#include "../server/exe_headers.h" #include "tr_local.h" #include "tr_worldeffects.h" // Patches up the loaded map to handle the parameters passed from the UI // Remap sky to contents of the cvar ar_sky // Grab sunlight properties from the indirected sky //void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset); void R_ColorShiftLightingBytes( byte in[4], byte out[4] ); void NormalToLatLong( const vec3_t normal, byte bytes[2] ) { // check for singularities if (!normal[0] && !normal[1]) { if ( normal[2] > 0.0f ) { bytes[0] = 0; bytes[1] = 0; // lat = 0, long = 0 } else { bytes[0] = 128; bytes[1] = 0; // lat = 0, long = 128 } } else { int a, b; a = (int)(RAD2DEG( (vec_t)atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f )); a &= 0xff; b = (int)(RAD2DEG( (vec_t)acos( normal[2] ) ) * ( 255.0f / 360.0f )); b &= 0xff; bytes[0] = b; // longitude bytes[1] = a; // lattitude } } void R_RMGInit(void) { char newSky[MAX_QPATH]; char newFog[MAX_QPATH]; shader_t *sky; shader_t *fog; fog_t *gfog; mgrid_t *grid; char temp[MAX_QPATH]; int i; unsigned short *pos; Cvar_VariableStringBuffer("RMG_sky", newSky, MAX_QPATH); // Get sunlight - this should set up all the sunlight data sky = R_FindShader( newSky, lightmapsNone, stylesDefault, qfalse ); // Remap sky // R_RemapShader("textures/tools/_sky", newSky, NULL); // Fill in the lightgrid with sunlight if(tr.world->lightGridData) { #ifdef _XBOX byte *memory = (byte *)tr.world->lightGridData; byte *array; array = memory; memory += 3; array[0] = (byte)Com_Clamp(0, 255, tr.sunAmbient[0] * 255.0f); array[1] = (byte)Com_Clamp(0, 255, tr.sunAmbient[1] * 255.0f); array[2] = (byte)Com_Clamp(0, 255, tr.sunAmbient[2] * 255.0f); array[3] = (byte)Com_Clamp(0, 255, tr.sunLight[0]); array[4] = (byte)Com_Clamp(0, 255, tr.sunLight[1]); array[5] = (byte)Com_Clamp(0, 255, tr.sunLight[2]); NormalToLatLong(tr.sunDirection, grid->latLong); #else // _XBOX grid = tr.world->lightGridData; grid->ambientLight[0][0] = (byte)Com_Clamp(0, 255, tr.sunAmbient[0] * 255.0f); grid->ambientLight[0][1] = (byte)Com_Clamp(0, 255, tr.sunAmbient[1] * 255.0f); grid->ambientLight[0][2] = (byte)Com_Clamp(0, 255, tr.sunAmbient[2] * 255.0f); R_ColorShiftLightingBytes(grid->ambientLight[0], grid->ambientLight[0]); grid->directLight[0][0] = (byte)Com_Clamp(0, 255, tr.sunLight[0]); grid->directLight[0][1] = (byte)Com_Clamp(0, 255, tr.sunLight[1]); grid->directLight[0][2] = (byte)Com_Clamp(0, 255, tr.sunLight[2]); R_ColorShiftLightingBytes(grid->directLight[0], grid->directLight[0]); NormalToLatLong(tr.sunDirection, grid->latLong); #endif // _XBOX pos = tr.world->lightGridArray; for(i=0;inumGridArrayElements;i++) { *pos = 0; pos++; } } // Override the global fog with the defined one if(tr.world->globalFog != -1) { Cvar_VariableStringBuffer("RMG_fog", newFog, MAX_QPATH); fog = R_FindShader( newFog, lightmapsNone, stylesDefault, qfalse); if (fog != tr.defaultShader) { gfog = tr.world->fogs + tr.world->globalFog; gfog->parms = *fog->fogParms; if (gfog->parms.depthForOpaque) { gfog->tcScale = 1.0f / ( gfog->parms.depthForOpaque * 8.0f ); tr.distanceCull = gfog->parms.depthForOpaque; Cvar_Set("RMG_distancecull", va("%f", tr.distanceCull)); } else { gfog->tcScale = 1.0f; } gfog->colorInt = ColorBytes4 ( gfog->parms.color[0], gfog->parms.color[1], gfog->parms.color[2], 1.0f ); } } Cvar_VariableStringBuffer("RMG_weather", temp, MAX_QPATH); // Set up any weather effects switch(atol(temp)) { case 0: break; case 1: R_WorldEffectCommand("rain init 1000"); R_WorldEffectCommand("rain outside"); break; case 2: R_WorldEffectCommand("snow init 1000 outside"); R_WorldEffectCommand("snow outside"); break; } } // end