mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
e6d1ae1a8f
gl_rsurf.c has been split into gl specific and generic code - the d3d renderer can now draw the world. ifdef removed the old server-side mvd playback which had been disabled all this time anyway. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3426 fc73d0e0-1445-4013-8a0c-d673dee63da5
947 lines
19 KiB
C
947 lines
19 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 (msurface_t *s);
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static void GL_DrawSkyGrid (texture_t *tex);
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static void GL_DrawSkySphere (msurface_t *fa);
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static void GL_SkyForceDepth(msurface_t *fa);
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static void GL_DrawSkyBox (texid_t *texnums, msurface_t *s);
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//static int skytexturenum;
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static float speedscale; // for top sky and bottom sky
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//static float skyrotate;
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//static vec3_t skyaxis;
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//static qboolean usingskybox;
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//static msurface_t *warpface;
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//extern cvar_t r_skyboxname;
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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 char defaultskybox[MAX_QPATH];
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//static int skyprogram;
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//static int skyprogram_time;
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//static int skyprogram_eyepos;
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//static int waterprogram;
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//static int waterprogram_time;
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static qboolean overrideskybox;
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static texid_t overrideskyboxtex[6];
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//static vec3_t glskycolor;
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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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#ifdef GLQUAKE
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static void R_DrawSkyBoxChain (msurface_t *s);
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void R_DrawSkyChain (msurface_t *s)
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{
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texid_t *skyboxtex;
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skyboxtex = s->texinfo->texture->shader->skydome->farbox_textures;
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R_CalcSkyChainBounds(s);
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#ifdef GLQUAKE
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if (qrenderer == QR_OPENGL)
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{
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GL_DrawSkyBox (skyboxtex, s);
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GL_SkyForceDepth(s);
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return;
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}
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#endif
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if (*r_fastsky.string)
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{
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GL_DrawSkyGrid(s->texinfo->texture);
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GL_SkyForceDepth(s);
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}
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else
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{
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GL_DrawSkySphere(s);
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GL_SkyForceDepth(s);
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}
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R_IBrokeTheArrays();
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}
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#endif
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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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static int c_sky;
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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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c_sky++;
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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 (msurface_t *s)
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{
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msurface_t *fa;
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int i;
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vec3_t verts[MAX_CLIP_VERTS];
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c_sky = 0;
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for (i=0 ; i<6 ; i++)
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{
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skymins[0][i] = skymins[1][i] = 9999;
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skymaxs[0][i] = skymaxs[1][i] = -9999;
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}
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// calculate vertex values for sky box
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for (fa=s ; fa ; fa=fa->texturechain)
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{
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//triangulate
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for (i=2 ; i<fa->mesh->numvertexes ; i++)
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{
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VectorSubtract (fa->mesh->xyz_array[0], r_origin, verts[0]);
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VectorSubtract (fa->mesh->xyz_array[i-1], r_origin, verts[1]);
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VectorSubtract (fa->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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#ifdef D3DQUAKE
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static float skysphere_d3dvertex[skysphere_numverts * 5];
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static d3d_animateskysphere(float time)
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{
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int i;
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float *d3dvert, *texcoord2f;
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d3dvert = skysphere_d3dvertex;
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texcoord2f = skysphere_texcoord2f;
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for (i = 0; i < skysphere_numverts; i++)
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{
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d3dvert[3] = time+*texcoord2f++;
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d3dvert[4] = time+*texcoord2f++;
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d3dvert+=5;
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}
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}
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static void d3d_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, *d3dvert, *texcoord2f;
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float dx, dy, dz;
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float texscale;
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if (skymade == skytype+500)
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return;
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skymade = skytype+500;
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if (skytype == 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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dx = 16;
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dy = 16;
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dz = 16 / 3;
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d3dvert = skysphere_d3dvertex;
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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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*d3dvert++ = v[0]*1000;
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*d3dvert++ = v[1]*1000;
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*d3dvert++ = v[2]*1000;
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d3dvert+=2;
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*texcoord2f++ = v[0] * length;
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*texcoord2f++ = v[1] * length;
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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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#endif
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#ifdef GLQUAKE
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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 = (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 = 16;
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dy = 16;
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dz = 16 / 3;
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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;
|
|
*e++ = (j + 1) * skygridx1 + i + 1;
|
|
*e++ = (j + 1) * skygridx1 + i;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GL_SkyForceDepth(msurface_t *fa)
|
|
{
|
|
vbo_t *v;
|
|
mesh_t *m;
|
|
|
|
if (!cls.allow_skyboxes) //allow a little extra fps.
|
|
{//Draw the texture chain to only the depth buffer.
|
|
v = &fa->texinfo->texture->vbo;
|
|
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, v->vboe);
|
|
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, v->vbocoord);
|
|
qglVertexPointer(3, GL_FLOAT, 0, v->coord);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
if (qglColorMask)
|
|
qglColorMask(0,0,0,0);
|
|
for (; fa; fa = fa->texturechain)
|
|
{
|
|
m = fa->mesh;
|
|
qglDrawRangeElements(GL_TRIANGLES, m->vbofirstvert, m->vbofirstvert+m->numvertexes, m->numindexes, GL_INDEX_TYPE, v->indicies+m->vbofirstelement);
|
|
}
|
|
if (qglColorMask)
|
|
qglColorMask(1,1,1,1);
|
|
|
|
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
|
|
R_IBrokeTheArrays();
|
|
}
|
|
}
|
|
|
|
static void FTE_DEPRECATED GL_DrawAliasMesh (mesh_t *mesh, texid_t texnum)
|
|
{
|
|
shader_t shader;
|
|
memset(&shader, 0, sizeof(shader));
|
|
shader.numpasses = 1;
|
|
shader.passes[0].numMergedPasses = 1;
|
|
shader.passes[0].anim_frames[0] = texnum;
|
|
shader.passes[0].rgbgen = RGB_GEN_IDENTITY;
|
|
shader.passes[0].alphagen = ALPHA_GEN_IDENTITY;
|
|
shader.passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
shader.passes[0].blendmode = GL_MODULATE;
|
|
shader.passes[0].texgen = T_GEN_SINGLEMAP;
|
|
|
|
BE_DrawMeshChain(&shader, mesh, NULL, NULL);
|
|
}
|
|
|
|
static void GL_DrawSkySphere (msurface_t *fa)
|
|
{
|
|
extern cvar_t gl_maxdist;
|
|
float time = cl.gametime+realtime-cl.gametimemark;
|
|
|
|
float skydist = gl_maxdist.value;
|
|
if (skydist<1)
|
|
skydist=gl_skyboxdist.value;
|
|
skydist/=16;
|
|
|
|
//scale sky sphere and place around view origin.
|
|
qglPushMatrix();
|
|
qglTranslatef(r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2]);
|
|
qglScalef(skydist, skydist, skydist);
|
|
|
|
//draw in bulk? this is eeevil
|
|
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
|
|
if (fa->texinfo->texture->shader)
|
|
{ //the shader route.
|
|
meshbuffer_t mb;
|
|
gl_skyspherecalc(2);
|
|
mb.sortkey = 0;
|
|
mb.infokey = -1;
|
|
mb.dlightbits = 0;
|
|
mb.entity = &r_worldentity;
|
|
mb.shader = fa->texinfo->texture->shader;
|
|
mb.fog = NULL;
|
|
mb.mesh = &skymesh;
|
|
R_PushMesh(mb.mesh, mb.shader->features);
|
|
R_RenderMeshBuffer(&mb, false);
|
|
}
|
|
else
|
|
{ //the boring route.
|
|
gl_skyspherecalc(1);
|
|
qglMatrixMode(GL_TEXTURE);
|
|
qglPushMatrix();
|
|
qglTranslatef(time*8/128, time*8/128, 0);
|
|
GL_DrawAliasMesh(&skymesh, fa->texinfo->texture->shader->defaulttextures.base);
|
|
qglColor4f(1,1,1,0.5);
|
|
qglEnable(GL_BLEND);
|
|
qglTranslatef(time*8/128, time*8/128, 0);
|
|
GL_DrawAliasMesh(&skymesh, fa->texinfo->texture->shader->defaulttextures.fullbright);
|
|
qglDisable(GL_BLEND);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
qglPopMatrix();
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef GLQUAKE
|
|
static void GL_MakeSkyVec (float s, float t, int axis)
|
|
{
|
|
vec3_t v, b;
|
|
int j, k;
|
|
float skydist = gl_skyboxdist.value;
|
|
extern cvar_t gl_maxdist;
|
|
|
|
if (!skydist)
|
|
{
|
|
// if (r_shadows.value || !gl_maxdist.value)
|
|
// skydist = 1000000; //inifite distance
|
|
// else
|
|
skydist = gl_maxdist.value * 0.577;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
// 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;
|
|
|
|
t = 1.0 - t;
|
|
qglTexCoord2f (s, t);
|
|
qglVertex3fv (v);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
extern cvar_t gl_maxdist;
|
|
|
|
if (!skydist)
|
|
{
|
|
// if (r_shadows.value || !gl_maxdist.value)
|
|
// skydist = 1000000; //inifite distance
|
|
// else
|
|
skydist = gl_maxdist.value * 0.577;
|
|
}
|
|
|
|
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;
|
|
|
|
PPL_RevertToKnownState();
|
|
GL_Bind (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_Bind (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};
|
|
#ifdef GLQUAKE
|
|
static void GL_DrawSkyBox (texid_t *texnums, msurface_t *s)
|
|
{
|
|
int i;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
qglPushMatrix ();
|
|
qglTranslatef (r_origin[0], r_origin[1], r_origin[2]);
|
|
if (cl.skyrotate)
|
|
qglRotatef (cl.time * cl.skyrotate, cl.skyaxis[0], cl.skyaxis[1], cl.skyaxis[2]);
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
if (skymins[0][i] >= skymaxs[0][i]
|
|
|| skymins[1][i] >= skymaxs[1][i])
|
|
continue;
|
|
|
|
GL_Bind (texnums[skytexorder[i]]);
|
|
|
|
qglBegin (GL_QUADS);
|
|
GL_MakeSkyVec (skymins[0][i], skymins[1][i], i);
|
|
GL_MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
|
|
GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i);
|
|
GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
|
|
qglEnd ();
|
|
}
|
|
|
|
qglPopMatrix ();
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
//===============================================================
|
|
|
|
/*
|
|
=============
|
|
R_InitSky
|
|
|
|
A sky texture is 256*128, with the right side being a masked overlay
|
|
==============
|
|
*/
|
|
texnums_t R_InitSky (texture_t *mt)
|
|
{
|
|
int i, j, p;
|
|
qbyte *src;
|
|
unsigned trans[128*128];
|
|
unsigned transpix, alphamask;
|
|
int r, g, b;
|
|
unsigned *rgba;
|
|
char name[MAX_QPATH];
|
|
texnums_t tn;
|
|
|
|
memset(&tn, 0, sizeof(tn));
|
|
|
|
src = (qbyte *)mt + mt->offsets[0];
|
|
|
|
// 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))
|
|
tn.fullbright = R_LoadTexture32(name, 128, 128, trans, IF_NOGAMMA);
|
|
|
|
return tn;
|
|
}
|
|
#endif
|