mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
//Anything above this #include will be ignored by the compiler
|
|
#include "../qcommon/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_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_Clampi(0, 255, tr.sunAmbient[0] * 255.0f);
|
|
grid->ambientLight[0][1] = (byte)Com_Clampi(0, 255, tr.sunAmbient[1] * 255.0f);
|
|
grid->ambientLight[0][2] = (byte)Com_Clampi(0, 255, tr.sunAmbient[2] * 255.0f);
|
|
R_ColorShiftLightingBytes(grid->ambientLight[0], grid->ambientLight[0]);
|
|
|
|
grid->directLight[0][0] = (byte)Com_Clampi(0, 255, tr.sunLight[0]);
|
|
grid->directLight[0][1] = (byte)Com_Clampi(0, 255, tr.sunLight[1]);
|
|
grid->directLight[0][2] = (byte)Com_Clampi(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;i<tr.world->numGridArrayElements;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;
|
|
tr.distanceCullSquared = tr.distanceCull * tr.distanceCull;
|
|
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
|