mirror of
https://github.com/nzp-team/glquake.git
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785 lines
16 KiB
C
785 lines
16 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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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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int skytexorder[5] = {0,2,1,3,4};
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int skyimage[5]; // Where sky images are stored
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char skybox_name[32] = ""; //name of current skybox, or "" if no skybox
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// cut off down for half skybox
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char *suf[5] = {"rt", "bk", "lf", "ft", "up" };
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msurface_t *warpface;
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extern cvar_t gl_subdivide_size;
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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)
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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)
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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 = gl_subdivide_size.value * floor (m/gl_subdivide_size.value + 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]);
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SubdividePolygon (b, back[0]);
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return;
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}
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poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
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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)
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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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texture_t *t;
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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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}
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SubdividePolygon (numverts, verts[0]);
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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)
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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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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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}
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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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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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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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int i;
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int lindex;
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float *vec;
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GL_DisableMultitexture();
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GL_Bind (solidskytexture);
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speedscale = realtime*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 = realtime*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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#ifndef QUAKE2
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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_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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// used when gl_texsort is on
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GL_Bind(solidskytexture);
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speedscale = realtime*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 = realtime*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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#endif
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/*
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=================================================================
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Quake 2 environment sky
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=================================================================
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*/
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/*
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==================
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Sky_LoadSkyBox
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==================
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*/
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//char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
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void Sky_LoadSkyBox(char* name)
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{
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if (strcmp(skybox_name, name) == 0)
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return; //no change
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//turn off skybox if sky is set to ""
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if (name[0] == '0') {
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skybox_name[0] = 0;
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return;
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}
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// Do sides one way and top another, bottom is not done
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for (int i = 0; i < 4; i++)
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{
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int mark = Hunk_LowMark ();
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if(!(skyimage[i] = loadtextureimage (va("gfx/env/%s%s", name, suf[i]), 0, 0, false, false)) &&
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!(skyimage[i] = loadtextureimage (va("gfx/env/%s_%s", name, suf[i]), 0, 0, false, false)))
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{
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Con_Printf("Sky: %s[%s] not found, used std\n", name, suf[i]);
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if(!(skyimage[i] = loadtextureimage (va("gfx/env/skybox%s", suf[i]), 0, 0, false, false)))
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{
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Sys_Error("STD SKY NOT FOUND!");
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}
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}
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Hunk_FreeToLowMark (mark);
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}
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int mark = Hunk_LowMark ();
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if(!(skyimage[4] = loadtextureimage (va("gfx/env/%sup", name), 0, 0, false, false)) &&
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!(skyimage[4] = loadtextureimage (va("gfx/env/%s_up", name), 0, 0, false, false)))
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{
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Con_Printf("Sky: %s[%s] not found, used std\n", name, suf[4]);
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if(!(skyimage[4] = loadtextureimage (va("gfx/env/skybox%s", suf[4]), 0, 0, false, false)))
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{
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Sys_Error("STD SKY NOT FOUND!");
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}
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}
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Hunk_FreeToLowMark (mark);
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strcpy(skybox_name, name);
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}
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/*
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=================
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Sky_NewMap
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=================
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*/
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void Sky_NewMap (void)
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{
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char key[128], value[4096];
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char *data;
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//purge old sky textures
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//UnloadSkyTexture ();
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//
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// initially no sky
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//
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Sky_LoadSkyBox (""); //not used
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//
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// read worldspawn (this is so ugly, and shouldn't it be done on the server?)
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//
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data = cl.worldmodel->entities;
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if (!data)
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return; //FIXME: how could this possibly ever happen? -- if there's no
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// worldspawn then the sever wouldn't send the loadmap message to the client
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data = COM_Parse(data);
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if (!data) //should never happen
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return; // error
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if (com_token[0] != '{') //should never happen
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return; // error
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while (1)
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{
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data = COM_Parse(data);
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if (!data)
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return; // error
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if (com_token[0] == '}')
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break; // end of worldspawn
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if (com_token[0] == '_')
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strcpy(key, com_token + 1);
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else
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strcpy(key, com_token);
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while (key[strlen(key)-1] == ' ') // remove trailing spaces
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key[strlen(key)-1] = 0;
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data = COM_Parse(data);
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if (!data)
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return; // error
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strcpy(value, com_token);
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if (!strcmp("sky", key))
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Sky_LoadSkyBox(value);
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else if (!strcmp("skyname", key)) //half-life
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Sky_LoadSkyBox(value);
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else if (!strcmp("qlsky", key)) //quake lives
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Sky_LoadSkyBox(value);
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}
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}
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/*
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=================
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Sky_SkyCommand_f
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=================
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*/
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void Sky_SkyCommand_f (void)
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{
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switch (Cmd_Argc())
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{
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case 1:
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Con_Printf("\"sky\" is \"%s\"\n", skybox_name);
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break;
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case 2:
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Sky_LoadSkyBox(Cmd_Argv(1));
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break;
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default:
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Con_Printf("usage: sky <skyname>\n");
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}
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}
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/*
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=============
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Sky_Init
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=============
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*/
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void Sky_Init (void)
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{
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int i;
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Cmd_AddCommand ("sky",Sky_SkyCommand_f);
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for (i=0; i<5; i++)
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skyimage[i] = NULL;
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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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int c_sky;
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// 1 = s, 2 = t, 3 = 2048
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static int st_to_vec[6][3] =
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{
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{3,-1,2},
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{-3,1,2},
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{1,3,2},
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{-1,-3,2},
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{-2,-1,3}, // 0 degrees yaw, look straight up
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{2,-1,-3} // look straight down
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// {-1,2,3},
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// {1,2,-3}
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};
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// s = [0]/[2], t = [1]/[2]
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static int vec_to_st[6][3] =
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{
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{-2,3,1},
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{2,3,-1},
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{1,3,2},
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{-1,3,-2},
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{-2,-1,3},
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{-2,1,-3}
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// {-1,2,3},
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// {1,2,-3}
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};
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static float skymins[2][6], skymaxs[2][6];
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/*
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==============
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R_ClearSkyBox
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==============
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*/
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void R_ClearSkyBox (void)
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{
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int i;
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for (i=0 ; i<5 ; i++)
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{
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skymins[0][i] = skymins[1][i] = 9999;
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skymaxs[0][i] = skymaxs[1][i] = -9999;
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}
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}
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void MakeSkyVec (float s, float t, int axis)
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{
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vec3_t v, b;
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int j, k;
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b[0] = s*2048;
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b[1] = t*2048;
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b[2] = 2048;
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for (j=0 ; j<3 ; j++)
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{
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k = st_to_vec[axis][j];
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if (k < 0)
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v[j] = -b[-k - 1];
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else
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v[j] = b[k - 1];
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v[j] += r_origin[j];
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}
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// avoid bilerp seam
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s = (s+1)*0.5;
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t = (t+1)*0.5;
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if (s < 1.0/512)
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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_REPLACE);
|
|
glDepthMask(GL_FALSE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
float skydepth = 256.f;
|
|
|
|
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);
|
|
}
|
|
|