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1599 lines
38 KiB
C++
1599 lines
38 KiB
C++
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2007 Peter Mackay and Chris Swindle.
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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 <pspgu.h>
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extern "C"
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{
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#include "../quakedef.h"
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}
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#include "clipping.hpp"
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using namespace quake;
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extern model_t *loadmodel;
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/*int skytexturenum;*/
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int solidskytexture = -1;
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int alphaskytexture = -1;
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float speedscale; // for top sky and bottom sky
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int skytexorder[5] = {0,2,1,3,4};
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int skyimage[5]; // Where sky images are stored
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char skybox_name[32] = ""; //name of current skybox, or "" if no skybox
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// cut off down for half skybox
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char *suf[5] = {"rt", "bk", "lf", "ft", "up" };
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msurface_t *warpface;
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extern cvar_t gl_subdivide_size;
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static void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
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{
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int i, j;
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float *v;
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mins[0] = mins[1] = mins[2] = 9999;
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maxs[0] = maxs[1] = maxs[2] = -9999;
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v = verts;
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for (i=0 ; i<numverts ; i++)
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{
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for (j=0 ; j<3 ; j++, v++)
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{
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if (*v < mins[j])
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mins[j] = *v;
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if (*v > maxs[j])
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maxs[j] = *v;
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}
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}
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}
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static void SubdividePolygon (int numverts, float *verts)
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{
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int i, j, k;
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vec3_t mins, maxs;
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float m;
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float *v;
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vec3_t front[64], back[64];
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int f, b;
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float dist[64];
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float frac;
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glpoly_t *poly;
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float s, t, subdivide_size;;
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if (numverts > 60)
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Sys_Error ("numverts = %i", numverts);
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subdivide_size = fmax(1, gl_subdivide_size.value);
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BoundPoly (numverts, verts, mins, maxs);
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for (i=0 ; i<3 ; i++)
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{
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m = (mins[i] + maxs[i]) * 0.5;
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m = subdivide_size * floorf (m / subdivide_size + 0.5);
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if (maxs[i] - m < 8)
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continue;
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if (m - mins[i] < 8)
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continue;
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// cut it
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v = verts + i;
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for (j=0 ; j<numverts ; j++, v+= 3)
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dist[j] = *v - m;
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// wrap cases
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dist[j] = dist[0];
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v-=i;
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VectorCopy (verts, v);
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f = b = 0;
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v = verts;
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for (j=0 ; j<numverts ; j++, v+= 3)
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{
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if (dist[j] >= 0)
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{
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VectorCopy (v, front[f]);
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f++;
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}
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if (dist[j] <= 0)
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{
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VectorCopy (v, back[b]);
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b++;
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}
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if (dist[j] == 0 || dist[j+1] == 0)
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continue;
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if ( (dist[j] > 0) != (dist[j+1] > 0) )
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{
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// clip point
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frac = dist[j] / (dist[j] - dist[j+1]);
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for (k=0 ; k<3 ; k++)
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front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
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f++;
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b++;
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}
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}
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SubdividePolygon (f, front[0]);
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SubdividePolygon (b, back[0]);
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return;
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}
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poly = static_cast<glpoly_t*>(Hunk_Alloc (sizeof(glpoly_t) + (numverts - 1) * sizeof(glvert_t)));
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poly->next = warpface->polys;
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warpface->polys = poly;
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poly->numverts = numverts;
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for (i=0 ; i<numverts ; i++, verts+= 3)
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{
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VectorCopy (verts, poly->verts[i].xyz);
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s = DotProduct (verts, warpface->texinfo->vecs[0]);
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t = DotProduct (verts, warpface->texinfo->vecs[1]);
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poly->verts[i].st[0] = s;
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poly->verts[i].st[1] = t;
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}
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}
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/*
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================
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GL_SubdivideSurface
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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent and sky warps
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can be done reasonably.
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================
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*/
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void GL_SubdivideSurface (msurface_t *fa)
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{
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vec3_t verts[64];
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int numverts;
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int i;
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int lindex;
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float *vec;
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warpface = fa;
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//
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// convert edges back to a normal polygon
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//
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numverts = 0;
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for (i=0 ; i<fa->numedges ; i++)
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if (lindex > 0)
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vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
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else
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vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
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VectorCopy (vec, verts[numverts]);
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numverts++;
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}
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SubdividePolygon (numverts, verts[0]);
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}
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//=========================================================
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#define TURBSINSIZE 128
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#define TURBSCALE ((float)TURBSINSIZE / (2 * M_PI))
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byte turbsin[TURBSINSIZE] =
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{
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127, 133, 139, 146, 152, 158, 164, 170, 176, 182, 187, 193, 198, 203, 208, 213,
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217, 221, 226, 229, 233, 236, 239, 242, 245, 247, 249, 251, 252, 253, 254, 254,
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255, 254, 254, 253, 252, 251, 249, 247, 245, 242, 239, 236, 233, 229, 226, 221,
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217, 213, 208, 203, 198, 193, 187, 182, 176, 170, 164, 158, 152, 146, 139, 133,
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127, 121, 115, 108, 102, 96, 90, 84, 78, 72, 67, 61, 56, 51, 46, 41,
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37, 33, 28, 25, 21, 18, 15, 12, 9, 7, 5, 3, 2, 1, 0, 0,
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0, 0, 0, 1, 2, 3, 5, 7, 9, 12, 15, 18, 21, 25, 28, 33,
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37, 41, 46, 51, 56, 61, 67, 72, 78, 84, 90, 96, 102, 108, 115, 121,
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};
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__inline static float SINTABLE_APPROX (float time)
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{
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float sinlerpf, lerptime, lerp;
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int sinlerp1, sinlerp2;
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sinlerpf = time * TURBSCALE;
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sinlerp1 = floor(sinlerpf);
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sinlerp2 = sinlerp1 + 1;
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lerptime = sinlerpf - sinlerp1;
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lerp = turbsin[sinlerp1 & (TURBSINSIZE - 1)] * (1 - lerptime) + turbsin[sinlerp2 & (TURBSINSIZE - 1)] * lerptime;
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return -8 + 16 * lerp / 255.0;
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}
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/*
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================
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GL_Surface
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================
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*/
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void GL_Surface (msurface_t *fa)
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{
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vec3_t verts[64];
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int numverts;
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int i;
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int lindex;
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float *vec;
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glpoly_t *poly;
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//float texscale;
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float s, t;
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//texscale = (1.0/32.0);
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//
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// convert edges back to a normal polygon
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//
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numverts = 0;
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for (i=0 ; i<fa->numedges ; i++)
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if (lindex > 0)
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vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
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else
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vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
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VectorCopy (vec, verts[numverts]);
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numverts++;
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}
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//create the poly
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poly = static_cast<glpoly_t*>(Hunk_Alloc (sizeof(glpoly_t) + (numverts - 1) * sizeof(glvert_t)));
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poly->next = NULL;
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fa->polys = poly;
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poly->numverts = numverts;
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for (i=0, vec=(float *)verts; i<numverts; i++, vec+= 3)
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{
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VectorCopy (vec, poly->verts[i].xyz);
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s = DotProduct(vec, fa->texinfo->vecs[0]);// * texscale;
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t = DotProduct(vec, fa->texinfo->vecs[1]);// * texscale;
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poly->verts[i].st[0] = s;
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poly->verts[i].st[1] = t;
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}
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}
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/*
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=============
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EmitFlatPoly
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=============
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*/
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void EmitFlatPoly (msurface_t *fa)
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{
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// For each polygon...
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for (const glpoly_t* p = fa->polys; p; p = p->next)
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{
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// Allocate memory for this polygon.
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const int unclipped_vertex_count = p->numverts;
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glvert_t* const unclipped_vertices =
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static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
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// Generate each vertex.
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const glvert_t* src = p->verts;
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const glvert_t* last_vertex = src + unclipped_vertex_count;
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glvert_t* dst = unclipped_vertices;
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while (src != last_vertex)
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{
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// Fill in the vertex data.
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dst->st[0] = src->st[0]; //Tex
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dst->st[1] = src->st[1];
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dst->xyz[0] = src->xyz[0]; //Verts
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dst->xyz[1] = src->xyz[1];
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dst->xyz[2] = src->xyz[2];
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// Next vertex.
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++src;
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++dst;
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}
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// Do these vertices need clipped?
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if (clipping::is_clipping_required(unclipped_vertices, unclipped_vertex_count))
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{
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// Clip the polygon.
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const glvert_t* clipped_vertices;
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std::size_t clipped_vertex_count;
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clipping::clip(
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unclipped_vertices,
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unclipped_vertex_count,
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&clipped_vertices,
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&clipped_vertex_count);
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// Any vertices left?
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if (clipped_vertex_count)
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{
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// Copy the vertices to the display list.
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const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
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glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
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memcpy(display_list_vertices, clipped_vertices, buffer_size);
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// Draw the clipped vertices.
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sceGuDrawArray(
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GU_TRIANGLE_FAN,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
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clipped_vertex_count, 0, display_list_vertices);
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}
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}
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else
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{
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// Draw the vertices.
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sceGuDrawArray(
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GU_TRIANGLE_FAN,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
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unclipped_vertex_count, 0, unclipped_vertices);
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}
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}
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}
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/*
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=============
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EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain
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=============
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*/
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void EmitWaterPolys (msurface_t *fa)
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{
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//const float real_time = static_cast<float>(realtime);
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const float scale = (1.0f / 64);
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/*
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//jkrige - clamp waterripple values
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if(r_waterripple.value>10)
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r_waterripple.value=10;
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if(r_waterripple.value<0)
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r_waterripple.value=0;
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//jkrige - clamp waterripple values
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*/
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// For each polygon...
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for (const glpoly_t* p = fa->polys; p; p = p->next)
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{
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// Allocate memory for this polygon.
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const int unclipped_vertex_count = p->numverts;
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glvert_t* const unclipped_vertices =
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static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
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// Generate each vertex.
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const glvert_t* src = p->verts;
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const glvert_t* last_vertex = src + unclipped_vertex_count;
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glvert_t* dst = unclipped_vertices;
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while (src != last_vertex)
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{
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// Get the input UVs.
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const float os = src->st[0];
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const float ot = src->st[1];
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// Fill in the vertex data.
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dst->st[0] = (os + SINTABLE_APPROX(ot * 0.125 + cl.time)) * scale;
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dst->st[1] = (ot + SINTABLE_APPROX(os * 0.125 + cl.time)) * scale;
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dst->xyz[0] = src->xyz[0];
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dst->xyz[1] = src->xyz[1];
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dst->xyz[2] = src->xyz[2];
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//dst->xyz[2] = src->xyz[2] + r_waterripple.value * sin(src->xyz[0]*0.05+realtime)*sin(src->xyz[2]*0.05+realtime);
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// Next vertex.
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++src;
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++dst;
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}
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if (!(fa->flags & SURF_NEEDSCLIPPING))
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{
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sceGuDrawArray(
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GU_TRIANGLE_FAN,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
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unclipped_vertex_count, 0, unclipped_vertices);
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return;
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}
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// Do these vertices need clipped?
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if (clipping::is_clipping_required(unclipped_vertices, unclipped_vertex_count))
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{
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// Clip the polygon.
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const glvert_t* clipped_vertices;
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std::size_t clipped_vertex_count;
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clipping::clip(
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unclipped_vertices,
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unclipped_vertex_count,
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&clipped_vertices,
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&clipped_vertex_count);
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// Any vertices left?
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if (clipped_vertex_count)
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{
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// Copy the vertices to the display list.
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const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
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glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
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memcpy(display_list_vertices, clipped_vertices, buffer_size);
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// Draw the clipped vertices.
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sceGuDrawArray(
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GU_TRIANGLE_FAN,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
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clipped_vertex_count, 0, display_list_vertices);
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}
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}
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else
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{
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// Draw the vertices.
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sceGuDrawArray(
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GU_TRIANGLE_FAN,
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GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
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unclipped_vertex_count, 0, unclipped_vertices);
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}
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}
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}
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/*
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=============
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EmitUnderWaterPolys
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based on water polys!
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By Crow_bar.
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=============
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*/
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/*
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void EmitUnderWaterPolys (void)
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{
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const float scale = (-3 * (0.5 / 64));
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extern glpoly_t *caustics_polys;
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc (GU_ADD, GU_DST_COLOR, GU_SRC_COLOR, 0, 0);
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sceGuTexFunc(GU_TFX_DECAL, GU_TCC_RGBA);
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|
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// For each polygon...
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for (const glpoly_t* p = caustics_polys ; p ; p = p->caustics_chain)
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{
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// Allocate memory for this polygon.
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const int unclipped_vertex_count = p->numverts;
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glvert_t* const unclipped_vertices =
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static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
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// Generate each vertex.
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const glvert_t* src = p->verts;
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const glvert_t* last_vertex = src + unclipped_vertex_count;
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glvert_t* dst = unclipped_vertices;
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while (src != last_vertex)
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{
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// Get the input UVs.
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const float os = src->st[0];
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const float ot = src->st[1];
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// Fill in the vertex data.
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dst->st[0] = (os + SINTABLE_APPROX(0.465 * (cl.time + ot))) * scale;
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dst->st[1] = (ot + SINTABLE_APPROX(0.465 * (cl.time + os))) * scale;
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dst->xyz[0] = src->xyz[0];
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dst->xyz[1] = src->xyz[1];
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dst->xyz[2] = src->xyz[2];
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// Next vertex.
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++src;
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++dst;
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}
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// Do these vertices need clipped?
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if (clipping::is_clipping_required(unclipped_vertices, unclipped_vertex_count))
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{
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// Clip the polygon.
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const glvert_t* clipped_vertices;
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std::size_t clipped_vertex_count;
|
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clipping::clip(
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unclipped_vertices,
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unclipped_vertex_count,
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&clipped_vertices,
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|
&clipped_vertex_count);
|
|
|
|
// Any vertices left?
|
|
if (clipped_vertex_count)
|
|
{
|
|
// Copy the vertices to the display list.
|
|
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
|
|
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
|
|
memcpy(display_list_vertices, clipped_vertices, buffer_size);
|
|
|
|
// Draw the clipped vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
clipped_vertex_count, 0, display_list_vertices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Draw the vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
unclipped_vertex_count, 0, unclipped_vertices);
|
|
}
|
|
}
|
|
|
|
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
|
|
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
|
|
sceGuDisable (GU_BLEND);
|
|
|
|
caustics_polys = NULL;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
EmitSkyPolys
|
|
=============
|
|
*/
|
|
void EmitSkyPolys (msurface_t *fa)
|
|
{
|
|
for (const glpoly_t* p = fa->polys; p; p = p->next)
|
|
{
|
|
// Allocate memory for this polygon.
|
|
const int unclipped_vertex_count = p->numverts;
|
|
glvert_t* const unclipped_vertices = static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
|
|
|
|
vec3_t dir;
|
|
// Generate each vertex.
|
|
const glvert_t* src = p->verts;
|
|
const glvert_t* last_vertex = src + unclipped_vertex_count;
|
|
glvert_t* dst = unclipped_vertices;
|
|
while (src != last_vertex)
|
|
{
|
|
|
|
VectorSubtract(src->xyz, r_origin, dir);
|
|
dir[2] *= 3; // flatten the sphere
|
|
|
|
const float length = 6 * 63 / sqrtf(DotProduct(dir, dir));
|
|
|
|
dir[0] *= length;
|
|
dir[1] *= length;
|
|
|
|
dst->st[0] = (speedscale + dir[0]) * (1.0f / 128.0f);
|
|
dst->st[1] = (speedscale + dir[1]) * (1.0f / 128.0f);
|
|
dst->xyz[0] = src->xyz[0];
|
|
dst->xyz[1] = src->xyz[1];
|
|
dst->xyz[2] = src->xyz[2];
|
|
|
|
// Next vertex.
|
|
++src;
|
|
++dst;
|
|
}
|
|
|
|
// Do these vertices need clipped?
|
|
if (clipping::is_clipping_required(unclipped_vertices, unclipped_vertex_count))
|
|
{
|
|
// Clip the polygon.
|
|
const glvert_t* clipped_vertices;
|
|
std::size_t clipped_vertex_count;
|
|
clipping::clip(
|
|
unclipped_vertices,
|
|
unclipped_vertex_count,
|
|
&clipped_vertices,
|
|
&clipped_vertex_count);
|
|
|
|
// Any vertices left?
|
|
if (clipped_vertex_count)
|
|
{
|
|
// Copy the vertices to the display list.
|
|
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
|
|
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
|
|
memcpy(display_list_vertices, clipped_vertices, buffer_size);
|
|
|
|
// Draw the clipped vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
clipped_vertex_count, 0, display_list_vertices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Draw the vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
unclipped_vertex_count, 0, unclipped_vertices);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
EmitScrollPolys
|
|
|
|
Does a scroll on the pre-fragmented glpoly_t chain
|
|
=============
|
|
*/
|
|
void EmitScrollPolys (msurface_t *fa)
|
|
{
|
|
const float real_time = static_cast<float>(realtime);
|
|
const float scroll = (-64 * ((real_time*0.5) - (int)(real_time*0.5)));
|
|
|
|
// For each polygon...
|
|
for (const glpoly_t* p = fa->polys; p; p = p->next)
|
|
{
|
|
// Allocate memory for this polygon.
|
|
const int unclipped_vertex_count = p->numverts;
|
|
glvert_t* const unclipped_vertices =
|
|
static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
|
|
|
|
// Generate each vertex.
|
|
const glvert_t* src = p->verts;
|
|
const glvert_t* last_vertex = src + unclipped_vertex_count;
|
|
glvert_t* dst = unclipped_vertices;
|
|
|
|
while (src != last_vertex)
|
|
{
|
|
// Fill in the vertex data.
|
|
dst->st[0] = src->st[0] + scroll;
|
|
dst->st[1] = src->st[1];
|
|
dst->xyz[0] = src->xyz[0];
|
|
dst->xyz[1] = src->xyz[1];
|
|
dst->xyz[2] = src->xyz[2];
|
|
|
|
// Next vertex.
|
|
++src;
|
|
++dst;
|
|
}
|
|
|
|
// Do these vertices need clipped?
|
|
if (clipping::is_clipping_required(unclipped_vertices, unclipped_vertex_count))
|
|
{
|
|
// Clip the polygon.
|
|
const glvert_t* clipped_vertices;
|
|
std::size_t clipped_vertex_count;
|
|
clipping::clip(
|
|
unclipped_vertices,
|
|
unclipped_vertex_count,
|
|
&clipped_vertices,
|
|
&clipped_vertex_count);
|
|
|
|
// Any vertices left?
|
|
if (clipped_vertex_count)
|
|
{
|
|
// Copy the vertices to the display list.
|
|
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
|
|
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
|
|
memcpy(display_list_vertices, clipped_vertices, buffer_size);
|
|
|
|
// Draw the clipped vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
clipped_vertex_count, 0, display_list_vertices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Draw the vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
unclipped_vertex_count, 0, unclipped_vertices);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
extern int ref_texture;
|
|
|
|
/*
|
|
=============
|
|
EmitReflectivePolys
|
|
|
|
Does a reflective warp on the pre-fragmented glpoly_t chain
|
|
=============
|
|
*/
|
|
void EmitReflectivePolys (msurface_t *fa)
|
|
{
|
|
// For each polygon...
|
|
for (const glpoly_t* p = fa->polys; p; p = p->next)
|
|
{
|
|
// Allocate memory for this polygon.
|
|
const int unclipped_vertex_count = p->numverts;
|
|
glvert_t* const unclipped_vertices =
|
|
static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
|
|
|
|
// Generate each vertex.
|
|
const glvert_t* src = p->verts;
|
|
const glvert_t* last_vertex = src + unclipped_vertex_count;
|
|
glvert_t* dst = unclipped_vertices;
|
|
|
|
while (src != last_vertex)
|
|
{
|
|
vec3_t dir;
|
|
VectorSubtract(src->xyz, r_origin, dir);
|
|
dir[2] *= 3; // flatten the sphere
|
|
|
|
const float length = 6 * 63 / sqrtf(DotProduct(dir, dir));
|
|
|
|
dir[0] *= length;
|
|
dir[1] *= length;
|
|
|
|
dst->st[0] = (dir[0]) * (1.0f / 256.0f);
|
|
dst->st[1] = (dir[1]) * (1.0f / 256.0f);
|
|
dst->xyz[0] = src->xyz[0];
|
|
dst->xyz[1] = src->xyz[1];
|
|
dst->xyz[2] = src->xyz[2];
|
|
|
|
// Next vertex.
|
|
++src;
|
|
++dst;
|
|
}
|
|
|
|
// Do these vertices need clipped?
|
|
if (clipping::is_clipping_required(unclipped_vertices, unclipped_vertex_count))
|
|
{
|
|
// Clip the polygon.
|
|
const glvert_t* clipped_vertices;
|
|
std::size_t clipped_vertex_count;
|
|
clipping::clip(
|
|
unclipped_vertices,
|
|
unclipped_vertex_count,
|
|
&clipped_vertices,
|
|
&clipped_vertex_count);
|
|
|
|
// Any vertices left?
|
|
if (clipped_vertex_count)
|
|
{
|
|
// Copy the vertices to the display list.
|
|
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
|
|
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
|
|
memcpy(display_list_vertices, clipped_vertices, buffer_size);
|
|
|
|
// Draw the clipped vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
clipped_vertex_count, 0, display_list_vertices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Draw the vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
unclipped_vertex_count, 0, unclipped_vertices);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
EmitBothSkyLayers
|
|
|
|
Does a sky warp on the pre-fragmented glpoly_t chain
|
|
This will be called for brushmodels, the world
|
|
will have them chained together.
|
|
===============
|
|
*/
|
|
void EmitBothSkyLayers (msurface_t *fa)
|
|
{
|
|
GL_Bind (solidskytexture);
|
|
|
|
speedscale = realtime*8;
|
|
speedscale -= (int)speedscale & ~127 ;
|
|
|
|
EmitSkyPolys (fa);
|
|
|
|
sceGuEnable(GU_BLEND);
|
|
|
|
GL_Bind (alphaskytexture);
|
|
speedscale = realtime*16;
|
|
speedscale -= (int)speedscale & ~127 ;
|
|
|
|
EmitSkyPolys (fa);
|
|
|
|
sceGuDisable(GU_BLEND);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_DrawScroll_SkyChain
|
|
===============
|
|
*/
|
|
void R_DrawScroll_SkyChain (msurface_t *s)
|
|
{
|
|
msurface_t *fa;
|
|
|
|
GL_Bind(solidskytexture);
|
|
|
|
speedscale = realtime*8;
|
|
speedscale -= (int)speedscale & ~127 ;
|
|
|
|
for (fa=s ; fa ; fa=fa->texturechain)
|
|
EmitSkyPolys (fa);
|
|
|
|
sceGuEnable(GU_BLEND);
|
|
|
|
GL_Bind (alphaskytexture);
|
|
|
|
speedscale = realtime*16;
|
|
speedscale -= (int)speedscale & ~127 ;
|
|
|
|
for (fa=s ; fa ; fa=fa->texturechain)
|
|
EmitSkyPolys (fa);
|
|
|
|
sceGuDisable(GU_BLEND);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_DrawFlat_SkyChain
|
|
===============
|
|
*/
|
|
void R_DrawFlat_SkyChain (msurface_t *s)
|
|
{
|
|
msurface_t *fa;
|
|
|
|
sceGuDisable (GU_TEXTURE_2D);
|
|
|
|
byte *sky_color = StringToRGB (r_skycolor.string); //Get color
|
|
sceGuColor(GU_RGBA(sky_color[0], sky_color[1], sky_color[2], 255));
|
|
|
|
for (fa = s ; fa ; fa = fa->texturechain)
|
|
EmitFlatPoly (fa);
|
|
|
|
sceGuColor(0xffffffff);
|
|
sceGuEnable (GU_TEXTURE_2D);
|
|
}
|
|
|
|
/*
|
|
=================================================================
|
|
|
|
Quake 2 environment sky
|
|
|
|
=================================================================
|
|
*/
|
|
void UnloadSkyTexture (void)
|
|
{
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
if (skyimage[i])
|
|
GL_UnloadTexture(skyimage[i]);
|
|
skyimage[i] = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_LoadSkys
|
|
==================
|
|
*/
|
|
extern int nonetexture;
|
|
void Sky_LoadSkyBox (char *name)
|
|
{
|
|
|
|
// shpuld: is this still actually needed?
|
|
// vram use has been reduced a lot, all textures including skybox already fit vram
|
|
// on ndu for example. ram difference shouldn't then make a difference
|
|
#ifdef SLIM
|
|
|
|
if (strcmp(skybox_name, name) == 0)
|
|
return; //no change
|
|
|
|
//purge old sky textures
|
|
UnloadSkyTexture ();
|
|
|
|
//turn off skybox if sky is set to ""
|
|
if (name[0] == '0')
|
|
{
|
|
skybox_name[0] = 0;
|
|
|
|
//if map don't have sky
|
|
if (solidskytexture == -1)
|
|
solidskytexture = nonetexture;
|
|
if (alphaskytexture == -1)
|
|
alphaskytexture = nonetexture;
|
|
|
|
return;
|
|
}
|
|
|
|
// Do sides one way and top another, bottom is not done
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
int mark = Hunk_LowMark ();
|
|
|
|
if(!(skyimage[i] = loadskyboxsideimage (va("gfx/env/%s%s", name, suf[i]), 0, 0, qfalse, GU_LINEAR)) &&
|
|
!(skyimage[i] = loadskyboxsideimage (va("gfx/env/%s_%s", name, suf[i]), 0, 0, qfalse, GU_LINEAR)))
|
|
{
|
|
Con_Printf("Sky: %s[%s] not found, used std\n", name, suf[i]);
|
|
if(!(skyimage[i] = loadskyboxsideimage (va("gfx/env/skybox%s", suf[i]), 0, 0, qfalse, GU_LINEAR)))
|
|
{
|
|
Sys_Error("STD SKY NOT FOUND!");
|
|
}
|
|
|
|
}
|
|
Hunk_FreeToLowMark (mark);
|
|
}
|
|
|
|
int mark = Hunk_LowMark ();
|
|
if(!(skyimage[4] = loadtextureimage (va("gfx/env/%sup", name), 0, 0, qfalse, GU_LINEAR)) &&
|
|
!(skyimage[4] = loadtextureimage (va("gfx/env/%s_up", name), 0, 0, qfalse, GU_LINEAR)))
|
|
{
|
|
Con_Printf("Sky: %s[%s] not found, used std\n", name, suf[4]);
|
|
if(!(skyimage[4] = loadtextureimage (va("gfx/env/skybox%s", suf[4]), 0, 0, qfalse, GU_LINEAR)))
|
|
{
|
|
Sys_Error("STD SKY NOT FOUND!");
|
|
}
|
|
|
|
}
|
|
Hunk_FreeToLowMark (mark);
|
|
|
|
strcpy(skybox_name, name);
|
|
|
|
#endif // SLIM
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Sky_NewMap
|
|
=================
|
|
*/
|
|
void Sky_NewMap (void)
|
|
{
|
|
char key[128], value[4096];
|
|
char *data;
|
|
|
|
//purge old sky textures
|
|
UnloadSkyTexture ();
|
|
|
|
//
|
|
// initially no sky
|
|
//
|
|
Sky_LoadSkyBox (""); //not used
|
|
|
|
//
|
|
// read worldspawn (this is so ugly, and shouldn't it be done on the server?)
|
|
//
|
|
data = cl.worldmodel->entities;
|
|
if (!data)
|
|
return; //FIXME: how could this possibly ever happen? -- if there's no
|
|
// worldspawn then the sever wouldn't send the loadmap message to the client
|
|
|
|
data = COM_Parse(data);
|
|
|
|
if (!data) //should never happen
|
|
return; // error
|
|
|
|
if (com_token[0] != '{') //should never happen
|
|
return; // error
|
|
|
|
while (1)
|
|
{
|
|
data = COM_Parse(data);
|
|
|
|
if (!data)
|
|
return; // error
|
|
|
|
if (com_token[0] == '}')
|
|
break; // end of worldspawn
|
|
|
|
if (com_token[0] == '_')
|
|
strcpy(key, com_token + 1);
|
|
else
|
|
strcpy(key, com_token);
|
|
while (key[strlen(key)-1] == ' ') // remove trailing spaces
|
|
key[strlen(key)-1] = 0;
|
|
|
|
data = COM_Parse(data);
|
|
if (!data)
|
|
return; // error
|
|
|
|
strcpy(value, com_token);
|
|
|
|
if (!strcmp("sky", key))
|
|
Sky_LoadSkyBox(value);
|
|
else if (!strcmp("skyname", key)) //half-life
|
|
Sky_LoadSkyBox(value);
|
|
else if (!strcmp("qlsky", key)) //quake lives
|
|
Sky_LoadSkyBox(value);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Sky_SkyCommand_f
|
|
=================
|
|
*/
|
|
void Sky_SkyCommand_f (void)
|
|
{
|
|
switch (Cmd_Argc())
|
|
{
|
|
case 1:
|
|
Con_Printf("\"sky\" is \"%s\"\n", skybox_name);
|
|
break;
|
|
case 2:
|
|
Sky_LoadSkyBox(Cmd_Argv(1));
|
|
break;
|
|
default:
|
|
Con_Printf("usage: sky <skyname>\n");
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Sky_Init
|
|
=============
|
|
*/
|
|
void Sky_Init (void)
|
|
{
|
|
int i;
|
|
|
|
Cmd_AddCommand ("sky",Sky_SkyCommand_f);
|
|
|
|
for (i=0; i<5; i++)
|
|
skyimage[i] = NULL;
|
|
}
|
|
|
|
static vec3_t skyclip[6] = {
|
|
{1,1,0},
|
|
{1,-1,0},
|
|
{0,-1,1},
|
|
{0,1,1},
|
|
{1,0,1},
|
|
{-1,0,1}
|
|
};
|
|
int c_sky;
|
|
|
|
// 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,axis;
|
|
float s,t,dv,*vp;
|
|
vec3_t v, av;
|
|
|
|
c_sky++;
|
|
|
|
// decide which face it maps to
|
|
VectorCopy (vec3_origin, 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])
|
|
axis = (v[0] < 0) ? 1 : 0;
|
|
else if (av[1] > av[2] && av[1] > av[0])
|
|
axis = (v[1] < 0) ? 3 : 2;
|
|
else
|
|
axis = (v[2] < 0) ? 5 : 4;
|
|
|
|
// project new texture coords
|
|
for (i=0 ; i<nump ; i++, vecs+=3)
|
|
{
|
|
j = vec_to_st[axis][2];
|
|
dv = (j > 0) ? vecs[j - 1] : -vecs[-j - 1];
|
|
|
|
j = vec_to_st[axis][0];
|
|
s = (j < 0) ? -vecs[-j -1] / dv : vecs[j-1] / dv;
|
|
|
|
j = vec_to_st[axis][1];
|
|
t = (j < 0) ? -vecs[-j -1] / dv : vecs[j-1] / dv;
|
|
|
|
if (s < skymins[0][axis])
|
|
skymins[0][axis] = s;
|
|
if (t < skymins[1][axis])
|
|
skymins[1][axis] = t;
|
|
if (s > skymaxs[0][axis])
|
|
skymaxs[0][axis] = s;
|
|
if (t > skymaxs[1][axis])
|
|
skymaxs[1][axis] = t;
|
|
}
|
|
}
|
|
|
|
#define MAX_CLIP_VERTS 64
|
|
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 = qfalse;
|
|
norm = skyclip[stage];
|
|
for (i=0, v = vecs ; i<nump ; i++, v+=3)
|
|
{
|
|
d = DotProduct (v, norm);
|
|
if (d > ON_EPSILON)
|
|
{
|
|
front = qtrue;
|
|
sides[i] = SIDE_FRONT;
|
|
}
|
|
else if (d < ON_EPSILON)
|
|
{
|
|
back = qtrue;
|
|
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_ClearSkyBox
|
|
==============
|
|
*/
|
|
void R_ClearSkyBox (void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
skymins[0][i] = skymins[1][i] = 9999;
|
|
skymaxs[0][i] = skymaxs[1][i] = -9999;
|
|
}
|
|
}
|
|
|
|
static float s_axis;
|
|
static float t_axis;
|
|
static vec3_t v_axis;
|
|
|
|
void MakeSkyVec (float s, float t, int axis)
|
|
{
|
|
vec3_t b;
|
|
int j, k;
|
|
|
|
b[0] = s*r_skydis.value;
|
|
b[1] = t*r_skydis.value;
|
|
b[2] = r_skydis.value;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
k = st_to_vec[axis][j];
|
|
if (k < 0)
|
|
v_axis[j] = -b[-k - 1];
|
|
else
|
|
v_axis[j] = b[k - 1];
|
|
v_axis[j] += r_origin[j];
|
|
}
|
|
|
|
// avoid bilerp seam
|
|
s = (s+1.0f)*0.5f;
|
|
t = (t+1.0f)*0.5f;
|
|
|
|
if (s < 1.0f/512.0f)
|
|
s = 1.0f/512.0f;
|
|
else if (s > 511.0f/512.0f)
|
|
s = 511.0f/512.0f;
|
|
|
|
if (t < 1.0f/512.0f)
|
|
t = 1.0f/512.0f;
|
|
else if (t > 511.0f/512.0f)
|
|
t = 511.0f/512.0f;
|
|
|
|
t = 1.0f - t;
|
|
|
|
s_axis = s;
|
|
t_axis = t;
|
|
}
|
|
|
|
void Fog_EnableGFog (void);
|
|
void Fog_DisableGFog (void);
|
|
void Fog_SetColorForSkyS (void);
|
|
void Fog_SetColorForSkyE (void);
|
|
|
|
void DrawSkyFogBlend (float skydepth) {
|
|
float skyfogblend = r_skyfogblend.value;
|
|
if (skyfogblend <= 0) return;
|
|
|
|
float endheight = skydepth * skyfogblend;
|
|
float startheight = MIN(skydepth * 0.075f, endheight * 0.3f);
|
|
|
|
sceGuDisable(GU_TEXTURE_2D);
|
|
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
|
|
sceGuShadeModel(GU_SMOOTH);
|
|
sceGuEnable(GU_BLEND);
|
|
|
|
float r = MIN(1.0f, r_refdef.fog_red * 0.01f);
|
|
float g = MIN(1.0f, r_refdef.fog_green * 0.01f);
|
|
float b = MIN(1.0f, r_refdef.fog_blue * 0.01f);
|
|
unsigned int fogcol1 = GU_COLOR(r, g, b, 1.0f);
|
|
unsigned int fogcol2 = GU_COLOR(r, g, b, 0.0f);
|
|
|
|
for (int i = -2; i < 2; i++) {
|
|
for (int j = 0; j < 2; j++) {
|
|
// Allocate memory for fake fog polys.
|
|
struct fogvert {
|
|
unsigned int color;
|
|
vec3_t xyz;
|
|
};
|
|
const int unclipped_vertex_count = 4;
|
|
fogvert* const verts = static_cast<fogvert*>(sceGuGetMemory(sizeof(fogvert) * unclipped_vertex_count));
|
|
|
|
vec3_t angles, forward, right;
|
|
angles[PITCH] = 0.f;
|
|
angles[YAW] = r_refdef.viewangles[YAW];
|
|
angles[ROLL] = 0.f;
|
|
AngleVectors(angles, forward, right, NULLVEC);
|
|
|
|
float forwardamount = skydepth * (0.7f - abs(i*i) * 0.15f);
|
|
float forwardamount2 = skydepth * (0.7f - abs((i + 1)*(i + 1)) * 0.15f);
|
|
unsigned int uppercolor = j > 0 ? fogcol2 : fogcol1;
|
|
|
|
float bottomheight = j > 0 ? startheight : -1.0f;
|
|
float topheight = j > 0 ? endheight : startheight;
|
|
|
|
verts[0].xyz[0] = r_origin[0] + forward[0] * forwardamount + i * right[0] * skydepth;
|
|
verts[0].xyz[1] = r_origin[1] + forward[1] * forwardamount + i * right[1] * skydepth;
|
|
verts[0].xyz[2] = r_origin[2] + forward[2] * forwardamount + i * right[2] * skydepth + bottomheight;
|
|
verts[0].color = fogcol1;
|
|
|
|
verts[1].xyz[0] = r_origin[0] + forward[0] * forwardamount + i * right[0] * skydepth;
|
|
verts[1].xyz[1] = r_origin[1] + forward[1] * forwardamount + i * right[1] * skydepth;
|
|
verts[1].xyz[2] = r_origin[2] + forward[2] * forwardamount + i * right[2] * skydepth + topheight;
|
|
verts[1].color = uppercolor;
|
|
|
|
verts[2].xyz[0] = r_origin[0] + forward[0] * forwardamount2 + (i + 1) * right[0] * skydepth;
|
|
verts[2].xyz[1] = r_origin[1] + forward[1] * forwardamount2 + (i + 1) * right[1] * skydepth;
|
|
verts[2].xyz[2] = r_origin[2] + forward[2] * forwardamount2 + (i + 1) * right[2] * skydepth + topheight;
|
|
verts[2].color = uppercolor;
|
|
|
|
verts[3].xyz[0] = r_origin[0] + forward[0] * forwardamount2 + (i + 1) * right[0] * skydepth;
|
|
verts[3].xyz[1] = r_origin[1] + forward[1] * forwardamount2 + (i + 1) * right[1] * skydepth;
|
|
verts[3].xyz[2] = r_origin[2] + forward[2] * forwardamount2 + (i + 1) * right[2] * skydepth + bottomheight;
|
|
verts[3].color = fogcol1;
|
|
|
|
// Draw the poly directly.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_COLOR_8888 | GU_VERTEX_32BITF,
|
|
unclipped_vertex_count, 0, verts);
|
|
}
|
|
}
|
|
sceGuEnable(GU_TEXTURE_2D);
|
|
sceGuDisable(GU_BLEND);
|
|
//sceGuDepthRange(0, 65535);
|
|
Fog_SetColorForSkyE(); //setup for Sky
|
|
Fog_EnableGFog(); //setup for Sky
|
|
|
|
sceGuDepthMask(false);
|
|
sceGuEnable(GU_DEPTH_TEST);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_DrawSkyBox
|
|
==============
|
|
*/
|
|
|
|
float skynormals[5][3] = {
|
|
{ 1.f, 0.f, 0.f },
|
|
{ -1.f, 0.f, 0.f },
|
|
{ 0.f, 1.f, 0.f },
|
|
{ 0.f, -1.f, 0.f },
|
|
{ 0.f, 0.f, 1.f }
|
|
};
|
|
|
|
float skyrt[5][3] = {
|
|
{ 0.f, -1.f, 0.f },
|
|
{ 0.f, 1.f, 0.f },
|
|
{ 1.f, 0.f, 0.f },
|
|
{ -1.f, 0.f, 0.f },
|
|
{ 0.f, -1.f, 0.f }
|
|
};
|
|
|
|
float skyup[5][3] = {
|
|
{ 0.f, 0.f, 1.f },
|
|
{ 0.f, 0.f, 1.f },
|
|
{ 0.f, 0.f, 1.f },
|
|
{ 0.f, 0.f, 1.f },
|
|
{ -1.f, 0.f, 0.f }
|
|
};
|
|
|
|
void R_DrawSkyBox (void)
|
|
{
|
|
int i;
|
|
|
|
Fog_DisableGFog(); //setup for Sky
|
|
Fog_SetColorForSkyS(); //setup for Sky
|
|
|
|
//sceGuDepthRange(32767, 65535); //not used
|
|
sceGuDepthMask(true);
|
|
sceGuDisable(GU_DEPTH_TEST);
|
|
|
|
float skydepth = 256.f;
|
|
|
|
for (i=0 ; i<5 ; i++)
|
|
{
|
|
// Allocate memory for this polygon.
|
|
const int unclipped_vertex_count = 4;
|
|
glvert_t* const unclipped_vertices =
|
|
static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
|
|
|
|
// check if poly needs to be drawn at all
|
|
float dot = DotProduct(skynormals[i], vpn);
|
|
// < 0 check would work at fov 90 or less, just guess a value that's high enough?
|
|
if (dot < -0.25f) continue;
|
|
|
|
GL_Bind (skyimage[skytexorder[i]]);
|
|
|
|
// if direction is not up, cut "down" vector to zero to only render half cube
|
|
float upnegfact = i == 4 ? 1.0f : 0.0f;
|
|
|
|
float skyboxtexsize = 256.f;
|
|
// move ever so slightly less towards forward to make edges overlap a bit, just to not have shimmering pixels between sky edges
|
|
float forwardfact = 0.99f;
|
|
|
|
unclipped_vertices[0].st[0] = 0.5f / skyboxtexsize;
|
|
unclipped_vertices[0].st[1] = (skyboxtexsize - .5f) / skyboxtexsize;
|
|
unclipped_vertices[0].xyz[0] = r_origin[0] + (forwardfact * skynormals[i][0] - skyrt[i][0] - skyup[i][0] * upnegfact) * skydepth;
|
|
unclipped_vertices[0].xyz[1] = r_origin[1] + (forwardfact * skynormals[i][1] - skyrt[i][1] - skyup[i][1] * upnegfact) * skydepth;
|
|
unclipped_vertices[0].xyz[2] = r_origin[2] + (forwardfact * skynormals[i][2] - skyrt[i][2] - skyup[i][2] * upnegfact) * skydepth;
|
|
|
|
unclipped_vertices[1].st[0] = 0.5f / skyboxtexsize;
|
|
unclipped_vertices[1].st[1] = 0.5f / skyboxtexsize;
|
|
unclipped_vertices[1].xyz[0] = r_origin[0] + (forwardfact * skynormals[i][0] - skyrt[i][0] + skyup[i][0]) * skydepth;
|
|
unclipped_vertices[1].xyz[1] = r_origin[1] + (forwardfact * skynormals[i][1] - skyrt[i][1] + skyup[i][1]) * skydepth;
|
|
unclipped_vertices[1].xyz[2] = r_origin[2] + (forwardfact * skynormals[i][2] - skyrt[i][2] + skyup[i][2]) * skydepth;
|
|
|
|
unclipped_vertices[2].st[0] = (skyboxtexsize - .5f) / skyboxtexsize;
|
|
unclipped_vertices[2].st[1] = 0.5f / skyboxtexsize;
|
|
unclipped_vertices[2].xyz[0] = r_origin[0] + (forwardfact * skynormals[i][0] + skyrt[i][0] + skyup[i][0]) * skydepth;
|
|
unclipped_vertices[2].xyz[1] = r_origin[1] + (forwardfact * skynormals[i][1] + skyrt[i][1] + skyup[i][1]) * skydepth;
|
|
unclipped_vertices[2].xyz[2] = r_origin[2] + (forwardfact * skynormals[i][2] + skyrt[i][2] + skyup[i][2]) * skydepth;
|
|
|
|
unclipped_vertices[3].st[0] = (skyboxtexsize - .5f) / skyboxtexsize;
|
|
unclipped_vertices[3].st[1] = (skyboxtexsize - .5f) / skyboxtexsize;
|
|
unclipped_vertices[3].xyz[0] = r_origin[0] + (forwardfact * skynormals[i][0] + skyrt[i][0] - skyup[i][0] * upnegfact) * skydepth;
|
|
unclipped_vertices[3].xyz[1] = r_origin[1] + (forwardfact * skynormals[i][1] + skyrt[i][1] - skyup[i][1] * upnegfact) * skydepth;
|
|
unclipped_vertices[3].xyz[2] = r_origin[2] + (forwardfact * skynormals[i][2] + skyrt[i][2] - skyup[i][2] * upnegfact) * skydepth;
|
|
|
|
if (clipping::is_clipping_required(
|
|
unclipped_vertices,
|
|
unclipped_vertex_count))
|
|
{
|
|
// Clip the polygon.
|
|
const glvert_t* clipped_vertices;
|
|
std::size_t clipped_vertex_count;
|
|
clipping::clip(
|
|
unclipped_vertices,
|
|
unclipped_vertex_count,
|
|
&clipped_vertices,
|
|
&clipped_vertex_count);
|
|
|
|
// Did we have any vertices left?
|
|
if (clipped_vertex_count)
|
|
{
|
|
// Copy the vertices to the display list.
|
|
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
|
|
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
|
|
memcpy(display_list_vertices, clipped_vertices, buffer_size);
|
|
|
|
// Draw the clipped vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
clipped_vertex_count, 0, display_list_vertices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Draw the poly directly.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
unclipped_vertex_count, 0, unclipped_vertices);
|
|
}
|
|
}
|
|
|
|
DrawSkyFogBlend(skydepth);
|
|
|
|
//sceGuDepthRange(0, 65535);
|
|
Fog_SetColorForSkyE(); //setup for Sky
|
|
Fog_EnableGFog(); //setup for Sky
|
|
}
|
|
|
|
//===============================================================
|
|
|
|
/*
|
|
=================
|
|
R_DrawSkyChain
|
|
=================
|
|
*/
|
|
void R_DrawSkyChain (msurface_t *s)
|
|
{
|
|
msurface_t *fa;
|
|
int i;
|
|
vec3_t verts[MAX_CLIP_VERTS];
|
|
glpoly_t *p;
|
|
|
|
if (r_fastsky.value || !skybox_name[0])
|
|
{
|
|
R_DrawFlat_SkyChain (s);
|
|
}
|
|
else
|
|
{
|
|
if (skybox_name[0]) // if the skybox has a name, draw the skybox
|
|
{
|
|
c_sky = 0;
|
|
|
|
// calculate vertex values for sky box
|
|
for (fa=s ; fa ; fa=fa->texturechain)
|
|
{
|
|
for (p=fa->polys ; p ; p=p->next)
|
|
{
|
|
for (i=0 ; i<p->numverts ; i++)
|
|
{
|
|
VectorSubtract (p->verts[i].xyz, r_origin, verts[i]);
|
|
}
|
|
ClipSkyPolygon (p->numverts, verts[0], 0);
|
|
}
|
|
|
|
}
|
|
}
|
|
else // otherwise, draw the normal quake sky
|
|
{
|
|
R_DrawScroll_SkyChain (s);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===============================================================
|
|
|
|
/*
|
|
=============
|
|
R_InitSky
|
|
|
|
A sky texture is 256*128, with the right side being a masked overlay
|
|
==============
|
|
*/
|
|
void R_InitSky (byte *mt)
|
|
{
|
|
byte trans[128*128];
|
|
|
|
const byte* const src = (byte *)mt;
|
|
|
|
for (int i=0 ; i<128 ; i++)
|
|
{
|
|
for (int j=0 ; j<128 ; j++)
|
|
{
|
|
const byte p = src[i*256 + j + 128];
|
|
trans[(i*128) + j] = p;
|
|
}
|
|
}
|
|
|
|
if (solidskytexture == -1)
|
|
solidskytexture = GL_LoadTexture("solidskytexture", 128, 128, trans, qfalse, GU_LINEAR, 0);
|
|
|
|
for (int i=0 ; i<128 ; i++)
|
|
{
|
|
for (int j=0 ; j<128 ; j++)
|
|
{
|
|
const byte p = src[i*256 + j];
|
|
if (p == 0)
|
|
trans[(i*128) + j] = 255;
|
|
else
|
|
trans[(i*128) + j] = p;
|
|
}
|
|
}
|
|
|
|
if (alphaskytexture == -1)
|
|
alphaskytexture = GL_LoadTexture("alphaskytexture", 128, 128, trans, qfalse, GU_LINEAR, 0);
|
|
}
|
|
|