mirror of
https://github.com/ioquake/jedi-academy.git
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117 lines
3.4 KiB
C++
117 lines
3.4 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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#include "tr_local.h"
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#include "tr_worldeffects.h"
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// Patches up the loaded map to handle the parameters passed from the UI
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// Remap sky to contents of the cvar ar_sky
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// Grab sunlight properties from the indirected sky
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void R_RMGInit(void)
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{
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char newSky[MAX_QPATH];
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char newFog[MAX_QPATH];
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shader_t *sky;
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shader_t *fog;
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fog_t *gfog;
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mgrid_t *grid;
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char temp[MAX_QPATH];
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int i;
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unsigned short *pos;
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Cvar_VariableStringBuffer("RMG_sky", newSky, MAX_QPATH);
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// Get sunlight - this should set up all the sunlight data
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sky = R_FindShader( newSky, lightmapsNone, stylesDefault, qfalse );
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// Remap sky
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R_RemapShader("textures/tools/_sky", newSky, NULL);
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// Fill in the lightgrid with sunlight
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if(tr.world->lightGridData)
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{
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#ifdef _XBOX
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byte *memory = (byte *)tr.world->lightGridData;
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byte *array;
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array = memory;
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memory += 3;
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array[0] = (byte)Com_Clamp(0, 255, tr.sunAmbient[0] * 255.0f);
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array[1] = (byte)Com_Clamp(0, 255, tr.sunAmbient[1] * 255.0f);
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array[2] = (byte)Com_Clamp(0, 255, tr.sunAmbient[2] * 255.0f);
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array[3] = (byte)Com_Clamp(0, 255, tr.sunLight[0]);
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array[4] = (byte)Com_Clamp(0, 255, tr.sunLight[1]);
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array[5] = (byte)Com_Clamp(0, 255, tr.sunLight[2]);
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NormalToLatLong(tr.sunDirection, grid->latLong);
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#else // _XBOX
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grid = tr.world->lightGridData;
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grid->ambientLight[0][0] = (byte)Com_Clampi(0, 255, tr.sunAmbient[0] * 255.0f);
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grid->ambientLight[0][1] = (byte)Com_Clampi(0, 255, tr.sunAmbient[1] * 255.0f);
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grid->ambientLight[0][2] = (byte)Com_Clampi(0, 255, tr.sunAmbient[2] * 255.0f);
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R_ColorShiftLightingBytes(grid->ambientLight[0], grid->ambientLight[0]);
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grid->directLight[0][0] = (byte)Com_Clampi(0, 255, tr.sunLight[0]);
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grid->directLight[0][1] = (byte)Com_Clampi(0, 255, tr.sunLight[1]);
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grid->directLight[0][2] = (byte)Com_Clampi(0, 255, tr.sunLight[2]);
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R_ColorShiftLightingBytes(grid->directLight[0], grid->directLight[0]);
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NormalToLatLong(tr.sunDirection, grid->latLong);
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#endif // _XBOX
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pos = tr.world->lightGridArray;
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for(i=0;i<tr.world->numGridArrayElements;i++)
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{
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*pos = 0;
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pos++;
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}
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}
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// Override the global fog with the defined one
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if(tr.world->globalFog != -1)
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{
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Cvar_VariableStringBuffer("RMG_fog", newFog, MAX_QPATH);
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fog = R_FindShader( newFog, lightmapsNone, stylesDefault, qfalse);
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if (fog != tr.defaultShader)
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{
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gfog = tr.world->fogs + tr.world->globalFog;
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gfog->parms = *fog->fogParms;
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if (gfog->parms.depthForOpaque)
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{
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gfog->tcScale = 1.0f / ( gfog->parms.depthForOpaque * 8.0f );
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tr.distanceCull = gfog->parms.depthForOpaque;
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tr.distanceCullSquared = tr.distanceCull * tr.distanceCull;
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Cvar_Set("RMG_distancecull", va("%f", tr.distanceCull));
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}
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else
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{
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gfog->tcScale = 1.0f;
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}
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gfog->colorInt = ColorBytes4 ( gfog->parms.color[0],
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gfog->parms.color[1],
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gfog->parms.color[2], 1.0f );
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}
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}
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Cvar_VariableStringBuffer("RMG_weather", temp, MAX_QPATH);
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// Set up any weather effects
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switch(atol(temp))
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{
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case 0:
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break;
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case 1:
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R_WorldEffectCommand("rain init 1000");
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R_WorldEffectCommand("rain outside");
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break;
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case 2:
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R_WorldEffectCommand("snow init 1000 outside");
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R_WorldEffectCommand("snow outside");
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break;
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}
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}
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// end
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