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https://github.com/nzp-team/fteqw.git
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a0bf669e3e
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@418 fc73d0e0-1445-4013-8a0c-d673dee63da5
1023 lines
20 KiB
C
1023 lines
20 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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#include "glquake.h"
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extern model_t *loadmodel;
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int skytexturenum;
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int solidskytexture;
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int alphaskytexture;
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float speedscale; // for top sky and bottom sky
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qboolean usingskybox;
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msurface_t *warpface;
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extern cvar_t gl_skyboxname;
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extern cvar_t gl_waterripples;
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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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char loadedskybox[256];
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void R_DrawSkyBox (msurface_t *s);
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void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
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{
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int i, j;
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float *v;
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mins[0] = mins[1] = mins[2] = 9999;
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maxs[0] = maxs[1] = maxs[2] = -9999;
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v = verts;
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for (i=0 ; i<numverts ; i++)
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for (j=0 ; j<3 ; j++, v++)
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{
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if (*v < mins[j])
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mins[j] = *v;
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if (*v > maxs[j])
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maxs[j] = *v;
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}
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}
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void SubdividePolygon (int numverts, float *verts, float dividesize)
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{
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int i, j, k;
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vec3_t mins, maxs;
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float m;
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float *v;
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vec3_t front[64], back[64];
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int f, b;
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float dist[64];
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float frac;
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glpoly_t *poly;
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float s, t;
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if (numverts > 60 || numverts <= 0)
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Sys_Error ("numverts = %i", numverts);
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BoundPoly (numverts, verts, mins, maxs);
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for (i=0 ; i<3 ; i++)
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{
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m = (mins[i] + maxs[i]) * 0.5;
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m = dividesize * floor (m/dividesize + 0.5);
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if (maxs[i] - m < 8)
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continue;
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if (m - mins[i] < 8)
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continue;
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// cut it
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v = verts + i;
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for (j=0 ; j<numverts ; j++, v+= 3)
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dist[j] = *v - m;
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// wrap cases
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dist[j] = dist[0];
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v-=i;
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VectorCopy (verts, v);
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f = b = 0;
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v = verts;
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for (j=0 ; j<numverts ; j++, v+= 3)
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{
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if (dist[j] >= 0)
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{
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VectorCopy (v, front[f]);
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f++;
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}
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if (dist[j] <= 0)
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{
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VectorCopy (v, back[b]);
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b++;
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}
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if (dist[j] == 0 || dist[j+1] == 0)
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continue;
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if ( (dist[j] > 0) != (dist[j+1] > 0) )
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{
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// clip point
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frac = dist[j] / (dist[j] - dist[j+1]);
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for (k=0 ; k<3 ; k++)
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front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
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f++;
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b++;
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}
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}
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SubdividePolygon (f, front[0], dividesize);
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SubdividePolygon (b, back[0], dividesize);
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return;
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}
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poly = Hunk_AllocName (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float), "subpoly");
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poly->next = warpface->polys;
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warpface->polys = poly;
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poly->numverts = numverts;
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for (i=0 ; i<numverts ; i++, verts+= 3)
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{
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VectorCopy (verts, poly->verts[i]);
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s = DotProduct (verts, warpface->texinfo->vecs[0]);
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t = DotProduct (verts, warpface->texinfo->vecs[1]);
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poly->verts[i][3] = s;
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poly->verts[i][4] = t;
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}
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}
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/*
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================
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GL_SubdivideSurface
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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent and sky warps
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can be done reasonably.
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================
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*/
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void GL_SubdivideSurface (msurface_t *fa, float dividesize)
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{
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vec3_t verts[64];
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int numverts;
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int i;
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int lindex;
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float *vec;
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warpface = fa;
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//
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// convert edges back to a normal polygon
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//
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numverts = 0;
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for (i=0 ; i<fa->numedges ; i++)
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if (lindex > 0)
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vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
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else
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vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
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VectorCopy (vec, verts[numverts]);
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numverts++;
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if(numverts >= 64)
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{
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Con_Printf("Too many verts on surface\n");
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break;
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}
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}
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SubdividePolygon (numverts, verts[0], dividesize);
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}
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//=========================================================
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// speed up sin calculations - Ed
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float turbsin[] =
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{
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#include "gl_warp_sin.h"
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};
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#define TURBSCALE (256.0 / (2 * M_PI))
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/*
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=============
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EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain
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=============
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*/
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void EmitWaterPolys (msurface_t *fa, float basealpha)
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{
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glpoly_t *p;
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float *v;
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int i;
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float s, t, os, ot;
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#ifdef WATERLAYERS
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extern cvar_t r_waterlayers;
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if (gl_waterripples.value)
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{
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float f = 10;
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glEnable(GL_AUTO_NORMAL);
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for (p=fa->polys ; p ; p=p->next)
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{
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glBegin (GL_POLYGON);
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for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
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{
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os = v[3];
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ot = v[4];
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s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255];
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s *= (1.0/64);
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t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255];
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t *= (1.0/64);
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glNormal3f(fa->plane->normal[0] + (sin(realtime+v[0]/f+v[1]/f))/4, fa->plane->normal[1] +(sin(realtime-v[1]/f))/4, fa->plane->normal[2] + (sin(realtime+v[2]/f))/4);
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glTexCoord2f (s, t);
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glVertex3fv (v);
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}
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glEnd ();
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}
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glDisable(GL_AUTO_NORMAL);
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}
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else if (r_waterlayers.value>=1)
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{
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float a, stm, ttm;
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int l;
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_BLEND); //to ensure.
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for (a=basealpha,l = 0; l < r_waterlayers.value; l++,a=a*4/6)
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{
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glColor4f(1, 1, 1, a);
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stm =cos(l)/10;
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ttm =sin(l)/10;
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for (p=fa->polys ; p ; p=p->next)
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{
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glBegin (GL_POLYGON);
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for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
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{
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os = v[3]/(l*0.5+0.2);
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ot = v[4]/(l*0.5+0.2);
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s = os + turbsin[(int)((ot*0.125+cl.time+l*8) * TURBSCALE) & 255];//*r_watersurfacewarp.value;
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s *= (1.0/64);
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t = ot + turbsin[(int)((os*0.125+cl.time+l*8) * TURBSCALE) & 255];//*r_watersurfacewarp.value;
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t *= (1.0/64);
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glTexCoord2f (s+cl.time*stm, t+cl.time*ttm);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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}
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else
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{
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#endif
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for (p=fa->polys ; p ; p=p->next)
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{
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glBegin (GL_POLYGON);
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for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
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{
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os = v[3];
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ot = v[4];
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s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255];
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s *= (1.0/64);
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t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255];
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t *= (1.0/64);
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glTexCoord2f (s, t);
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glVertex3fv (v);
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}
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glEnd ();
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}
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#ifdef WATERLAYERS
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}
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#endif
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}
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/*
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=============
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EmitSkyPolys
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=============
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*/
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void EmitSkyPolys (msurface_t *fa)
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{
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glpoly_t *p;
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float *v;
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int i;
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float s, t;
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vec3_t dir;
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float length;
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if (fa->mesh)
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{
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fa->mesh->colors_array = NULL;
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glDisable(GL_TEXTURE_2D);
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glColor3f(0,0,0);
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GL_DrawAliasMesh(fa->mesh, 1);
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glEnable(GL_TEXTURE_2D);
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}
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else
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{
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for (p=fa->polys ; p ; p=p->next)
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{
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glBegin (GL_POLYGON);
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for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
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{
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VectorSubtract (v, r_origin, dir);
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dir[2] *= 3; // flatten the sphere
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length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
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length = sqrt (length);
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length = 6*63/length;
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dir[0] *= length;
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dir[1] *= length;
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s = (speedscale + dir[0]) * (1.0/128);
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t = (speedscale + dir[1]) * (1.0/128);
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glTexCoord2f (s, t);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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}
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/*
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===============
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EmitBothSkyLayers
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Does a sky warp on the pre-fragmented glpoly_t chain
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This will be called for brushmodels, the world
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will have them chained together.
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===============
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*/
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void EmitBothSkyLayers (msurface_t *fa)
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{
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GL_DisableMultitexture();
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GL_Bind (solidskytexture);
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speedscale = cl.gametime*8;
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speedscale -= (int)speedscale & ~127 ;
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EmitSkyPolys (fa);
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glEnable (GL_BLEND);
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GL_Bind (alphaskytexture);
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speedscale = cl.gametime*16;
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speedscale -= (int)speedscale & ~127 ;
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EmitSkyPolys (fa);
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glDisable (GL_BLEND);
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}
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/*
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=================
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R_DrawSkyChain
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=================
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*/
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void R_DrawSkyBoxChain (msurface_t *s);
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void R_DrawSkyChain (msurface_t *s)
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{
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msurface_t *fa;
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GL_DisableMultitexture();
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if (r_fastsky.value||!solidskytexture) //this is for visability only... we'd otherwise not stoop this low (and this IS low)
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{
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int fc;
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qbyte *pal;
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extern unsigned char vid_curpal[256*3];
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fc = r_fastskycolour.value;
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if (fc > 255)
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fc = 255;
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if (fc < 0)
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fc = 0;
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pal = host_basepal+fc*3;
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glDisable(GL_TEXTURE_2D);
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glColor3f(pal[0]/255.0f, pal[1]/255.0f, pal[2]/255.0f);
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for (fa=s ; fa ; fa=fa->texturechain)
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EmitSkyPolys (fa);
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glColor3f(1, 1, 1);
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glEnable(GL_TEXTURE_2D);
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return;
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}
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if (usingskybox)
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{
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R_DrawSkyBoxChain(s);
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return;
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}
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// used when gl_texsort is on
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GL_Bind(solidskytexture);
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speedscale = cl.gametime;
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speedscale += realtime - cl.gametimemark;
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speedscale*=8;
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speedscale -= (int)speedscale & ~127 ;
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for (fa=s ; fa ; fa=fa->texturechain)
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EmitSkyPolys (fa);
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glEnable (GL_BLEND);
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GL_Bind (alphaskytexture);
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speedscale = cl.gametime;
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speedscale += realtime - cl.gametimemark;
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speedscale*=16;
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speedscale -= (int)speedscale & ~127 ;
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for (fa=s ; fa ; fa=fa->texturechain)
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EmitSkyPolys (fa);
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glDisable (GL_BLEND);
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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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/*
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==================
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R_LoadSkys
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==================
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*/
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static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
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int skyboxtex[6];
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void R_LoadSkys (void)
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{
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int i;
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char name[64];
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for (i=0 ; i<6 ; i++)
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{
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sprintf (name, "env/%s%s.tga", gl_skyboxname.string, suf[i]);
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skyboxtex[i] = Mod_LoadHiResTexture(name, false, false, true);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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Q_strncpyz(loadedskybox, gl_skyboxname.string, sizeof(loadedskybox));
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gl_skyboxname.modified = false;
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}
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qboolean GLR_CheckSky()
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{
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return true;
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}
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void GLR_SetSky(char *name, float rotate, vec3_t axis)
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{
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if (*name)
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Cvar_Set(&gl_skyboxname, name);
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}
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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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int c_sky;
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// 1 = s, 2 = t, 3 = 2048
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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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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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float skymins[2][6], skymaxs[2][6];
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|
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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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#if 0
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glBegin (GL_POLYGON);
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for (i=0 ; i<nump ; i++, vecs+=3)
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{
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VectorAdd(vecs, r_origin, v);
|
|
glVertex3fv (v);
|
|
}
|
|
glEnd();
|
|
return;
|
|
#endif
|
|
// decide which face it maps to
|
|
VectorCopy (vec3_origin, v);
|
|
for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
|
|
{
|
|
VectorAdd (vp, v, v);
|
|
}
|
|
av[0] = fabs(v[0]);
|
|
av[1] = fabs(v[1]);
|
|
av[2] = fabs(v[2]);
|
|
if (av[0] > av[1] && av[0] > av[2])
|
|
{
|
|
if (v[0] < 0)
|
|
axis = 1;
|
|
else
|
|
axis = 0;
|
|
}
|
|
else if (av[1] > av[2] && av[1] > av[0])
|
|
{
|
|
if (v[1] < 0)
|
|
axis = 3;
|
|
else
|
|
axis = 2;
|
|
}
|
|
else
|
|
{
|
|
if (v[2] < 0)
|
|
axis = 5;
|
|
else
|
|
axis = 4;
|
|
}
|
|
|
|
// project new texture coords
|
|
for (i=0 ; i<nump ; i++, vecs+=3)
|
|
{
|
|
j = vec_to_st[axis][2];
|
|
if (j > 0)
|
|
dv = vecs[j - 1];
|
|
else
|
|
dv = -vecs[-j - 1];
|
|
|
|
if (dv < 0.001)
|
|
continue; // don't divide by zero
|
|
|
|
j = vec_to_st[axis][0];
|
|
if (j < 0)
|
|
s = -vecs[-j -1] / dv;
|
|
else
|
|
s = vecs[j-1] / dv;
|
|
j = vec_to_st[axis][1];
|
|
if (j < 0)
|
|
t = -vecs[-j -1] / dv;
|
|
else
|
|
t = vecs[j-1] / dv;
|
|
|
|
if (s < skymins[0][axis])
|
|
skymins[0][axis] = s;
|
|
if (t < skymins[1][axis])
|
|
skymins[1][axis] = t;
|
|
if (s > skymaxs[0][axis])
|
|
skymaxs[0][axis] = s;
|
|
if (t > skymaxs[1][axis])
|
|
skymaxs[1][axis] = t;
|
|
}
|
|
}
|
|
|
|
#define MAX_CLIP_VERTS 64
|
|
void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
|
|
{
|
|
float *norm;
|
|
float *v;
|
|
qboolean front, back;
|
|
float d, e;
|
|
float dists[MAX_CLIP_VERTS];
|
|
int sides[MAX_CLIP_VERTS];
|
|
vec3_t newv[2][MAX_CLIP_VERTS];
|
|
int newc[2];
|
|
int i, j;
|
|
|
|
if (nump > MAX_CLIP_VERTS-2)
|
|
Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS");
|
|
if (stage == 6)
|
|
{ // fully clipped, so draw it
|
|
DrawSkyPolygon (nump, vecs);
|
|
return;
|
|
}
|
|
|
|
front = back = false;
|
|
norm = skyclip[stage];
|
|
for (i=0, v = vecs ; i<nump ; i++, v+=3)
|
|
{
|
|
d = DotProduct (v, norm);
|
|
if (d > ON_EPSILON)
|
|
{
|
|
front = true;
|
|
sides[i] = SIDE_FRONT;
|
|
}
|
|
else if (d < -ON_EPSILON)
|
|
{
|
|
back = true;
|
|
sides[i] = SIDE_BACK;
|
|
}
|
|
else
|
|
sides[i] = SIDE_ON;
|
|
dists[i] = d;
|
|
}
|
|
|
|
if (!front || !back)
|
|
{ // not clipped
|
|
ClipSkyPolygon (nump, vecs, stage+1);
|
|
return;
|
|
}
|
|
|
|
// clip it
|
|
sides[i] = sides[0];
|
|
dists[i] = dists[0];
|
|
VectorCopy (vecs, (vecs+(i*3)) );
|
|
newc[0] = newc[1] = 0;
|
|
|
|
for (i=0, v = vecs ; i<nump ; i++, v+=3)
|
|
{
|
|
switch (sides[i])
|
|
{
|
|
case SIDE_FRONT:
|
|
VectorCopy (v, newv[0][newc[0]]);
|
|
newc[0]++;
|
|
break;
|
|
case SIDE_BACK:
|
|
VectorCopy (v, newv[1][newc[1]]);
|
|
newc[1]++;
|
|
break;
|
|
case SIDE_ON:
|
|
VectorCopy (v, newv[0][newc[0]]);
|
|
newc[0]++;
|
|
VectorCopy (v, newv[1][newc[1]]);
|
|
newc[1]++;
|
|
break;
|
|
}
|
|
|
|
if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
|
|
continue;
|
|
|
|
d = dists[i] / (dists[i] - dists[i+1]);
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
e = v[j] + d*(v[j+3] - v[j]);
|
|
newv[0][newc[0]][j] = e;
|
|
newv[1][newc[1]][j] = e;
|
|
}
|
|
newc[0]++;
|
|
newc[1]++;
|
|
}
|
|
|
|
// continue
|
|
ClipSkyPolygon (newc[0], newv[0][0], stage+1);
|
|
ClipSkyPolygon (newc[1], newv[1][0], stage+1);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawSkyChain
|
|
=================
|
|
*/
|
|
void R_DrawSkyBoxChain (msurface_t *s)
|
|
{
|
|
msurface_t *fa;
|
|
|
|
int i;
|
|
vec3_t verts[MAX_CLIP_VERTS];
|
|
glpoly_t *p;
|
|
|
|
c_sky = 0;
|
|
// GL_Bind(solidskytexture);
|
|
|
|
// calculate vertex values for sky box
|
|
|
|
for (fa=s ; fa ; fa=fa->texturechain)
|
|
{
|
|
if (fa->mesh)
|
|
{
|
|
//triangulate
|
|
for (i=2 ; i<fa->mesh->numvertexes ; i++)
|
|
{
|
|
VectorSubtract (fa->mesh->xyz_array[0], r_origin, verts[0]);
|
|
VectorSubtract (fa->mesh->xyz_array[i-1], r_origin, verts[1]);
|
|
VectorSubtract (fa->mesh->xyz_array[i], r_origin, verts[2]);
|
|
ClipSkyPolygon (3, verts[0], 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (p=fa->polys ; p ; p=p->next)
|
|
{
|
|
for (i=0 ; i<p->numverts ; i++)
|
|
{
|
|
VectorSubtract (p->verts[i], r_origin, verts[i]);
|
|
}
|
|
ClipSkyPolygon (p->numverts, verts[0], 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
R_DrawSkyBox (s);
|
|
|
|
glColorMask(0, 0, 0, 0);
|
|
for (fa=s ; fa ; fa=fa->texturechain)
|
|
{
|
|
if (fa->mesh)
|
|
GL_DrawAliasMesh(fa->mesh, 1);
|
|
else
|
|
{
|
|
for (p=fa->polys ; p ; p=p->next)
|
|
{
|
|
glBegin(GL_POLYGON);
|
|
for (i = 0; i < p->numverts; i++)
|
|
glVertex3fv(p->verts[i]);
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
glColorMask(1, 1, 1, 1);
|
|
}
|
|
|
|
void R_AddSkySurface (msurface_t *fa)
|
|
{
|
|
int i;
|
|
vec3_t verts[MAX_CLIP_VERTS];
|
|
glpoly_t *p;
|
|
|
|
// calculate vertex values for sky box
|
|
for (p=fa->polys ; p ; p=p->next)
|
|
{
|
|
for (i=0 ; i<p->numverts ; i++)
|
|
{
|
|
VectorSubtract (p->verts[i], r_origin, verts[i]);
|
|
}
|
|
ClipSkyPolygon (p->numverts, verts[0], 0);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
R_ClearSkyBox
|
|
==============
|
|
*/
|
|
void R_ClearSkyBox (void)
|
|
{
|
|
int i;
|
|
|
|
if (!cl.worldmodel) //allow skyboxes on non quake1 maps. (expect them even)
|
|
{
|
|
usingskybox = false;
|
|
return;
|
|
}
|
|
if (gl_skyboxname.modified)
|
|
R_LoadSkys();
|
|
|
|
if (!skyboxtex[0] || !skyboxtex[1] || !skyboxtex[2] || !skyboxtex[3] || !skyboxtex[4] || !skyboxtex[5])
|
|
{
|
|
usingskybox = false;
|
|
return;
|
|
}
|
|
|
|
usingskybox = true;
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
skymins[0][i] = skymins[1][i] = 9999;
|
|
skymaxs[0][i] = skymaxs[1][i] = -9999;
|
|
}
|
|
}
|
|
|
|
|
|
void MakeSkyVec (float s, float t, int axis)
|
|
{
|
|
vec3_t v, b;
|
|
int j, k;
|
|
float skydist = gl_skyboxdist.value;
|
|
|
|
if (r_shadows.value) //because r_shadows comes with an infinate depth perspective.
|
|
skydist*=20; //so we can put the distance at whatever distance needed.
|
|
|
|
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];
|
|
}
|
|
|
|
// 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;
|
|
glTexCoord2f (s, t);
|
|
glVertex3fv (v);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_DrawSkyBox
|
|
==============
|
|
*/
|
|
int skytexorder[6] = {0,2,1,3,4,5};
|
|
void R_DrawSkyBox (msurface_t *s)
|
|
{
|
|
msurface_t *fa;
|
|
glpoly_t *poly;
|
|
int i;
|
|
|
|
if (!usingskybox)
|
|
return;
|
|
|
|
#if 0
|
|
glEnable (GL_BLEND);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glColor4f (1,1,1,0.5);
|
|
glDisable (GL_DEPTH_TEST);
|
|
#endif
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
if (skymins[0][i] >= skymaxs[0][i]
|
|
|| skymins[1][i] >= skymaxs[1][i])
|
|
continue;
|
|
|
|
GL_Bind (skyboxtex[skytexorder[i]]);
|
|
#if 0
|
|
skymins[0][i] = -1;
|
|
skymins[1][i] = -1;
|
|
skymaxs[0][i] = 1;
|
|
skymaxs[1][i] = 1;
|
|
#endif
|
|
glBegin (GL_QUADS);
|
|
MakeSkyVec (skymins[0][i], skymins[1][i], i);
|
|
MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
|
|
MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i);
|
|
MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
|
|
glEnd ();
|
|
}
|
|
#if 0
|
|
glDisable (GL_BLEND);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glColor4f (1,1,1,0.5);
|
|
glEnable (GL_DEPTH_TEST);
|
|
#endif
|
|
|
|
if (!cls.allow_skyboxes && s) //allow a little extra fps.
|
|
{
|
|
glColorMask(0, 0, 0, 0); //depth only.
|
|
for (fa = s; fa; fa = fa->texturechain)
|
|
{
|
|
if (fa->mesh)
|
|
GL_DrawAliasMesh(fa->mesh, 1);
|
|
else
|
|
{
|
|
for (poly = fa->polys; poly; poly = poly->next)
|
|
{
|
|
glBegin (GL_POLYGON);
|
|
for (i = 0; i < poly->numverts; i++)
|
|
glVertex3fv (&poly->verts[0][0]+i*VERTEXSIZE);
|
|
glEnd ();
|
|
}
|
|
}
|
|
}
|
|
glColorMask(1, 1, 1, 1);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===============================================================
|
|
|
|
/*
|
|
=============
|
|
R_InitSky
|
|
|
|
A sky texture is 256*128, with the right side being a masked overlay
|
|
==============
|
|
*/
|
|
void GLR_InitSky (texture_t *mt)
|
|
{
|
|
int i, j, p;
|
|
qbyte *src;
|
|
unsigned trans[128*128];
|
|
unsigned transpix;
|
|
int r, g, b;
|
|
unsigned *rgba;
|
|
char name[MAX_QPATH];
|
|
|
|
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;
|
|
|
|
sprintf(name, "%s_solid", mt->name);
|
|
strlwr(name);
|
|
solidskytexture = Mod_LoadReplacementTexture(name, true, false, true);
|
|
if (!solidskytexture)
|
|
solidskytexture = GL_LoadTexture32(name, 128, 128, trans, true, false);
|
|
/*
|
|
if (!solidskytexture)
|
|
solidskytexture = texture_extension_number++;
|
|
|
|
GL_Bind (solidskytexture );
|
|
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
*/
|
|
|
|
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];
|
|
}
|
|
|
|
sprintf(name, "%s_trans", mt->name);
|
|
strlwr(name);
|
|
alphaskytexture = Mod_LoadReplacementTexture(name, true, true, true);
|
|
if (!alphaskytexture)
|
|
alphaskytexture = GL_LoadTexture32(name, 128, 128, trans, true, true);
|
|
/*
|
|
if (!alphaskytexture)
|
|
alphaskytexture = texture_extension_number++;
|
|
GL_Bind(alphaskytexture);
|
|
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
*/
|
|
}
|