedsky)
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{
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skyshader = forcedsky;
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if (r_refdef.flags & RDF_SKIPSKY)
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{
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if (r_worldentity.model->fromgame != fg_quake3)
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GL_SkyForceDepth(batch);
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return true;
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}
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if (forcedsky->numpasses && !forcedsky->skydome)
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{ //cubemap skies!
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//this is just a simple pass. we use glsl/texgen for any actual work
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batch_t b = *batch;
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b.shader = forcedsky;
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b.skin = NULL;
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b.texture = NULL;
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BE_SubmitBatch(&b);
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return true;
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}
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}
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else
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{
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skyshader = batch->shader;
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if (skyshader->prog) //glsl is expected to do the whole skybox/warpsky thing itself, with no assistance from this legacy code.
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{
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if (r_refdef.flags & RDF_SKIPSKY)
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{
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if (SKYMUSTBEMASKED)
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GL_SkyForceDepth(batch);
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return true;
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}
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//if the first pass is transparent in some form, then be prepared to give it a skyroom behind.
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return false; //draw as normal...
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}
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}
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if (skyshader->skydome)
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skyboxtex = skyshader->skydome->farbox_textures;
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else
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skyboxtex = NULL;
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if (r_refdef.flags & RDF_SKIPSKY)
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{ //don't obscure the skyroom if the sky shader is opaque.
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qboolean opaque = false;
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if (skyshader->numpasses)
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{
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shaderpass_t *pass = skyshader->passes;
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if (pass->shaderbits & SBITS_ATEST_BITS) //alphatests
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;
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else if (pass->shaderbits & SBITS_MASK_BITS) //colormasks
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;
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else if ((pass->shaderbits & SBITS_BLEND_BITS) != 0 && (pass->shaderbits & SBITS_BLEND_BITS) != (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO)) //blendfunc
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;
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else
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opaque = true; //that shader looks like its opaque.
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}
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if (!opaque)
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GL_DrawSkySphere(batch, skyshader);
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}
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else if (skyboxtex && TEXVALID(*skyboxtex))
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{ //draw a skybox if we were given the textures
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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 && skyshader->numpasses == 2 && 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 (SKYMUSTBEMASKED)
|
|
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_unmaskedskyboxes && 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, uploadfmt_t fmt, 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
|
|
if (gl_load24bit.ival)
|
|
{
|
|
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;
|
|
uploadfmt_t format; //fixme, if this has no alpha, is it worth all this code?
|
|
unsigned int *imagedata = (unsigned int*)ReadRawImageFile(filedata, filesize, &imagewidth, &imageheight, &format, true, 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);
|
|
}
|
|
}
|
|
|
|
if (fmt & PTI_FULLMIPCHAIN)
|
|
{ //input is expected to make sense...
|
|
qbyte *front, *back;
|
|
unsigned int bb, bw, bh, bd;
|
|
unsigned int w, h, y;
|
|
fmt = fmt&~PTI_FULLMIPCHAIN;
|
|
Image_BlockSizeForEncoding(fmt, &bb, &bw, &bh, &bd);
|
|
|
|
w = (width+bw-1)/bw;
|
|
h = (height+bh-1)/bh;
|
|
//d = (depth+bd-1)/bd;
|
|
|
|
back = BZ_Malloc(bb*w*2*h);
|
|
front = back + bb*w*h;
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
memcpy(back + bb*y*w, src + bb*(y*w*2+w), w*bb);
|
|
memcpy(front + bb*y*w, src + bb*(y*w*2), w*bb);
|
|
}
|
|
if (!shader->defaulttextures->base)
|
|
{
|
|
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, back, width, height, fmt);
|
|
}
|
|
if (!shader->defaulttextures->fullbright)
|
|
{ //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, front, width, height, fmt);
|
|
}
|
|
BZ_Free(back);
|
|
}
|
|
else
|
|
{
|
|
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 = r_skycloudalpha.value*255;
|
|
alphamask = ((bound(0, alphamask, 0xff)<<24) | 0x00ffffff);
|
|
alphamask = LittleLong(alphamask);
|
|
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);
|
|
}
|
|
}
|
|
|
|
void R_Sky_Register(void)
|
|
{
|
|
const char *groupname = "Skies";
|
|
Cvar_Register (&r_skycloudalpha, groupname);
|
|
Cvar_Register (&r_fastsky, groupname);
|
|
Cvar_Register (&r_fastskycolour, groupname);
|
|
Cvar_Register (&r_skyfog, groupname);
|
|
Cvar_Register (&r_skyboxname, groupname);
|
|
Cvar_Register (&r_skybox_orientation, groupname);
|
|
Cvar_Register (&gl_skyboxdist, groupname);
|
|
|
|
Cmd_AddCommandAD("sky", R_ForceSky_f, R_ForceSky_c, "For compat with Quakespasm"); //QS compat
|
|
Cmd_AddCommandAD("loadsky", R_ForceSky_f, R_ForceSky_c, "For compat with DP");
|
|
Cmd_AddCommand ("listskyboxes", R_ListSkyBoxes_f);
|
|
}
|
|
#endif
|