mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
805 lines
17 KiB
C
805 lines
17 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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 "quakedef.h"
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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#include "glquake.h"
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#include "shader.h"
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#include <ctype.h>
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static void R_CalcSkyChainBounds (batch_t *s);
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static void GL_DrawSkyGrid (texture_t *tex);
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static void GL_DrawSkySphere (batch_t *fa, shader_t *shader);
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static void GL_SkyForceDepth(batch_t *fa);
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static void GL_DrawSkyBox (texid_t *texnums, batch_t *s);
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static float speedscale; // for top sky and bottom sky
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extern cvar_t gl_skyboxdist;
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extern cvar_t r_fastsky;
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extern cvar_t r_fastskycolour;
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static shader_t *forcedskyshader;
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static shader_t *skyboxface;
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//=========================================================
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void R_SetSky(char *skyname)
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{
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if (*skyname)
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forcedskyshader = R_RegisterCustom(va("skybox_%s", skyname), SUF_NONE, Shader_DefaultSkybox, NULL);
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else
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forcedskyshader = NULL;
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skyboxface = R_RegisterShader("skyboxface", SUF_NONE,
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"{\n"
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"program default2d\n"
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"{\n"
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"map $diffuse\n"
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"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
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"}\n"
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"}\n"
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);
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}
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/*
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=================
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GL_DrawSkyChain
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=================
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*/
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void R_DrawSkyChain (batch_t *batch)
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{
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shader_t *skyshader;
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texid_t *skyboxtex;
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if (forcedskyshader)
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skyshader = forcedskyshader;
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else
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skyshader = batch->shader;
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if (skyshader->skydome)
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skyboxtex = skyshader->skydome->farbox_textures;
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else
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skyboxtex = NULL;
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if (skyboxtex && TEXVALID(*skyboxtex))
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{
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R_CalcSkyChainBounds(batch);
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GL_DrawSkyBox (skyboxtex, batch);
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}
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if (skyshader->numpasses)
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{
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#if defined(GLQUAKE) && !defined(ANDROID)
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if (*r_fastsky.string && qrenderer == QR_OPENGL && TEXVALID(batch->shader->defaulttextures.base) && TEXVALID(batch->shader->defaulttextures.fullbright))
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{
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R_CalcSkyChainBounds(batch);
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R_IBrokeTheArrays();
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GL_DrawSkyGrid(batch->texture);
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R_IBrokeTheArrays();
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}
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else
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#endif
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GL_DrawSkySphere(batch, skyshader);
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}
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//neither skydomes nor skyboxes will have been drawn with the correct depth values for the sky.
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//this can result in rooms behind the sky surfaces being visible.
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//so make sure they're correct where they're expected to be.
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//don't do it on q3 bsp, because q3map2 can't do skyrooms without being weird about it. or something. anyway, we get different (buggy) behaviour from q3 if we don't skip this.
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//See: The Edge Of Forever (motef, by sock) for an example of where this needs to be skipped.
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//See dm3 for an example of where the depth needs to be correct (OMG THERE'S PLAYERS IN MY SKYBOX! WALLHAXX!).
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//you can't please them all.
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if (r_worldentity.model->fromgame != fg_quake3)
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GL_SkyForceDepth(batch);
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}
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/*
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=================================================================
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Quake 2 environment sky
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=================================================================
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*/
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static vec3_t skyclip[6] = {
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{1,1,0},
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{1,-1,0},
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{0,-1,1},
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{0,1,1},
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{1,0,1},
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{-1,0,1}
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};
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// 1 = s, 2 = t, 3 = 2048
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static int st_to_vec[6][3] =
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{
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{3,-1,2},
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{-3,1,2},
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{1,3,2},
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{-1,-3,2},
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{-2,-1,3}, // 0 degrees yaw, look straight up
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{2,-1,-3} // look straight down
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// {-1,2,3},
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// {1,2,-3}
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};
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// s = [0]/[2], t = [1]/[2]
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static int vec_to_st[6][3] =
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{
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{-2,3,1},
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{2,3,-1},
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{1,3,2},
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{-1,3,-2},
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{-2,-1,3},
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{-2,1,-3}
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// {-1,2,3},
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// {1,2,-3}
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};
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static float skymins[2][6], skymaxs[2][6];
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static void DrawSkyPolygon (int nump, vec3_t vecs)
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{
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int i,j;
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vec3_t v, av;
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float s, t, dv;
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int axis;
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float *vp;
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// decide which face it maps to
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VectorClear (v);
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for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
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{
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VectorAdd (vp, v, v);
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}
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av[0] = fabs(v[0]);
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av[1] = fabs(v[1]);
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av[2] = fabs(v[2]);
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if (av[0] > av[1] && av[0] > av[2])
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{
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if (v[0] < 0)
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axis = 1;
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else
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axis = 0;
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}
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else if (av[1] > av[2] && av[1] > av[0])
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{
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if (v[1] < 0)
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axis = 3;
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else
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axis = 2;
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}
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else
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{
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if (v[2] < 0)
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axis = 5;
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else
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axis = 4;
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}
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// project new texture coords
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for (i=0 ; i<nump ; i++, vecs+=3)
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{
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j = vec_to_st[axis][2];
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if (j > 0)
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dv = vecs[j - 1];
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else
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dv = -vecs[-j - 1];
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if (dv < 0.001)
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continue; // don't divide by zero
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j = vec_to_st[axis][0];
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if (j < 0)
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s = -vecs[-j -1] / dv;
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else
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s = vecs[j-1] / dv;
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j = vec_to_st[axis][1];
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if (j < 0)
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t = -vecs[-j -1] / dv;
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else
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t = vecs[j-1] / dv;
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if (s < skymins[0][axis])
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skymins[0][axis] = s;
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if (t < skymins[1][axis])
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skymins[1][axis] = t;
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if (s > skymaxs[0][axis])
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skymaxs[0][axis] = s;
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if (t > skymaxs[1][axis])
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skymaxs[1][axis] = t;
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}
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}
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#define MAX_CLIP_VERTS 64
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static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
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{
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float *norm;
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float *v;
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qboolean front, back;
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float d, e;
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float dists[MAX_CLIP_VERTS];
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int sides[MAX_CLIP_VERTS];
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vec3_t newv[2][MAX_CLIP_VERTS];
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int newc[2];
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int i, j;
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if (nump > MAX_CLIP_VERTS-2)
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Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS");
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if (stage == 6)
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{ // fully clipped, so draw it
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DrawSkyPolygon (nump, vecs);
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return;
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}
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front = back = false;
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norm = skyclip[stage];
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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d = DotProduct (v, norm);
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if (d > ON_EPSILON)
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{
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front = true;
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sides[i] = SIDE_FRONT;
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}
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else if (d < -ON_EPSILON)
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{
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back = true;
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sides[i] = SIDE_BACK;
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}
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else
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sides[i] = SIDE_ON;
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dists[i] = d;
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}
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if (!front || !back)
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{ // not clipped
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ClipSkyPolygon (nump, vecs, stage+1);
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return;
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}
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// clip it
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sides[i] = sides[0];
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dists[i] = dists[0];
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VectorCopy (vecs, (vecs+(i*3)) );
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newc[0] = newc[1] = 0;
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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switch (sides[i])
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{
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case SIDE_FRONT:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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break;
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case SIDE_BACK:
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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case SIDE_ON:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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}
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if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
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continue;
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d = dists[i] / (dists[i] - dists[i+1]);
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for (j=0 ; j<3 ; j++)
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{
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e = v[j] + d*(v[j+3] - v[j]);
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newv[0][newc[0]][j] = e;
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newv[1][newc[1]][j] = e;
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}
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newc[0]++;
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newc[1]++;
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}
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// continue
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ClipSkyPolygon (newc[0], newv[0][0], stage+1);
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ClipSkyPolygon (newc[1], newv[1][0], stage+1);
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}
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/*
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=================
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R_DrawSkyBoxChain
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=================
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*/
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static void R_CalcSkyChainBounds (batch_t *batch)
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{
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mesh_t *mesh;
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int i, m;
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vec3_t verts[MAX_CLIP_VERTS];
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for (i=0 ; i<6 ; i++)
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{
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skymins[0][i] = skymins[1][i] = -1;//9999;
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skymaxs[0][i] = skymaxs[1][i] = 1;//9999;
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}
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// calculate vertex values for sky box
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for (m = batch->firstmesh; m < batch->meshes; m++)
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{
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mesh = batch->mesh[m];
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//triangulate
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for (i=2 ; i<mesh->numvertexes ; i++)
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{
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VectorSubtract (mesh->xyz_array[0], r_origin, verts[0]);
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VectorSubtract (mesh->xyz_array[i-1], r_origin, verts[1]);
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VectorSubtract (mesh->xyz_array[i], r_origin, verts[2]);
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ClipSkyPolygon (3, verts[0], 0);
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}
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}
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}
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#define skygridx 16
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#define skygridx1 (skygridx + 1)
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#define skygridxrecip (1.0f / (skygridx))
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#define skygridy 16
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#define skygridy1 (skygridy + 1)
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#define skygridyrecip (1.0f / (skygridy))
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#define skysphere_numverts (skygridx1 * skygridy1)
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#define skysphere_numtriangles (skygridx * skygridy * 2)
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static int skymade;
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static index_t skysphere_element3i[skysphere_numtriangles * 3];
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static float skysphere_texcoord2f[skysphere_numverts * 2];
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static vecV_t skysphere_vertex3f[skysphere_numverts];
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static mesh_t skymesh;
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static void gl_skyspherecalc(int skytype)
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{ //yes, this is basically stolen from DarkPlaces
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int i, j;
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index_t *e;
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float a, b, x, ax, ay, v[3], length, *texcoord2f;
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vecV_t* vertex;
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float dx, dy, dz;
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float texscale;
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if (skymade == skytype)
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return;
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skymade = skytype;
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if (skymade == 2)
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texscale = 1/16.0f;
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else
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texscale = 1/1.5f;
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texscale*=3;
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skymesh.indexes = skysphere_element3i;
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skymesh.st_array = (void*)skysphere_texcoord2f;
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skymesh.lmst_array[0] = (void*)skysphere_texcoord2f;
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skymesh.xyz_array = (void*)skysphere_vertex3f;
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skymesh.numindexes = skysphere_numtriangles * 3;
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skymesh.numvertexes = skysphere_numverts;
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dx = 1;
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dy = 1;
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dz = 1 / 3.0;
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vertex = skysphere_vertex3f;
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texcoord2f = skysphere_texcoord2f;
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for (j = 0;j <= skygridy;j++)
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{
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a = j * skygridyrecip;
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ax = cos(a * M_PI * 2);
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ay = -sin(a * M_PI * 2);
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for (i = 0;i <= skygridx;i++)
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{
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b = i * skygridxrecip;
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x = cos((b + 0.5) * M_PI);
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v[0] = ax*x * dx;
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v[1] = ay*x * dy;
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v[2] = -sin((b + 0.5) * M_PI) * dz;
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length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
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*texcoord2f++ = v[0] * length;
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*texcoord2f++ = v[1] * length;
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(*vertex)[0] = v[0];
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(*vertex)[1] = v[1];
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(*vertex)[2] = v[2];
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vertex++;
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}
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}
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e = skysphere_element3i;
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for (j = 0;j < skygridy;j++)
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{
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for (i = 0;i < skygridx;i++)
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{
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*e++ = j * skygridx1 + i;
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*e++ = j * skygridx1 + i + 1;
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*e++ = (j + 1) * skygridx1 + i;
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*e++ = j * skygridx1 + i + 1;
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*e++ = (j + 1) * skygridx1 + i + 1;
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*e++ = (j + 1) * skygridx1 + i;
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}
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}
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}
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static void GL_SkyForceDepth(batch_t *batch)
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{
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if (!cls.allow_skyboxes && batch->texture) //allow a little extra fps.
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{
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BE_SelectMode(BEM_DEPTHONLY);
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BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, batch->vbo, &batch->shader->defaulttextures, batch->flags);
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BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/
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}
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}
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static void R_DrawSkyMesh(batch_t *batch, mesh_t *m, shader_t *shader)
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{
|
|
static entity_t skyent;
|
|
batch_t b;
|
|
|
|
float skydist = gl_skyboxdist.value;
|
|
if (skydist<1)
|
|
skydist=gl_maxdist.value * 0.577;
|
|
if (skydist<1)
|
|
skydist = 10000000;
|
|
|
|
VectorCopy(r_refdef.vieworg, skyent.origin);
|
|
skyent.axis[0][0] = skydist;
|
|
skyent.axis[0][1] = 0;
|
|
skyent.axis[0][2] = 0;
|
|
skyent.axis[1][0] = 0;
|
|
skyent.axis[1][1] = skydist;
|
|
skyent.axis[1][2] = 0;
|
|
skyent.axis[2][0] = 0;
|
|
skyent.axis[2][1] = 0;
|
|
skyent.axis[2][2] = skydist;
|
|
skyent.scale = 1;
|
|
|
|
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
|
|
b = *batch;
|
|
b.meshes = 1;
|
|
b.firstmesh = 0;
|
|
b.mesh = &m;
|
|
b.ent = &skyent;
|
|
b.shader = shader;
|
|
b.skin = &shader->defaulttextures;
|
|
b.texture = NULL;
|
|
b.vbo = NULL;
|
|
BE_SubmitBatch(&b);
|
|
}
|
|
|
|
static void GL_DrawSkySphere (batch_t *batch, shader_t *shader)
|
|
{
|
|
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
|
|
gl_skyspherecalc(2);
|
|
R_DrawSkyMesh(batch, &skymesh, shader);
|
|
}
|
|
|
|
static void GL_MakeSkyVec (float s, float t, int axis, float *vc, float *tc)
|
|
{
|
|
vec3_t b;
|
|
int j, k;
|
|
|
|
b[0] = s;
|
|
b[1] = t;
|
|
b[2] = 1;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
k = st_to_vec[axis][j];
|
|
if (k < 0)
|
|
vc[j] = -b[-k - 1];
|
|
else
|
|
vc[j] = b[k - 1];
|
|
}
|
|
|
|
// avoid bilerp seam
|
|
s = (s+1)*0.5;
|
|
t = (t+1)*0.5;
|
|
|
|
if (s < 1.0/512)
|
|
s = 1.0/512;
|
|
else if (s > 511.0/512)
|
|
s = 511.0/512;
|
|
if (t < 1.0/512)
|
|
t = 1.0/512;
|
|
else if (t > 511.0/512)
|
|
t = 511.0/512;
|
|
|
|
tc[0] = s;
|
|
tc[1] = 1.0 - t;
|
|
}
|
|
|
|
|
|
#ifdef GLQUAKE
|
|
|
|
|
|
|
|
static void EmitSkyGridVert (vec3_t v)
|
|
{
|
|
vec3_t dir;
|
|
float s, t;
|
|
float length;
|
|
|
|
VectorSubtract (v, r_origin, dir);
|
|
dir[2] *= 3; // flatten the sphere
|
|
|
|
length = VectorLength (dir);
|
|
length = 6*63/length;
|
|
|
|
dir[0] *= length;
|
|
dir[1] *= length;
|
|
|
|
s = (speedscale + dir[0]) * (1.0/128);
|
|
t = (speedscale + dir[1]) * (1.0/128);
|
|
|
|
qglTexCoord2f (s, t);
|
|
qglVertex3fv (v);
|
|
}
|
|
|
|
// s and t range from -1 to 1
|
|
static void MakeSkyGridVec2 (float s, float t, int axis, vec3_t v)
|
|
{
|
|
vec3_t b;
|
|
int j, k;
|
|
|
|
float skydist = gl_skyboxdist.value;
|
|
if (skydist<1)
|
|
skydist=gl_maxdist.value * 0.577;
|
|
if (skydist<1)
|
|
skydist = 10000000;
|
|
|
|
b[0] = s*skydist;
|
|
b[1] = t*skydist;
|
|
b[2] = skydist;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
k = st_to_vec[axis][j];
|
|
if (k < 0)
|
|
v[j] = -b[-k - 1];
|
|
else
|
|
v[j] = b[k - 1];
|
|
v[j] += r_origin[j];
|
|
}
|
|
|
|
}
|
|
|
|
#define SUBDIVISIONS 10
|
|
|
|
static void GL_DrawSkyGridFace (int axis)
|
|
{
|
|
int i, j;
|
|
vec3_t vecs[4];
|
|
float s, t;
|
|
|
|
float fstep = 2.0 / SUBDIVISIONS;
|
|
|
|
qglBegin (GL_QUADS);
|
|
|
|
for (i = 0; i < SUBDIVISIONS; i++)
|
|
{
|
|
s = (float)(i*2 - SUBDIVISIONS) / SUBDIVISIONS;
|
|
|
|
if (s + fstep < skymins[0][axis] || s > skymaxs[0][axis])
|
|
continue;
|
|
|
|
for (j = 0; j < SUBDIVISIONS; j++)
|
|
{
|
|
t = (float)(j*2 - SUBDIVISIONS) / SUBDIVISIONS;
|
|
|
|
if (t + fstep < skymins[1][axis] || t > skymaxs[1][axis])
|
|
continue;
|
|
|
|
MakeSkyGridVec2 (s, t, axis, vecs[0]);
|
|
MakeSkyGridVec2 (s, t + fstep, axis, vecs[1]);
|
|
MakeSkyGridVec2 (s + fstep, t + fstep, axis, vecs[2]);
|
|
MakeSkyGridVec2 (s + fstep, t, axis, vecs[3]);
|
|
|
|
EmitSkyGridVert (vecs[0]);
|
|
EmitSkyGridVert (vecs[1]);
|
|
EmitSkyGridVert (vecs[2]);
|
|
EmitSkyGridVert (vecs[3]);
|
|
}
|
|
}
|
|
|
|
qglEnd ();
|
|
}
|
|
|
|
static void GL_DrawSkyGrid (texture_t *tex)
|
|
{
|
|
int i;
|
|
float time = cl.gametime+realtime-cl.gametimemark;
|
|
|
|
GL_LazyBind(0, GL_TEXTURE_2D, tex->shader->defaulttextures.base);
|
|
|
|
speedscale = time*8;
|
|
speedscale -= (int)speedscale & ~127;
|
|
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
|
|
continue;
|
|
GL_DrawSkyGridFace (i);
|
|
}
|
|
|
|
qglEnable (GL_BLEND);
|
|
GL_LazyBind(0, GL_TEXTURE_2D, tex->shader->defaulttextures.fullbright);
|
|
|
|
speedscale = time*16;
|
|
speedscale -= (int)speedscale & ~127;
|
|
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
|
|
continue;
|
|
GL_DrawSkyGridFace (i);
|
|
}
|
|
qglDisable (GL_BLEND);
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
==============
|
|
R_DrawSkyBox
|
|
==============
|
|
*/
|
|
static int skytexorder[6] = {0,2,1,3,4,5};
|
|
static void GL_DrawSkyBox (texid_t *texnums, batch_t *s)
|
|
{
|
|
int i;
|
|
|
|
vecV_t skyface_vertex[4];
|
|
vec2_t skyface_texcoord[4];
|
|
index_t skyface_index[6] = {0, 1, 2, 0, 2, 3};
|
|
vec4_t skyface_colours[4] = {{1,1,1,1},{1,1,1,1},{1,1,1,1},{1,1,1,1}};
|
|
mesh_t skyfacemesh = {0};
|
|
|
|
if (cl.skyrotate)
|
|
{
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
if (skymins[0][i] < skymaxs[0][i]
|
|
&& skymins[1][i] < skymaxs[1][i])
|
|
break;
|
|
|
|
skymins[0][i] = -1; //fully visible
|
|
skymins[1][i] = -1;
|
|
skymaxs[0][i] = 1;
|
|
skymaxs[1][i] = 1;
|
|
}
|
|
if (i == 6)
|
|
return; //can't see anything
|
|
for ( ; i<6 ; i++)
|
|
{
|
|
skymins[0][i] = -1;
|
|
skymins[1][i] = -1;
|
|
skymaxs[0][i] = 1;
|
|
skymaxs[1][i] = 1;
|
|
}
|
|
}
|
|
|
|
skyfacemesh.indexes = skyface_index;
|
|
skyfacemesh.st_array = skyface_texcoord;
|
|
skyfacemesh.xyz_array = skyface_vertex;
|
|
skyfacemesh.colors4f_array[0] = skyface_colours;
|
|
skyfacemesh.numindexes = 6;
|
|
skyfacemesh.numvertexes = 4;
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
if (skymins[0][i] >= skymaxs[0][i]
|
|
|| skymins[1][i] >= skymaxs[1][i])
|
|
continue;
|
|
|
|
GL_MakeSkyVec (skymins[0][i], skymins[1][i], i, skyface_vertex[0], skyface_texcoord[0]);
|
|
GL_MakeSkyVec (skymins[0][i], skymaxs[1][i], i, skyface_vertex[1], skyface_texcoord[1]);
|
|
GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i, skyface_vertex[2], skyface_texcoord[2]);
|
|
GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i, skyface_vertex[3], skyface_texcoord[3]);
|
|
|
|
skyboxface->defaulttextures.base = texnums[skytexorder[i]];
|
|
R_DrawSkyMesh(s, &skyfacemesh, skyboxface);
|
|
}
|
|
}
|
|
|
|
//===============================================================
|
|
|
|
/*
|
|
=============
|
|
R_InitSky
|
|
|
|
A sky texture is 256*128, with the right side being a masked overlay
|
|
==============
|
|
*/
|
|
void R_InitSky (struct texnums_s *tn, texture_t *mt, qbyte *src)
|
|
{
|
|
int i, j, p;
|
|
unsigned trans[128*128];
|
|
unsigned transpix, alphamask;
|
|
int r, g, b;
|
|
unsigned *rgba;
|
|
char name[MAX_QPATH];
|
|
|
|
memset(tn, 0, sizeof(*tn));
|
|
|
|
// make an average value for the back to avoid
|
|
// a fringe on the top level
|
|
|
|
r = g = b = 0;
|
|
for (i=0 ; i<128 ; i++)
|
|
for (j=0 ; j<128 ; j++)
|
|
{
|
|
p = src[i*256 + j + 128];
|
|
rgba = &d_8to24rgbtable[p];
|
|
trans[(i*128) + j] = *rgba;
|
|
r += ((qbyte *)rgba)[0];
|
|
g += ((qbyte *)rgba)[1];
|
|
b += ((qbyte *)rgba)[2];
|
|
}
|
|
|
|
((qbyte *)&transpix)[0] = r/(128*128);
|
|
((qbyte *)&transpix)[1] = g/(128*128);
|
|
((qbyte *)&transpix)[2] = b/(128*128);
|
|
((qbyte *)&transpix)[3] = 0;
|
|
|
|
Q_snprintfz(name, sizeof(name), "%s_solid", mt->name);
|
|
Q_strlwr(name);
|
|
tn->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA);
|
|
if (!TEXVALID(tn->base))
|
|
tn->base = R_LoadTexture32(name, 128, 128, trans, IF_NOALPHA|IF_NOGAMMA);
|
|
|
|
alphamask = LittleLong(0x7fffffff);
|
|
for (i=0 ; i<128 ; i++)
|
|
for (j=0 ; j<128 ; j++)
|
|
{
|
|
p = src[i*256 + j];
|
|
if (p == 0)
|
|
trans[(i*128) + j] = transpix;
|
|
else
|
|
trans[(i*128) + j] = d_8to24rgbtable[p] & alphamask;
|
|
}
|
|
|
|
Q_snprintfz(name, sizeof(name), "%s_trans", mt->name);
|
|
Q_strlwr(name);
|
|
tn->fullbright = R_LoadReplacementTexture(name, NULL, 0);
|
|
if (!TEXVALID(tn->fullbright))
|
|
{
|
|
Q_snprintfz(name, sizeof(name), "%s_alpha", mt->name);
|
|
Q_strlwr(name);
|
|
tn->fullbright = R_LoadReplacementTexture(name, NULL, 0);
|
|
}
|
|
if (!TEXVALID(tn->fullbright))
|
|
tn->fullbright = R_LoadTexture32(name, 128, 128, trans, IF_NOGAMMA);
|
|
}
|
|
#endif
|