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https://github.com/id-Software/DOOM-3-BFG.git
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envToSky not working yet
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095cf836c6
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d7345d6168
1 changed files with 174 additions and 12 deletions
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@ -1503,13 +1503,13 @@ void R_EnvShot_f( const idCmdArgs &args ) {
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idStr fullname;
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idStr fullname;
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const char *baseName;
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const char *baseName;
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int i;
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int i;
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idMat3 axis[6];
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idMat3 axis[7], oldAxis;
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renderView_t ref;
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renderView_t ref;
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viewDef_t primary;
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viewDef_t primary;
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int blends;
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int blends;
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const char *extensions[6] = { "_px", "_nx", "_py", "_ny", "_pz", "_nz" };
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const char *extensions[7] = { "_wrong", "_nx", "_py", "_ny", "_pz", "_nz", "_px" };
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int size;
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int size;
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int res_w, res_h;
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int res_w, res_h, old_fov_x, old_fov_y;
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res_w = renderSystem->GetWidth();
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res_w = renderSystem->GetWidth();
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res_h = renderSystem->GetHeight();
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res_h = renderSystem->GetHeight();
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@ -1540,8 +1540,8 @@ void R_EnvShot_f( const idCmdArgs &args ) {
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primary = *tr.primaryView;
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primary = *tr.primaryView;
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memset( &axis, 0, sizeof( axis ) );
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memset( &axis, 0, sizeof( axis ) );
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axis[0][0][0] = 1;
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axis[0][0][0] = 1; // this one gets ignored as it always come out wrong.
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axis[0][1][2] = 1;
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axis[0][1][2] = 1; // and so we repeat this axis as the last one.
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axis[0][2][1] = 1;
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axis[0][2][1] = 1;
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axis[1][0][0] = -1;
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axis[1][0][0] = -1;
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@ -1564,6 +1564,10 @@ void R_EnvShot_f( const idCmdArgs &args ) {
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axis[5][1][0] = 1;
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axis[5][1][0] = 1;
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axis[5][2][1] = 1;
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axis[5][2][1] = 1;
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axis[6][0][0] = 1; // this is the repetition of the first axis
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axis[6][1][2] = 1;
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axis[6][2][1] = 1;
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// let's get the game window to a "size" resolution
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// let's get the game window to a "size" resolution
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if ( ( res_w != size ) || ( res_h != size ) ) {
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if ( ( res_w != size ) || ( res_h != size ) ) {
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cvarSystem->SetCVarInteger( "r_windowWidth", size );
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cvarSystem->SetCVarInteger( "r_windowWidth", size );
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@ -1571,23 +1575,33 @@ void R_EnvShot_f( const idCmdArgs &args ) {
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R_SetNewMode( false ); // the same as "vid_restart"
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R_SetNewMode( false ); // the same as "vid_restart"
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} // FIXME that's a hack!!
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} // FIXME that's a hack!!
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for ( i = 0 ; i < 6 ; i++ ) {
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for ( i = 0 ; i < 7 ; i++ ) {
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ref = primary.renderView;
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ref = primary.renderView;
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//ref.x = ref.y = 0; // this no longer serves any purpose
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if ( i == 0 ) {
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// so we return to that axis and fov after the fact.
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oldAxis = ref.viewaxis;
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old_fov_x = ref.fov_x;
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old_fov_y = ref.fov_y;
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}
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ref.fov_x = ref.fov_y = 90;
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ref.fov_x = ref.fov_y = 90;
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//ref.width = glConfig.vidWidth; // this no longer serves any purpose
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//ref.height = glConfig.vidHeight;
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ref.viewaxis = axis[i];
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ref.viewaxis = axis[i];
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sprintf( fullname, "env/%s%s", baseName, extensions[i] );
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sprintf( fullname, "env/%s%s", baseName, extensions[i] );
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tr.TakeScreenshot( size, size, fullname, blends, &ref, TGA );
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tr.TakeScreenshot( size, size, fullname, blends, &ref, TGA );
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}
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}
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// restore the original resolution
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// restore the original resolution, axis and fov
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ref.viewaxis = oldAxis;
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ref.fov_x = old_fov_x;
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ref.fov_y = old_fov_y;
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cvarSystem->SetCVarInteger( "r_windowWidth", res_w );
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cvarSystem->SetCVarInteger( "r_windowWidth", res_w );
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cvarSystem->SetCVarInteger( "r_windowHeight", res_h );
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cvarSystem->SetCVarInteger( "r_windowHeight", res_h );
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R_SetNewMode( false ); // the same as "vid_restart"
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R_SetNewMode( false ); // the same as "vid_restart"
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common->Printf( "Wrote %s, etc\n", fullname.c_str() );
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common->Printf( "Wrote a env set with the name %s\n", baseName );
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}
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}
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//============================================================================
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//============================================================================
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@ -1830,6 +1844,153 @@ void R_MakeAmbientMap_f( const idCmdArgs& args )
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}
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}
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}
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}
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/*
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==================
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R_MakeSkyboxMap_f
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R_MakeSkyboxMap_f <basename> [size]
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Saves out env/<basename>_amb_ft.tga, etc
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==================
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*/
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void R_MakeSkyboxMap_f( const idCmdArgs& args )
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{
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idStr fullname;
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const char* baseName;
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int i;
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renderView_t ref;
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viewDef_t primary;
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const char* envDirections[6] = { "_nx", "_py", "_ny", "_pz", "_nz", "_px" };
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const char* skyDirections[6] = { "_forward", "_back", "_left", "_right", "_up", "_down" };
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const char* ext = ".tga";
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int outSize;
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byte* buffers[6];
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int width = 0, height = 0;
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if( args.Argc() != 2 && args.Argc() != 3 )
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{
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common->Printf( "USAGE: envToSky <basename> [size]\n" );
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return;
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}
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baseName = args.Argv( 1 );
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if( args.Argc() == 3 )
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{
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outSize = atoi( args.Argv( 2 ) );
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}
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else
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{
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outSize = 32;
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}
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memset( &cubeAxis, 0, sizeof( cubeAxis ) );
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cubeAxis[0][0][0] = 1;
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cubeAxis[0][1][2] = 1;
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cubeAxis[0][2][1] = 1;
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cubeAxis[1][0][0] = -1;
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cubeAxis[1][1][2] = -1;
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cubeAxis[1][2][1] = 1;
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cubeAxis[2][0][1] = 1;
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cubeAxis[2][1][0] = -1;
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cubeAxis[2][2][2] = -1;
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cubeAxis[3][0][1] = -1;
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cubeAxis[3][1][0] = -1;
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cubeAxis[3][2][2] = 1;
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cubeAxis[4][0][2] = 1;
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cubeAxis[4][1][0] = -1;
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cubeAxis[4][2][1] = 1;
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cubeAxis[5][0][2] = -1;
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cubeAxis[5][1][0] = 1;
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cubeAxis[5][2][1] = 1;
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// read all of the images
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for( i = 0 ; i < 6 ; i++ )
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{
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sprintf( fullname, "env/%s%s%s", baseName, envDirections[i], ext );
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common->Printf( "loading %s\n", fullname.c_str() );
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const bool captureToImage = false;
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common->UpdateScreen( captureToImage );
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R_LoadImage( fullname, &buffers[i], &width, &height, NULL, true );
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if( !buffers[i] )
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{
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common->Printf( "failed.\n" );
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for( i-- ; i >= 0 ; i-- )
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{
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Mem_Free( buffers[i] );
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}
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return;
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}
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}
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byte* outBuffer = ( byte* )_alloca( outSize * outSize * 4 );
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for( i = 0 ; i < 6 ; i++ ){
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for( int x = 0 ; x < outSize ; x++ ){
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for( int y = 0 ; y < outSize ; y++ ){
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idVec3 dir;
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float total[3];
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dir = cubeAxis[i][0] + -( -1 + 2.0 * x / ( outSize - 1 ) ) * cubeAxis[i][1] + -( -1 + 2.0 * y / ( outSize - 1 ) ) * cubeAxis[i][2];
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dir.Normalize();
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total[0] = total[1] = total[2] = 0;
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//float limit = map ? 0.95 : 0.25; // small for specular, almost hemisphere for ambient
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for( int s = 0 ; s < samples ; s++ ){
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// pick a random direction vector that is inside the unit sphere but not behind dir,
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// which is a robust way to evenly sample a hemisphere
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idVec3 test;
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while( 1 ){
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for( int j = 0 ; j < 3 ; j++ ){
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test[j] = -1 + 2 * ( rand() & 0x7fff ) / ( float )0x7fff;
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}
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if( test.Length() > 1.0 ){ continue; }
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test.Normalize();
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if( test * dir > limit ){ break; } // don't do a complete hemisphere
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}
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byte result[4];
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R_SampleCubeMap( test, width, buffers, result );
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total[0] += result[0];
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total[1] += result[1];
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total[2] += result[2];
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}
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outBuffer[( y * outSize + x ) * 4 + 0] = total[0] / samples;
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outBuffer[( y * outSize + x ) * 4 + 1] = total[1] / samples;
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outBuffer[( y * outSize + x ) * 4 + 2] = total[2] / samples;
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outBuffer[( y * outSize + x ) * 4 + 3] = 255;
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/*
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outBuffer[( y * outSize + x ) * 4 + 0] = dir[0];
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outBuffer[( y * outSize + x ) * 4 + 1] = dir[1];
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outBuffer[( y * outSize + x ) * 4 + 2] = dir[2];
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outBuffer[( y * outSize + x ) * 4 + 3] = 255;
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*/
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}
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}
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sprintf( fullname, "env/skybox/%s/%s%s%s", baseName, baseName, skyDirections[i], ext );
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common->Printf( "writing %s\n", fullname.c_str() );
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const bool captureToImage2 = false;
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common->UpdateScreen( captureToImage2 );
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R_WriteTGA( fullname, outBuffer, outSize, outSize );
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//R_WriteTGA( fullname, buffers[i], outSize, outSize );
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}
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for( i = 0 ; i < 6 ; i++ )
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{
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if( buffers[i] )
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{
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Mem_Free( buffers[i] );
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}
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}
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}
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//============================================================================
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//============================================================================
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@ -2186,6 +2347,7 @@ void R_InitCommands()
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cmdSystem->AddCommand( "screenshot", R_ScreenShot_f, CMD_FL_RENDERER, "takes a screenshot" );
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cmdSystem->AddCommand( "screenshot", R_ScreenShot_f, CMD_FL_RENDERER, "takes a screenshot" );
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cmdSystem->AddCommand( "envshot", R_EnvShot_f, CMD_FL_RENDERER, "takes an environment shot" );
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cmdSystem->AddCommand( "envshot", R_EnvShot_f, CMD_FL_RENDERER, "takes an environment shot" );
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cmdSystem->AddCommand( "makeAmbientMap", R_MakeAmbientMap_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "makes an ambient map" );
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cmdSystem->AddCommand( "makeAmbientMap", R_MakeAmbientMap_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "makes an ambient map" );
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cmdSystem->AddCommand( "envToSky", R_MakeSkyboxMap_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "makes sky box textures from environment textures" );
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cmdSystem->AddCommand( "gfxInfo", GfxInfo_f, CMD_FL_RENDERER, "show graphics info" );
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cmdSystem->AddCommand( "gfxInfo", GfxInfo_f, CMD_FL_RENDERER, "show graphics info" );
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cmdSystem->AddCommand( "modulateLights", R_ModulateLights_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "modifies shader parms on all lights" );
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cmdSystem->AddCommand( "modulateLights", R_ModulateLights_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "modifies shader parms on all lights" );
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cmdSystem->AddCommand( "testImage", R_TestImage_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given image centered on screen", idCmdSystem::ArgCompletion_ImageName );
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cmdSystem->AddCommand( "testImage", R_TestImage_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given image centered on screen", idCmdSystem::ArgCompletion_ImageName );
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