mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
9e8bb446f4
attempt to implement 'simple csqc' api. handle qw+nq gunshot+blood+lightning differently - they do actually have different particle spawn patterns (qw is a single point, so spreads wider). fix q3ui logo mesh thing. work around q3ui player meshes on d3d. split video and renderer latching, so vid_reload delatches more stuff. fix autosprite+autosprite2 in 6 different renderers... added fog volumes to d3d9 renderer. using matrix hacks instead of glDepthRange, this should give more consistent behaviour, especially now that we have r_viewmodel_fov. small cleanup for gl shadowmaps to make the interface more consistent with other renderers. added patchDef2 parsing to fte's .map loader, doesn't actually use it though. some fixes for q3's shaders, including to try to get overbright working better. updated customskin api to give more control. first attempt at a packager system for fteqccgui. probably useless, but whatever. menusys changes to try to support QSS's csqc. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5200 fc73d0e0-1445-4013-8a0c-d673dee63da5
1006 lines
24 KiB
C
1006 lines
24 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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#ifndef SERVERONLY
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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_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 void GL_DrawSkyGrid (texnums_t *tex);
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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 *forcedsky;
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static shader_t *skyboxface;
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static shader_t *skygridface;
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//=========================================================
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//called on video shutdown to reset internal state
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void R_SkyShutdown(void)
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{
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skyboxface = NULL;
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skygridface = NULL;
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forcedsky = NULL;
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}
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void R_SetSky(const char *sky)
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{
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int i;
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const char *shadername;
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extern cvar_t r_skyboxname;
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Q_strncpyz(cl.skyname, sky, sizeof(cl.skyname));
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if (*r_skyboxname.string) //override it with the user's preference
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sky = r_skyboxname.string;
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shadername = va("skybox_%s", sky);
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if (!forcedsky || strcmp(shadername, forcedsky->name))
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{
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forcedsky = NULL; //fall back to regular skies if forcing fails.
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if (!*sky)
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return; //no need to do anything
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//if we have cubemaps then we can just go and use a cubemap for our skybox
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if (sh_config.havecubemaps)
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{
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texnums_t tex;
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memset(&tex, 0, sizeof(tex));
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tex.reflectcube = R_LoadHiResTexture(sky, "env:gfx/env", IF_LOADNOW|IF_CUBEMAP|IF_CLAMP);
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if (tex.reflectcube->width)
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{
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forcedsky = R_RegisterShader(va("skybox_%s", sky), 0, "{\nsort sky\nprogram defaultskybox\n{\nmap \"$cube:$reflectcube\"\ntcgen skybox\n}\nsurfaceparms nodlight\nsurfaceparms sky\n}");
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R_BuildDefaultTexnums(&tex, forcedsky);
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return;
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}
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}
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//crappy old path that I still need to fix up a bit
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//unlike cubemaps, this works on gl1.1/gles1, and also works with the different faces as different sizes.
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forcedsky = R_RegisterShader(shadername, 0, va("{\nsort sky\nskyparms \"%s\" 512 -\nsurfaceparms nodlight\n}", sky));
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//check that we actually got some textures.
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//we accept the skybox if even 1 face is valid.
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//we ignore the replacement only request if all are invalid.
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for (i = 0; i < 6; i++)
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{
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extern texid_t missing_texture;
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if (forcedsky->skydome && forcedsky->skydome->farbox_textures[i] != missing_texture)
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break;
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}
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if (i == 6) //couldn't find ANY sky textures.
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forcedsky = NULL;
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}
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}
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void R_DrawFastSky(batch_t *batch)
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{
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batch_t b = *batch;
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b.shader = R_RegisterShader("fastsky", 0, "{\n"
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"sort sky\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen const $r_fastskycolour\n"
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"}\n"
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"surfaceparm nodlight\n"
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"}\n");
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b.skin = NULL;
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b.texture = NULL;
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BE_SubmitBatch(&b);
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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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qboolean 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 (r_fastsky.value)
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{
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R_DrawFastSky(batch);
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return true; //depth will always be drawn with this pathway.
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}
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if (forcedsky)
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{
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skyshader = forcedsky;
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if (forcedsky->numpasses && !forcedsky->skydome)
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{ //cubemap skies!
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//this is just a simple pass. we use glsl/texgen for any actual work
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batch_t b = *batch;
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b.shader = forcedsky;
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b.skin = NULL;
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b.texture = NULL;
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BE_SubmitBatch(&b);
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return true;
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}
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}
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else
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{
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skyshader = batch->shader;
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if (skyshader->prog) //glsl is expected to do the whole skybox/warpsky thing itself, with no assistance from this legacy code.
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return false;
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}
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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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{ //draw a skybox if we were given the textures
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R_CalcSkyChainBounds(batch);
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GL_DrawSkyBox (skyboxtex, batch);
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if (skyshader->numpasses)
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GL_DrawSkySphere(batch, skyshader);
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}
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else if (skyshader->numpasses)
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{ //if we have passes, then they're normally projected.
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if (*r_fastsky.string && skyshader->numpasses == 2 && TEXVALID(batch->shader->defaulttextures->base) && TEXVALID(batch->shader->defaulttextures->fullbright))
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{ //we have a small perf trick to accelerate q1 skies, also helps avoids distortions, but doesn't work too well for any other type of sky.
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R_CalcSkyChainBounds(batch);
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GL_DrawSkyGrid(skyshader->defaulttextures);
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}
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else
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GL_DrawSkySphere(batch, skyshader);
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}
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else if (batch->meshes)
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{ //skys are weird.
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//they're the one type of surface with implicit nodraw when there's no passes.
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if (batch->shader->skydome || batch->shader->numpasses)
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R_DrawFastSky(batch);
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return true; //depth will always be drawn with this pathway... or we were not drawing anything anyway...
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}
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//neither skydomes nor skyboxes nor skygrids 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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return true;
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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 (skymins[0][axis] > s)
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skymins[0][axis] = s;
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if (skymins[1][axis] > t)
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skymins[1][axis] = t;
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if (skymaxs[0][axis] < s)
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skymaxs[0][axis] = s;
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if (skymaxs[1][axis] < t)
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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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if (batch->meshes == 1 && !batch->mesh[batch->firstmesh]->numindexes)
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{ //deal with geometryless skies, like terrain/raw maps
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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;
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skymaxs[0][i] = skymaxs[1][i] = 1;
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}
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return;
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}
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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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if (!mesh->xyz_array || !mesh->indexes)
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continue;
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//triangulate
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for (i = 0; i < mesh->numindexes; i+=3)
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{
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VectorSubtract (mesh->xyz_array[mesh->indexes[i+0]], r_origin, verts[0]);
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VectorSubtract (mesh->xyz_array[mesh->indexes[i+1]], r_origin, verts[1]);
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VectorSubtract (mesh->xyz_array[mesh->indexes[i+2]], 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;
|
|
|
|
skymesh.indexes = skysphere_element3i;
|
|
skymesh.st_array = (void*)skysphere_texcoord2f;
|
|
skymesh.lmst_array[0] = (void*)skysphere_texcoord2f;
|
|
skymesh.xyz_array = (void*)skysphere_vertex3f;
|
|
|
|
skymesh.numindexes = skysphere_numtriangles * 3;
|
|
skymesh.numvertexes = skysphere_numverts;
|
|
|
|
dx = 1;
|
|
dy = 1;
|
|
dz = 1 / 3.0;
|
|
vertex = skysphere_vertex3f;
|
|
texcoord2f = skysphere_texcoord2f;
|
|
for (j = 0;j <= skygridy;j++)
|
|
{
|
|
a = j * skygridyrecip;
|
|
ax = cos(a * M_PI * 2);
|
|
ay = -sin(a * M_PI * 2);
|
|
for (i = 0;i <= skygridx;i++)
|
|
{
|
|
b = i * skygridxrecip;
|
|
x = cos((b + 0.5) * M_PI);
|
|
v[0] = ax*x * dx;
|
|
v[1] = ay*x * dy;
|
|
v[2] = -sin((b + 0.5) * M_PI) * dz;
|
|
length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
|
|
*texcoord2f++ = v[0] * length;
|
|
*texcoord2f++ = v[1] * length;
|
|
(*vertex)[0] = v[0];
|
|
(*vertex)[1] = v[1];
|
|
(*vertex)[2] = v[2];
|
|
vertex++;
|
|
}
|
|
}
|
|
e = skysphere_element3i;
|
|
for (j = 0;j < skygridy;j++)
|
|
{
|
|
for (i = 0;i < skygridx;i++)
|
|
{
|
|
*e++ = j * skygridx1 + i;
|
|
*e++ = j * skygridx1 + i + 1;
|
|
*e++ = (j + 1) * skygridx1 + i;
|
|
|
|
*e++ = j * skygridx1 + i + 1;
|
|
*e++ = (j + 1) * skygridx1 + i + 1;
|
|
*e++ = (j + 1) * skygridx1 + i;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GL_SkyForceDepth(batch_t *batch)
|
|
{
|
|
if (!cls.allow_skyboxes && batch->texture) //allow a little extra fps.
|
|
{
|
|
BE_SelectMode(BEM_DEPTHONLY);
|
|
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, batch->vbo, NULL, batch->flags);
|
|
BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/
|
|
}
|
|
}
|
|
|
|
static void R_DrawSkyMesh(batch_t *batch, mesh_t *m, shader_t *shader)
|
|
{
|
|
static entity_t skyent;
|
|
batch_t b;
|
|
|
|
float skydist = gl_skyboxdist.value;
|
|
if (skydist<1)
|
|
skydist=r_refdef.maxdist * 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 = NULL;
|
|
b.texture = NULL;
|
|
b.vbo = NULL;
|
|
Vector4Set(skyent.shaderRGBAf, 1, 1, 1, 1);
|
|
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;
|
|
}
|
|
|
|
|
|
static float speedscale1; // for top sky
|
|
static float speedscale2; // for bottom sky
|
|
static void EmitSkyGridVert (vec3_t v, vec2_t tc1, vec2_t tc2)
|
|
{
|
|
vec3_t dir;
|
|
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;
|
|
|
|
tc1[0] = (speedscale1 + dir[0]) * (1.0/128);
|
|
tc1[1] = (speedscale1 + dir[1]) * (1.0/128);
|
|
|
|
tc2[0] = (speedscale2 + dir[0]) * (1.0/128);
|
|
tc2[1] = (speedscale2 + dir[1]) * (1.0/128);
|
|
}
|
|
|
|
// s and t range from -1 to 1
|
|
static void MakeSkyGridVec2 (float s, float t, int axis, vec3_t v, vec2_t tc1, vec2_t tc2)
|
|
{
|
|
vec3_t b;
|
|
int j, k;
|
|
|
|
float skydist = gl_skyboxdist.value;
|
|
if (skydist<1)
|
|
skydist=r_refdef.maxdist * 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];
|
|
}
|
|
|
|
EmitSkyGridVert(v, tc1, tc2);
|
|
}
|
|
|
|
#define SUBDIVISIONS 10
|
|
|
|
static void GL_DrawSkyGridFace (int axis, mesh_t *fte_restrict mesh)
|
|
{
|
|
int i, j;
|
|
float s, t;
|
|
|
|
float fstep = 2.0 / SUBDIVISIONS;
|
|
|
|
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;
|
|
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+0;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+1;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+2;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+0;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+2;
|
|
mesh->indexes[mesh->numindexes++] = mesh->numvertexes+3;
|
|
|
|
MakeSkyGridVec2 (s, t, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
|
|
MakeSkyGridVec2 (s, t + fstep, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
|
|
MakeSkyGridVec2 (s + fstep, t + fstep, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
|
|
MakeSkyGridVec2 (s + fstep, t, axis, mesh->xyz_array[mesh->numvertexes], mesh->st_array[mesh->numvertexes], mesh->lmst_array[0][mesh->numvertexes]); mesh->numvertexes++;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GL_DrawSkyGrid (texnums_t *tex)
|
|
{
|
|
static entity_t skyent;
|
|
static batch_t b;
|
|
static mesh_t skymesh, *meshptr=&skymesh;
|
|
|
|
vecV_t coords[SUBDIVISIONS*SUBDIVISIONS*4*6];
|
|
vec2_t texcoords1[SUBDIVISIONS*SUBDIVISIONS*4*6];
|
|
vec2_t texcoords2[SUBDIVISIONS*SUBDIVISIONS*4*6];
|
|
index_t indexes[SUBDIVISIONS*SUBDIVISIONS*6*6];
|
|
|
|
int i;
|
|
float time = cl.gametime+realtime-cl.gametimemark;
|
|
|
|
speedscale1 = time*8;
|
|
speedscale1 -= (int)speedscale1 & ~127;
|
|
speedscale2 = time*16;
|
|
speedscale2 -= (int)speedscale2 & ~127;
|
|
|
|
skymesh.indexes = indexes;
|
|
skymesh.st_array = texcoords1;
|
|
skymesh.lmst_array[0] = texcoords2;
|
|
skymesh.xyz_array = coords;
|
|
skymesh.numindexes = 0;
|
|
skymesh.numvertexes = 0;
|
|
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
|
|
continue;
|
|
GL_DrawSkyGridFace (i, &skymesh);
|
|
}
|
|
|
|
VectorCopy(r_refdef.vieworg, skyent.origin);
|
|
skyent.axis[0][0] = 1;
|
|
skyent.axis[0][1] = 0;
|
|
skyent.axis[0][2] = 0;
|
|
skyent.axis[1][0] = 0;
|
|
skyent.axis[1][1] = 1;
|
|
skyent.axis[1][2] = 0;
|
|
skyent.axis[2][0] = 0;
|
|
skyent.axis[2][1] = 0;
|
|
skyent.axis[2][2] = 1;
|
|
skyent.scale = 1;
|
|
|
|
if (!skygridface)
|
|
skygridface = R_RegisterShader("skygridface", SUF_NONE,
|
|
"{\n"
|
|
"program default2d\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
|
|
"}\n"
|
|
"{\n"
|
|
"map $fullbright\n"
|
|
"blendfunc blend\n"
|
|
"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
|
|
b.meshes = 1;
|
|
b.firstmesh = 0;
|
|
b.mesh = &meshptr;
|
|
b.ent = &skyent;
|
|
b.shader = skygridface;
|
|
b.skin = tex;
|
|
b.texture = NULL;
|
|
b.vbo = NULL;
|
|
BE_SubmitBatch(&b);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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;
|
|
|
|
if (!skyboxface)
|
|
skyboxface = R_RegisterShader("skyboxface", SUF_NONE,
|
|
"{\n"
|
|
"program default2d\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away.
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
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 image is 256*128 and comprises two logical textures.
|
|
the left is the transparent/blended part. the right is the opaque/background part.
|
|
==============
|
|
*/
|
|
void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height)
|
|
{
|
|
int i, j, p;
|
|
unsigned *temp;
|
|
unsigned transpix, alphamask;
|
|
int r, g, b;
|
|
unsigned *rgba;
|
|
char name[MAX_QPATH*2];
|
|
|
|
unsigned int stride = width;
|
|
width /= 2;
|
|
|
|
if (width < 1 || height < 1 || stride != width*2 || !src)
|
|
return;
|
|
|
|
//try to load dual-layer-single-image skies.
|
|
//this is always going to be lame special case crap
|
|
{
|
|
size_t filesize = 0;
|
|
qbyte *filedata = NULL;
|
|
if (!filedata)
|
|
{
|
|
Q_snprintfz(name, sizeof(name), "textures/%s.tga", skyname);
|
|
filedata = FS_LoadMallocFile(name, &filesize);
|
|
}
|
|
if (!filedata)
|
|
{
|
|
Q_snprintfz(name, sizeof(name), "textures/%s.png", skyname);
|
|
filedata = FS_LoadMallocFile(name, &filesize);
|
|
}
|
|
|
|
if (filedata)
|
|
{
|
|
int imagewidth, imageheight;
|
|
qboolean hasalpha; //fixme, if this is false, is it worth all this code?
|
|
unsigned int *imagedata = (unsigned int*)Read32BitImageFile(filedata, filesize, &imagewidth, &imageheight, &hasalpha, name);
|
|
Z_Free(filedata);
|
|
|
|
if (imagedata && !(imagewidth&1))
|
|
{
|
|
imagewidth>>=1;
|
|
|
|
temp = BZF_Malloc(imagewidth*imageheight*sizeof(*temp));
|
|
if (temp)
|
|
{
|
|
for (i=0 ; i<imageheight ; i++)
|
|
for (j=0 ; j<imagewidth ; j++)
|
|
{
|
|
temp[i*imagewidth+j] = imagedata[i*(imagewidth<<1)+j+imagewidth];
|
|
}
|
|
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, temp, imagewidth, imageheight, TF_RGBX32);
|
|
|
|
for (i=0 ; i<imageheight ; i++)
|
|
for (j=0 ; j<imagewidth ; j++)
|
|
{
|
|
temp[i*imagewidth+j] = imagedata[i*(imagewidth<<1)+j];
|
|
}
|
|
BZ_Free(imagedata);
|
|
Q_snprintfz(name, sizeof(name), "%s_alpha:%s_trans", skyname, skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, temp, imagewidth, imageheight, TF_RGBA32);
|
|
BZ_Free(temp);
|
|
return;
|
|
}
|
|
}
|
|
BZ_Free(imagedata);
|
|
}
|
|
}
|
|
|
|
temp = BZ_Malloc(width*height*sizeof(*temp));
|
|
|
|
// make an average value for the back to avoid
|
|
// a fringe on the top level
|
|
|
|
r = g = b = 0;
|
|
for (i=0 ; i<height ; i++)
|
|
for (j=0 ; j<width ; j++)
|
|
{
|
|
p = src[i*stride + j + width];
|
|
rgba = &d_8to24rgbtable[p];
|
|
temp[(i*width) + j] = *rgba;
|
|
r += ((qbyte *)rgba)[0];
|
|
g += ((qbyte *)rgba)[1];
|
|
b += ((qbyte *)rgba)[2];
|
|
}
|
|
|
|
if (!shader->defaulttextures->base)
|
|
{
|
|
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, temp, width, height, TF_RGBX32);
|
|
}
|
|
|
|
if (!shader->defaulttextures->fullbright)
|
|
{
|
|
//fixme: use premultiplied alpha here.
|
|
((qbyte *)&transpix)[0] = r/(width*height);
|
|
((qbyte *)&transpix)[1] = g/(width*height);
|
|
((qbyte *)&transpix)[2] = b/(width*height);
|
|
((qbyte *)&transpix)[3] = 0;
|
|
alphamask = LittleLong(0x7fffffff);
|
|
for (i=0 ; i<height ; i++)
|
|
for (j=0 ; j<width ; j++)
|
|
{
|
|
p = src[i*stride + j];
|
|
if (p == 0)
|
|
temp[(i*width) + j] = transpix;
|
|
else
|
|
temp[(i*width) + j] = d_8to24rgbtable[p] & alphamask;
|
|
}
|
|
|
|
//FIXME: support _trans
|
|
Q_snprintfz(name, sizeof(name), "%s_alpha:%s_trans", skyname, skyname);
|
|
Q_strlwr(name);
|
|
shader->defaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, temp, width, height, TF_RGBA32);
|
|
}
|
|
BZ_Free(temp);
|
|
}
|
|
#endif
|