/* 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" extern model_t *loadmodel; int skytexturenum; int solidskytexture; int alphaskytexture; float speedscale; // for top sky and bottom sky int skytexorder[5] = {0,2,1,3,4}; int skyimage[5]; // Where sky images are stored char skybox_name[32] = ""; //name of current skybox, or "" if no skybox // cut off down for half skybox char *suf[5] = {"rt", "bk", "lf", "ft", "up" }; msurface_t *warpface; extern cvar_t gl_subdivide_size; void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs) { int i, j; float *v; mins[0] = mins[1] = mins[2] = 9999; maxs[0] = maxs[1] = maxs[2] = -9999; v = verts; for (i=0 ; i maxs[j]) maxs[j] = *v; } } void SubdividePolygon (int numverts, float *verts) { int i, j, k; vec3_t mins, maxs; float m; float *v; vec3_t front[64], back[64]; int f, b; float dist[64]; float frac; glpoly_t *poly; float s, t; if (numverts > 60) Sys_Error ("numverts = %i", numverts); BoundPoly (numverts, verts, mins, maxs); for (i=0 ; i<3 ; i++) { m = (mins[i] + maxs[i]) * 0.5; m = gl_subdivide_size.value * floor (m/gl_subdivide_size.value + 0.5); if (maxs[i] - m < 8) continue; if (m - mins[i] < 8) continue; // cut it v = verts + i; for (j=0 ; j= 0) { VectorCopy (v, front[f]); f++; } if (dist[j] <= 0) { VectorCopy (v, back[b]); b++; } if (dist[j] == 0 || dist[j+1] == 0) continue; if ( (dist[j] > 0) != (dist[j+1] > 0) ) { // clip point frac = dist[j] / (dist[j] - dist[j+1]); for (k=0 ; k<3 ; k++) front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]); f++; b++; } } SubdividePolygon (f, front[0]); SubdividePolygon (b, back[0]); return; } poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float)); poly->next = warpface->polys; warpface->polys = poly; poly->numverts = numverts; for (i=0 ; iverts[i]); s = DotProduct (verts, warpface->texinfo->vecs[0]); t = DotProduct (verts, warpface->texinfo->vecs[1]); poly->verts[i][3] = s; poly->verts[i][4] = t; } } /* ================ GL_SubdivideSurface Breaks a polygon up along axial 64 unit boundaries so that turbulent and sky warps can be done reasonably. ================ */ void GL_SubdivideSurface (msurface_t *fa) { vec3_t verts[64]; int numverts; int i; int lindex; float *vec; texture_t *t; warpface = fa; // // convert edges back to a normal polygon // numverts = 0; for (i=0 ; inumedges ; i++) { lindex = loadmodel->surfedges[fa->firstedge + i]; if (lindex > 0) vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position; else vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position; VectorCopy (vec, verts[numverts]); numverts++; } SubdividePolygon (numverts, verts[0]); } //========================================================= // speed up sin calculations - Ed float turbsin[] = { #include "gl_warp_sin.h" }; #define TURBSCALE (256.0 / (2 * M_PI)) /* ============= EmitWaterPolys Does a water warp on the pre-fragmented glpoly_t chain ============= */ void EmitWaterPolys (msurface_t *fa) { glpoly_t *p; float *v; int i; float s, t, os, ot; for (p=fa->polys ; p ; p=p->next) { glBegin (GL_POLYGON); for (i=0,v=p->verts[0] ; inumverts ; i++, v+=VERTEXSIZE) { os = v[3]; ot = v[4]; s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255]; s *= (1.0/64); t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255]; t *= (1.0/64); glTexCoord2f (s, t); glVertex3fv (v); } glEnd (); } } /* ============= EmitSkyPolys ============= */ void EmitSkyPolys (msurface_t *fa) { glpoly_t *p; float *v; int i; float s, t; vec3_t dir; float length; for (p=fa->polys ; p ; p=p->next) { glBegin (GL_POLYGON); for (i=0,v=p->verts[0] ; inumverts ; i++, v+=VERTEXSIZE) { VectorSubtract (v, r_origin, dir); dir[2] *= 3; // flatten the sphere length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2]; length = sqrt (length); length = 6*63/length; dir[0] *= length; dir[1] *= length; s = (speedscale + dir[0]) * (1.0/128); t = (speedscale + dir[1]) * (1.0/128); glTexCoord2f (s, t); glVertex3fv (v); } glEnd (); } } /* =============== EmitBothSkyLayers Does a sky warp on the pre-fragmented glpoly_t chain This will be called for brushmodels, the world will have them chained together. =============== */ void EmitBothSkyLayers (msurface_t *fa) { int i; int lindex; float *vec; GL_DisableMultitexture(); GL_Bind (solidskytexture); speedscale = realtime*8; speedscale -= (int)speedscale & ~127 ; EmitSkyPolys (fa); glEnable (GL_BLEND); GL_Bind (alphaskytexture); speedscale = realtime*16; speedscale -= (int)speedscale & ~127 ; EmitSkyPolys (fa); glDisable (GL_BLEND); } #ifndef QUAKE2 /* ================= R_DrawSkyChain ================= */ void R_DrawSkyChain (msurface_t *s) { msurface_t *fa; GL_DisableMultitexture(); // used when gl_texsort is on GL_Bind(solidskytexture); speedscale = realtime*8; speedscale -= (int)speedscale & ~127 ; for (fa=s ; fa ; fa=fa->texturechain) EmitSkyPolys (fa); glEnable (GL_BLEND); GL_Bind (alphaskytexture); speedscale = realtime*16; speedscale -= (int)speedscale & ~127 ; for (fa=s ; fa ; fa=fa->texturechain) EmitSkyPolys (fa); glDisable (GL_BLEND); } #endif /* ================================================================= Quake 2 environment sky ================================================================= */ /* ================== Sky_LoadSkyBox ================== */ //char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"}; void Sky_LoadSkyBox(char* name) { if (strcmp(skybox_name, name) == 0) return; //no change //turn off skybox if sky is set to "" if (name[0] == '0') { skybox_name[0] = 0; return; } // Do sides one way and top another, bottom is not done for (int i = 0; i < 4; i++) { int mark = Hunk_LowMark (); if(!(skyimage[i] = loadtextureimage (va("gfx/env/%s%s", name, suf[i]), 0, 0, false, false)) && !(skyimage[i] = loadtextureimage (va("gfx/env/%s_%s", name, suf[i]), 0, 0, false, false))) { Con_Printf("Sky: %s[%s] not found, used std\n", name, suf[i]); if(!(skyimage[i] = loadtextureimage (va("gfx/env/skybox%s", suf[i]), 0, 0, false, false))) { Sys_Error("STD SKY NOT FOUND!"); } } Hunk_FreeToLowMark (mark); } int mark = Hunk_LowMark (); if(!(skyimage[4] = loadtextureimage (va("gfx/env/%sup", name), 0, 0, false, false)) && !(skyimage[4] = loadtextureimage (va("gfx/env/%s_up", name), 0, 0, false, false))) { Con_Printf("Sky: %s[%s] not found, used std\n", name, suf[4]); if(!(skyimage[4] = loadtextureimage (va("gfx/env/skybox%s", suf[4]), 0, 0, false, false))) { Sys_Error("STD SKY NOT FOUND!"); } } Hunk_FreeToLowMark (mark); strcpy(skybox_name, name); } /* ================= Sky_NewMap ================= */ void Sky_NewMap (void) { char key[128], value[4096]; char *data; //purge old sky textures //UnloadSkyTexture (); // // initially no sky // Sky_LoadSkyBox (""); //not used // // read worldspawn (this is so ugly, and shouldn't it be done on the server?) // data = cl.worldmodel->entities; if (!data) return; //FIXME: how could this possibly ever happen? -- if there's no // worldspawn then the sever wouldn't send the loadmap message to the client data = COM_Parse(data); if (!data) //should never happen return; // error if (com_token[0] != '{') //should never happen return; // error while (1) { data = COM_Parse(data); if (!data) return; // error if (com_token[0] == '}') break; // end of worldspawn if (com_token[0] == '_') strcpy(key, com_token + 1); else strcpy(key, com_token); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; data = COM_Parse(data); if (!data) return; // error strcpy(value, com_token); if (!strcmp("sky", key)) Sky_LoadSkyBox(value); else if (!strcmp("skyname", key)) //half-life Sky_LoadSkyBox(value); else if (!strcmp("qlsky", key)) //quake lives Sky_LoadSkyBox(value); } } /* ================= Sky_SkyCommand_f ================= */ void Sky_SkyCommand_f (void) { switch (Cmd_Argc()) { case 1: Con_Printf("\"sky\" is \"%s\"\n", skybox_name); break; case 2: Sky_LoadSkyBox(Cmd_Argv(1)); break; default: Con_Printf("usage: sky \n"); } } /* ============= Sky_Init ============= */ void Sky_Init (void) { int i; Cmd_AddCommand ("sky",Sky_SkyCommand_f); for (i=0; i<5; i++) skyimage[i] = NULL; } static vec3_t skyclip[6] = { {1,1,0}, {1,-1,0}, {0,-1,1}, {0,1,1}, {1,0,1}, {-1,0,1} }; int c_sky; // 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]; /* ============== R_ClearSkyBox ============== */ void R_ClearSkyBox (void) { int i; for (i=0 ; i<5 ; 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; b[0] = s*2048; b[1] = t*2048; b[2] = 2048; 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 ============== */ float skynormals[5][3] = { { 1.f, 0.f, 0.f }, { -1.f, 0.f, 0.f }, { 0.f, 1.f, 0.f }, { 0.f, -1.f, 0.f }, { 0.f, 0.f, 1.f } }; float skyrt[5][3] = { { 0.f, -1.f, 0.f }, { 0.f, 1.f, 0.f }, { 1.f, 0.f, 0.f }, { -1.f, 0.f, 0.f }, { 0.f, -1.f, 0.f } }; float skyup[5][3] = { { 0.f, 0.f, 1.f }, { 0.f, 0.f, 1.f }, { 0.f, 0.f, 1.f }, { 0.f, 0.f, 1.f }, { -1.f, 0.f, 0.f } }; void R_DrawSkyBox (void) { int i, j, k; vec3_t v; float s, t; //Fog_DisableGFog(); //Fog_SetColorForSkyS(); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); float skydepth = 1000.0f; for (i=0 ; i<5 ; i++) { const int vertex_count = 4; glvert_t sky_vertices[vertex_count]; // check if poly needs to be drawn at all float dot = DotProduct(skynormals[i], vpn); // < 0 check would work at fov 90 or less, just guess a value that's high enough? if (dot < -0.25f) continue; GL_Bind(skyimage[skytexorder[i]]); // if direction is not up, cut "down" vector to zero to only render half cube //float upnegfact = i == 4 ? 1.0f : 0.0f; float upnegfact = 1.0f; float skyboxtexsize = 256.f; // move ever so slightly less towards forward to make edges overlap a bit, just to not have shimmering pixels between sky edges float forwardfact = 0.99f; glBegin(GL_QUADS); sky_vertices[0].s = 0.5f / skyboxtexsize; sky_vertices[0].t = (skyboxtexsize - .5f) / skyboxtexsize; sky_vertices[0].x = r_origin[0] + (forwardfact * skynormals[i][0] - skyrt[i][0] - skyup[i][0] * upnegfact) * skydepth; sky_vertices[0].y = r_origin[1] + (forwardfact * skynormals[i][1] - skyrt[i][1] - skyup[i][1] * upnegfact) * skydepth; sky_vertices[0].z = r_origin[2] + (forwardfact * skynormals[i][2] - skyrt[i][2] - skyup[i][2] * upnegfact) * skydepth; v[0] = sky_vertices[0].x; v[1] = sky_vertices[0].y; v[2] = sky_vertices[0].z; glTexCoord2f (sky_vertices[0].s, sky_vertices[0].t); glVertex3fv (v); sky_vertices[1].s = 0.5f / skyboxtexsize; sky_vertices[1].t = 0.5f / skyboxtexsize; sky_vertices[1].x = r_origin[0] + (forwardfact * skynormals[i][0] - skyrt[i][0] + skyup[i][0]) * skydepth; sky_vertices[1].y = r_origin[1] + (forwardfact * skynormals[i][1] - skyrt[i][1] + skyup[i][1]) * skydepth; sky_vertices[1].z = r_origin[2] + (forwardfact * skynormals[i][2] - skyrt[i][2] + skyup[i][2]) * skydepth; v[0] = sky_vertices[1].x; v[1] = sky_vertices[1].y; v[2] = sky_vertices[1].z; glTexCoord2f (sky_vertices[1].s, sky_vertices[1].t); glVertex3fv (v); sky_vertices[2].s = (skyboxtexsize - .5f) / skyboxtexsize; sky_vertices[2].t = 0.5f / skyboxtexsize; sky_vertices[2].x = r_origin[0] + (forwardfact * skynormals[i][0] + skyrt[i][0] + skyup[i][0]) * skydepth; sky_vertices[2].y = r_origin[1] + (forwardfact * skynormals[i][1] + skyrt[i][1] + skyup[i][1]) * skydepth; sky_vertices[2].z = r_origin[2] + (forwardfact * skynormals[i][2] + skyrt[i][2] + skyup[i][2]) * skydepth; v[0] = sky_vertices[2].x; v[1] = sky_vertices[2].y; v[2] = sky_vertices[2].z; glTexCoord2f (sky_vertices[2].s, sky_vertices[2].t); glVertex3fv (v); sky_vertices[3].s = (skyboxtexsize - .5f) / skyboxtexsize; sky_vertices[3].t = (skyboxtexsize - .5f) / skyboxtexsize; sky_vertices[3].x = r_origin[0] + (forwardfact * skynormals[i][0] + skyrt[i][0] - skyup[i][0] * upnegfact) * skydepth; sky_vertices[3].y = r_origin[1] + (forwardfact * skynormals[i][1] + skyrt[i][1] - skyup[i][1] * upnegfact) * skydepth; sky_vertices[3].z = r_origin[2] + (forwardfact * skynormals[i][2] + skyrt[i][2] - skyup[i][2] * upnegfact) * skydepth; v[0] = sky_vertices[3].x; v[1] = sky_vertices[3].y; v[2] = sky_vertices[3].z; glTexCoord2f (sky_vertices[3].s, sky_vertices[3].t); glVertex3fv (v); glEnd(); } glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); //Fog_SetColorForSkyE(); //setup for Sky //Fog_EnableGFog(); //setup for Sky } //=============================================================== /* ============= R_InitSky A sky texture is 256*128, with the right side being a masked overlay ============== */ void R_InitSky (texture_t *mt) { int i, j, p; byte *src; unsigned trans[128*128]; unsigned transpix; int r, g, b; unsigned *rgba; extern int skytexturenum; src = (byte *)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_8to24table[p]; trans[(i*128) + j] = *rgba; r += ((byte *)rgba)[0]; g += ((byte *)rgba)[1]; b += ((byte *)rgba)[2]; } ((byte *)&transpix)[0] = r/(128*128); ((byte *)&transpix)[1] = g/(128*128); ((byte *)&transpix)[2] = b/(128*128); ((byte *)&transpix)[3] = 0; 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_8to24table[p]; } 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); }