fteqw/engine/gl/gl_warp.c
Spoike 41b0d993f2 smoother console scrolling (at least with the mouse)
support RLE+luminance+alpha tga files.
support half-float tga files.
recognise hdr astc images.
added appropriate fallbacks for astc support.
load mip-less .astc files (mostly just for debugging stuff).
allow packages to warn about required engine/gpu features.
catch when stdin flags get changed to blocking by external libraries, to avoid fatal stalls.
basic support for .mdx files (kingpin models)
sort packages loaded via wildcards, by datetime then name, to avoid random ordering from certain filesystems.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5531 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-09-04 08:32:22 +00:00

1123 lines
29 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// gl_warp.c -- sky and water polygons
#include "quakedef.h"
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
#include <ctype.h>
static void R_CalcSkyChainBounds (batch_t *s);
static void GL_DrawSkySphere (batch_t *fa, shader_t *shader);
static void GL_SkyForceDepth(batch_t *fa);
static void GL_DrawSkyBox (texid_t *texnums, batch_t *s);
static void GL_DrawSkyGrid (texnums_t *tex);
extern cvar_t gl_skyboxdist;
extern cvar_t r_fastsky;
extern cvar_t r_fastskycolour;
static shader_t *forcedsky;
static shader_t *skyboxface;
static shader_t *skygridface;
//=========================================================
//called on video shutdown to reset internal state
void R_SkyShutdown(void)
{
skyboxface = NULL;
skygridface = NULL;
forcedsky = NULL;
}
void R_SetSky(const char *sky)
{
int i;
const char *shadername;
extern cvar_t r_skyboxname;
Q_strncpyz(cl.skyname, sky, sizeof(cl.skyname));
if (*r_skyboxname.string) //override it with the user's preference
sky = r_skyboxname.string;
shadername = va("skybox_%s", sky);
if (!forcedsky || strcmp(shadername, forcedsky->name))
{
forcedsky = NULL; //fall back to regular skies if forcing fails.
if (!*sky)
return; //no need to do anything
//if we have cubemaps then we can just go and use a cubemap for our skybox
if (sh_config.havecubemaps)
{
texnums_t tex;
memset(&tex, 0, sizeof(tex));
tex.reflectcube = R_LoadHiResTexture(sky, "env:gfx/env", IF_LOADNOW|IF_CUBEMAP|IF_CLAMP);
if (tex.reflectcube->width)
{
forcedsky = R_RegisterShader(va("skybox_%s", sky), 0, "{\nsort sky\nprogram defaultskybox\n{\ndepthwrite\nmap \"$cube:$reflectcube\"\ntcgen skybox\n}\nsurfaceparm nodlight\nsurfaceparm sky\n}");
R_BuildDefaultTexnums(&tex, forcedsky, IF_WORLDTEX);
return;
}
}
//crappy old path that I still need to fix up a bit
//unlike cubemaps, this works on gl1.1/gles1, and also works with the different faces as different sizes.
forcedsky = R_RegisterShader(shadername, 0, va("{\nsort sky\nskyparms \"%s\" 512 -\nsurfaceparm nodlight\n}", sky));
//check that we actually got some textures.
//we accept the skybox if even 1 face is valid.
//we ignore the replacement only request if all are invalid.
for (i = 0; i < 6; i++)
{
extern texid_t missing_texture;
if (forcedsky->skydome && forcedsky->skydome->farbox_textures[i] != missing_texture)
break;
}
if (i == 6) //couldn't find ANY sky textures.
forcedsky = NULL;
}
}
void R_DrawFastSky(batch_t *batch)
{
batch_t b = *batch;
b.shader = R_RegisterShader("fastsky", 0, "{\n"
"sort sky\n"
"{\n"
"map $whiteimage\n"
"rgbgen const $r_fastskycolour\n"
"}\n"
"surfaceparm nodlight\n"
"}\n");
b.skin = NULL;
b.texture = NULL;
BE_SubmitBatch(&b);
}
//annoyingly sky does not always write depth values.
//this can allow entities to appear beyond it.
//this can include (massive) entities outside of the skyroom.
//so, we can only draw entities in skyrooms if:
//1) either the ents have robust pvs info and we can draw ONLY the ones actually inside the skyroom
//2) or if r_ignoreentpvs==1 we must mask depth and waste a whole load of batches drawing invisible ents in the sky
extern cvar_t r_ignoreentpvs;
qboolean R_DrawSkyroom(shader_t *skyshader)
{
float vmat[16];
refdef_t oldrefdef;
// extern cvar_t r_ignoreentpvs; //legacy value is 1...
extern cvar_t v_skyroom_orientation;
if (r_viewcluster == -1)
return false; //don't draw the skyroom if the camera is outside.
if (r_fastsky.value)
return false; //skyrooms can be expensive.
if (!r_refdef.skyroom_enabled || r_refdef.recurse >= R_MAX_RECURSE-1)
return false;
oldrefdef = r_refdef;
r_refdef.recurse+=1;
// if (r_ignoreentpvs.ival) //if we're ignoring ent pvs then we're probably drawing lots of ents in the skybox that shouldn't be there
// r_refdef.firstvisedict = cl_numvisedicts;
r_refdef.externalview = true; //an out-of-body experience...
r_refdef.skyroom_enabled = false;
r_refdef.forcevis = false;
r_refdef.flags |= RDF_DISABLEPARTICLES;
r_refdef.flags &= ~RDF_SKIPSKY;
r_refdef.forcedvis = NULL;
r_refdef.areabitsknown = false; //recalculate areas clientside.
/*work out where the camera should be (use the same angles)*/
VectorCopy(r_refdef.skyroom_pos, r_refdef.vieworg);
VectorCopy(r_refdef.skyroom_pos, r_refdef.pvsorigin);
if (developer.ival)
if (r_worldentity.model->funcs.PointContents(r_worldentity.model, NULL, r_refdef.skyroom_pos) & FTECONTENTS_SOLID)
Con_DPrintf("Skyroom position %.1f %.1f %.1f in solid\n", r_refdef.skyroom_pos[0], r_refdef.skyroom_pos[1], r_refdef.skyroom_pos[2]);
if (*v_skyroom_orientation.string)
{
vec3_t axis[3];
float ang = v_skyroom_orientation.vec4[3] * cl.time;
if (!v_skyroom_orientation.vec4[0]&&!v_skyroom_orientation.vec4[1]&&!v_skyroom_orientation.vec4[2])
VectorSet(v_skyroom_orientation.vec4, 0,0,1);
VectorNormalize(v_skyroom_orientation.vec4);
RotatePointAroundVector(axis[0], v_skyroom_orientation.vec4, vpn, ang);
RotatePointAroundVector(axis[1], v_skyroom_orientation.vec4, vright, ang);
RotatePointAroundVector(axis[2], v_skyroom_orientation.vec4, vup, ang);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, axis[0], axis[1], axis[2], r_refdef.vieworg);
}
else
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
R_SetFrustum (r_refdef.m_projection_std, vmat);
//now determine the stuff the backend will use.
memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
VectorAngles(vpn, vup, r_refdef.viewangles, false);
VectorCopy(r_refdef.vieworg, r_origin);
Surf_SetupFrame();
Surf_DrawWorld ();
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
return true;
}
//q3 mustn't mask sky (breaks q3map2's invisible skyportals), whereas q1 must (or its a cheat). halflife doesn't normally expect masking.
//we also MUST mask any sky inside skyrooms, or you'll see all the entities outside of the skyroom through the room's own sky (q3map2 skyportals are hopefully irrelevant in this case).
#define SKYMUSTBEMASKED (r_worldentity.model->fromgame != fg_quake3 || ((r_refdef.flags & RDF_DISABLEPARTICLES) && r_ignoreentpvs.ival))
/*
=================
GL_DrawSkyChain
=================
*/
qboolean R_DrawSkyChain (batch_t *batch)
{
shader_t *skyshader;
texid_t *skyboxtex;
if (r_fastsky.value)
{
R_DrawFastSky(batch);
return true; //depth will always be drawn with this pathway.
}
if (forcedsky)
{
skyshader = forcedsky;
if (r_refdef.flags & RDF_SKIPSKY)
{
if (r_worldentity.model->fromgame != fg_quake3)
GL_SkyForceDepth(batch);
return true;
}
if (forcedsky->numpasses && !forcedsky->skydome)
{ //cubemap skies!
//this is just a simple pass. we use glsl/texgen for any actual work
batch_t b = *batch;
b.shader = forcedsky;
b.skin = NULL;
b.texture = NULL;
BE_SubmitBatch(&b);
return true;
}
}
else
{
skyshader = batch->shader;
if (skyshader->prog) //glsl is expected to do the whole skybox/warpsky thing itself, with no assistance from this legacy code.
{
if (r_refdef.flags & RDF_SKIPSKY)
{
if (SKYMUSTBEMASKED)
GL_SkyForceDepth(batch);
return true;
}
//if the first pass is transparent in some form, then be prepared to give it a skyroom behind.
return false; //draw as normal...
}
}
if (skyshader->skydome)
skyboxtex = skyshader->skydome->farbox_textures;
else
skyboxtex = NULL;
if (r_refdef.flags & RDF_SKIPSKY)
{ //don't obscure the skyroom if the sky shader is opaque.
qboolean opaque = false;
if (skyshader->numpasses)
{
shaderpass_t *pass = skyshader->passes;
if (pass->shaderbits & SBITS_ATEST_BITS) //alphatests
;
else if (pass->shaderbits & SBITS_MASK_BITS) //colormasks
;
else if ((pass->shaderbits & SBITS_BLEND_BITS) != 0 && (pass->shaderbits & SBITS_BLEND_BITS) != (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO)) //blendfunc
;
else
opaque = true; //that shader looks like its opaque.
}
if (!opaque)
GL_DrawSkySphere(batch, skyshader);
}
else if (skyboxtex && TEXVALID(*skyboxtex))
{ //draw a skybox if we were given the textures
R_CalcSkyChainBounds(batch);
GL_DrawSkyBox (skyboxtex, batch);
if (skyshader->numpasses)
GL_DrawSkySphere(batch, skyshader);
}
else if (skyshader->numpasses)
{ //if we have passes, then they're normally projected.
if (*r_fastsky.string && skyshader->numpasses == 2 && TEXVALID(batch->shader->defaulttextures->base) && TEXVALID(batch->shader->defaulttextures->fullbright))
{ //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.
R_CalcSkyChainBounds(batch);
GL_DrawSkyGrid(skyshader->defaulttextures);
}
else
GL_DrawSkySphere(batch, skyshader);
}
else if (batch->meshes)
{ //skys are weird.
//they're the one type of surface with implicit nodraw when there's no passes.
if (batch->shader->skydome || batch->shader->numpasses)
R_DrawFastSky(batch);
return true; //depth will always be drawn with this pathway... or we were not drawing anything anyway...
}
//neither skydomes nor skyboxes nor skygrids will have been drawn with the correct depth values for the sky.
//this can result in rooms behind the sky surfaces being visible.
//so make sure they're correct where they're expected to be.
//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.
//See: The Edge Of Forever (motef, by sock) for an example of where this needs to be skipped.
//See dm3 for an example of where the depth needs to be correct (OMG THERE'S PLAYERS IN MY SKYBOX! WALLHAXX!).
//you can't please them all.
if (SKYMUSTBEMASKED)
GL_SkyForceDepth(batch);
return true;
}
/*
=================================================================
Quake 2 environment sky
=================================================================
*/
static vec3_t skyclip[6] = {
{1,1,0},
{1,-1,0},
{0,-1,1},
{0,1,1},
{1,0,1},
{-1,0,1}
};
// 1 = s, 2 = t, 3 = 2048
static int st_to_vec[6][3] =
{
{3,-1,2},
{-3,1,2},
{1,3,2},
{-1,-3,2},
{-2,-1,3}, // 0 degrees yaw, look straight up
{2,-1,-3} // look straight down
// {-1,2,3},
// {1,2,-3}
};
// s = [0]/[2], t = [1]/[2]
static int vec_to_st[6][3] =
{
{-2,3,1},
{2,3,-1},
{1,3,2},
{-1,3,-2},
{-2,-1,3},
{-2,1,-3}
// {-1,2,3},
// {1,2,-3}
};
static float skymins[2][6], skymaxs[2][6];
static void DrawSkyPolygon (int nump, vec3_t vecs)
{
int i,j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
// decide which face it maps to
VectorClear (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 (skymins[0][axis] > s)
skymins[0][axis] = s;
if (skymins[1][axis] > t)
skymins[1][axis] = t;
if (skymaxs[0][axis] < s)
skymaxs[0][axis] = s;
if (skymaxs[1][axis] < t)
skymaxs[1][axis] = t;
}
}
#define MAX_CLIP_VERTS 64
static 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_DrawSkyBoxChain
=================
*/
static void R_CalcSkyChainBounds (batch_t *batch)
{
mesh_t *mesh;
int i, m;
vec3_t verts[MAX_CLIP_VERTS];
if (batch->meshes == 1 && !batch->mesh[batch->firstmesh]->numindexes)
{ //deal with geometryless skies, like terrain/raw maps
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = -1;
skymaxs[0][i] = skymaxs[1][i] = 1;
}
return;
}
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = 1;//9999;
skymaxs[0][i] = skymaxs[1][i] = -1;//-9999;
}
// calculate vertex values for sky box
for (m = batch->firstmesh; m < batch->meshes; m++)
{
mesh = batch->mesh[m];
if (!mesh->xyz_array || !mesh->indexes)
continue;
//triangulate
for (i = 0; i < mesh->numindexes; i+=3)
{
VectorSubtract (mesh->xyz_array[mesh->indexes[i+0]], r_origin, verts[0]);
VectorSubtract (mesh->xyz_array[mesh->indexes[i+1]], r_origin, verts[1]);
VectorSubtract (mesh->xyz_array[mesh->indexes[i+2]], r_origin, verts[2]);
ClipSkyPolygon (3, verts[0], 0);
}
}
}
#define skygridx 16
#define skygridx1 (skygridx + 1)
#define skygridxrecip (1.0f / (skygridx))
#define skygridy 16
#define skygridy1 (skygridy + 1)
#define skygridyrecip (1.0f / (skygridy))
#define skysphere_numverts (skygridx1 * skygridy1)
#define skysphere_numtriangles (skygridx * skygridy * 2)
static int skymade;
static index_t skysphere_element3i[skysphere_numtriangles * 3];
static float skysphere_texcoord2f[skysphere_numverts * 2];
static vecV_t skysphere_vertex3f[skysphere_numverts];
static mesh_t skymesh;
static void gl_skyspherecalc(int skytype)
{ //yes, this is basically stolen from DarkPlaces
int i, j;
index_t *e;
float a, b, x, ax, ay, v[3], length, *texcoord2f;
vecV_t* vertex;
float dx, dy, dz;
float texscale;
if (skymade == skytype)
return;
skymade = skytype;
if (skymade == 2)
texscale = 1/16.0f;
else
texscale = 1/1.5f;
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
if (gl_load24bit.ival)
{
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;
uploadfmt_t format; //fixme, if this has no alpha, is it worth all this code?
unsigned int *imagedata = (unsigned int*)ReadRawImageFile(filedata, filesize, &imagewidth, &imageheight, &format, true, 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