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NX/VITA: Faster skybox, horizon fog blending
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670ed877a1
commit
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1 changed files with 181 additions and 39 deletions
224
source/gl_sky.c
224
source/gl_sky.c
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@ -683,63 +683,206 @@ void Sky_EmitSkyBoxVertex (float s, float t, int axis)
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glVertex3fv (v);
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}
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extern float fog_red, fog_green, fog_blue;
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extern vec3_t NULLVEC;
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void DrawSkyFogBlend (float skydepth) {
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float skyfogblend = 0.6f;
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//if (skyfogblend <= 0) return;
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float endheight = skydepth * skyfogblend;
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float startheight = MIN(skydepth * 0.075f, endheight * 0.3f);
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glDisable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_BLEND);
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float r = MIN(1.0f, fog_red * 0.01f);
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float g = MIN(1.0f, fog_green * 0.01f);
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float b = MIN(1.0f, fog_blue * 0.01f);
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for (int i = -2; i < 2; i++) {
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for (int j = 0; j < 2; j++) {
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const int unclipped_vertex_count = 4;
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vec3_t verts[unclipped_vertex_count];
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vec3_t angles, forward, right;
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angles[PITCH] = 0.f;
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angles[YAW] = r_refdef.viewangles[YAW];
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angles[ROLL] = 0.f;
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AngleVectors(angles, forward, right, NULLVEC);
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float forwardamount = skydepth * (0.7f - abs(i*i) * 0.15f);
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float forwardamount2 = skydepth * (0.7f - abs((i + 1)*(i + 1)) * 0.15f);
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qboolean no_alpha = j > 0;
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//unsigned int uppercolor = j > 0 ? fogcol2 : fogcol1;
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float bottomheight = j > 0 ? startheight : -1.0f;
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float topheight = j > 0 ? endheight : startheight;
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bottomheight -= 40.0f;
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topheight -= 40.0f;
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glBegin(GL_QUADS);
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verts[0][0] = r_origin[0] + forward[0] * forwardamount + i * right[0] * skydepth;
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verts[0][1] = r_origin[1] + forward[1] * forwardamount + i * right[1] * skydepth;
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verts[0][2] = r_origin[2] + forward[2] * forwardamount + i * right[2] * skydepth + bottomheight;
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glColor4f(r, g, b, 1.0f);
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glVertex3fv(verts[0]);
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verts[1][0] = r_origin[0] + forward[0] * forwardamount + i * right[0] * skydepth;
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verts[1][1] = r_origin[1] + forward[1] * forwardamount + i * right[1] * skydepth;
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verts[1][2] = r_origin[2] + forward[2] * forwardamount + i * right[2] * skydepth + topheight;
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if (no_alpha)
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glColor4f(r, g, b, 0.0f);
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else
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glColor4f(r, g, b, 1.0f);
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glVertex3fv(verts[1]);
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verts[2][0] = r_origin[0] + forward[0] * forwardamount2 + (i + 1) * right[0] * skydepth;
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verts[2][1] = r_origin[1] + forward[1] * forwardamount2 + (i + 1) * right[1] * skydepth;
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verts[2][2] = r_origin[2] + forward[2] * forwardamount2 + (i + 1) * right[2] * skydepth + topheight;
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if (no_alpha)
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glColor4f(r, g, b, 0.0f);
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else
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glColor4f(r, g, b, 1.0f);
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glVertex3fv(verts[2]);
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verts[3][0] = r_origin[0] + forward[0] * forwardamount2 + (i + 1) * right[0] * skydepth;
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verts[3][1] = r_origin[1] + forward[1] * forwardamount2 + (i + 1) * right[1] * skydepth;
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verts[3][2] = r_origin[2] + forward[2] * forwardamount2 + (i + 1) * right[2] * skydepth + bottomheight;
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glColor4f(r, g, b, 1.0f);
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glVertex3fv(verts[3]);
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glEnd();
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}
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}
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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}
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/*
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==============
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Sky_DrawSkyBox
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FIXME: eliminate cracks by adding an extra vert on tjuncs
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==============
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*/
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typedef struct
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{
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float x, y, z;
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float s, t;
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float r, g, b;
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} glvert_t;
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float skynormals[5][3] = {
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{ 1.f, 0.f, 0.f },
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{ -1.f, 0.f, 0.f },
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{ 0.f, 1.f, 0.f },
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{ 0.f, -1.f, 0.f },
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{ 0.f, 0.f, 1.f }
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};
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float skyrt[5][3] = {
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{ 0.f, -1.f, 0.f },
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{ 0.f, 1.f, 0.f },
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{ 1.f, 0.f, 0.f },
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{ -1.f, 0.f, 0.f },
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{ 0.f, -1.f, 0.f }
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};
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float skyup[5][3] = {
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{ 0.f, 0.f, 1.f },
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{ 0.f, 0.f, 1.f },
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{ 0.f, 0.f, 1.f },
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{ 0.f, 0.f, 1.f },
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{ -1.f, 0.f, 0.f }
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};
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void Sky_DrawSkyBox (void)
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{
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int i;
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int i, j, k;
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vec3_t v;
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float s, t;
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for (i=0 ; i<6 ; i++)
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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float skydepth = 1000.0f;
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for(i = 0; i < 5; i++)
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{
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if (skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i])
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continue;
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const int vertex_count = 4;
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glvert_t sky_vertices[vertex_count];
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// check if poly needs to be drawn at all
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float dot = DotProduct(skynormals[i], vpn);
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// < 0 check would work at fov 90 or less, just guess a value that's high enough?
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if (dot < -0.25f) continue;
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GL_Bind (skybox_textures[skytexorder[i]]);
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#if 1 //FIXME: this is to avoid tjunctions until i can do it the right way
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skymins[0][i] = -1;
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skymins[1][i] = -1;
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skymaxs[0][i] = 1;
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skymaxs[1][i] = 1;
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#endif
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glBegin (GL_QUADS);
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Sky_EmitSkyBoxVertex (skymins[0][i], skymins[1][i], i);
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Sky_EmitSkyBoxVertex (skymins[0][i], skymaxs[1][i], i);
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Sky_EmitSkyBoxVertex (skymaxs[0][i], skymaxs[1][i], i);
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Sky_EmitSkyBoxVertex (skymaxs[0][i], skymins[1][i], i);
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glEnd ();
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// if direction is not up, cut "down" vector to zero to only render half cube
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//float upnegfact = i == 4 ? 1.0f : 0.0f;
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float upnegfact = 1.0f;
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rs_skypolys++;
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rs_skypasses++;
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/*if (Fog_GetDensity() > 0 && skyfog > 0)
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{
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float *c;
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c = Fog_GetColor();
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glEnable (GL_BLEND);
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glDisable (GL_TEXTURE_2D);
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glColor4f (c[0],c[1],c[2], CLAMP(0.0,skyfog,1.0));
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float skyboxtexsize = 256.f;
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// move ever so slightly less towards forward to make edges overlap a bit, just to not have shimmering pixels between sky edges
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float forwardfact = 0.99f;
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glBegin(GL_QUADS);
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Sky_EmitSkyBoxVertex (skymins[0][i], skymins[1][i], i);
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Sky_EmitSkyBoxVertex (skymins[0][i], skymaxs[1][i], i);
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Sky_EmitSkyBoxVertex (skymaxs[0][i], skymaxs[1][i], i);
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Sky_EmitSkyBoxVertex (skymaxs[0][i], skymins[1][i], i);
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sky_vertices[0].s = 0.5f / skyboxtexsize;
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sky_vertices[0].t = (skyboxtexsize - .5f) / skyboxtexsize;
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sky_vertices[0].x = r_origin[0] + (forwardfact * skynormals[i][0] - skyrt[i][0] - skyup[i][0] * upnegfact) * skydepth;
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sky_vertices[0].y = r_origin[1] + (forwardfact * skynormals[i][1] - skyrt[i][1] - skyup[i][1] * upnegfact) * skydepth;
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sky_vertices[0].z = r_origin[2] + (forwardfact * skynormals[i][2] - skyrt[i][2] - skyup[i][2] * upnegfact) * skydepth;
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v[0] = sky_vertices[0].x;
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v[1] = sky_vertices[0].y;
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v[2] = sky_vertices[0].z;
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glTexCoord2f (sky_vertices[0].s, sky_vertices[0].t);
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glVertex3fv (v);
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sky_vertices[1].s = 0.5f / skyboxtexsize;
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sky_vertices[1].t = 0.5f / skyboxtexsize;
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sky_vertices[1].x = r_origin[0] + (forwardfact * skynormals[i][0] - skyrt[i][0] + skyup[i][0]) * skydepth;
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sky_vertices[1].y = r_origin[1] + (forwardfact * skynormals[i][1] - skyrt[i][1] + skyup[i][1]) * skydepth;
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sky_vertices[1].z = r_origin[2] + (forwardfact * skynormals[i][2] - skyrt[i][2] + skyup[i][2]) * skydepth;
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v[0] = sky_vertices[1].x;
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v[1] = sky_vertices[1].y;
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v[2] = sky_vertices[1].z;
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glTexCoord2f (sky_vertices[1].s, sky_vertices[1].t);
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glVertex3fv (v);
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sky_vertices[2].s = (skyboxtexsize - .5f) / skyboxtexsize;
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sky_vertices[2].t = 0.5f / skyboxtexsize;
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sky_vertices[2].x = r_origin[0] + (forwardfact * skynormals[i][0] + skyrt[i][0] + skyup[i][0]) * skydepth;
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sky_vertices[2].y = r_origin[1] + (forwardfact * skynormals[i][1] + skyrt[i][1] + skyup[i][1]) * skydepth;
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sky_vertices[2].z = r_origin[2] + (forwardfact * skynormals[i][2] + skyrt[i][2] + skyup[i][2]) * skydepth;
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v[0] = sky_vertices[2].x;
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v[1] = sky_vertices[2].y;
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v[2] = sky_vertices[2].z;
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glTexCoord2f (sky_vertices[2].s, sky_vertices[2].t);
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glVertex3fv (v);
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sky_vertices[3].s = (skyboxtexsize - .5f) / skyboxtexsize;
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sky_vertices[3].t = (skyboxtexsize - .5f) / skyboxtexsize;
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sky_vertices[3].x = r_origin[0] + (forwardfact * skynormals[i][0] + skyrt[i][0] - skyup[i][0] * upnegfact) * skydepth;
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sky_vertices[3].y = r_origin[1] + (forwardfact * skynormals[i][1] + skyrt[i][1] - skyup[i][1] * upnegfact) * skydepth;
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sky_vertices[3].z = r_origin[2] + (forwardfact * skynormals[i][2] + skyrt[i][2] - skyup[i][2] * upnegfact) * skydepth;
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v[0] = sky_vertices[3].x;
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v[1] = sky_vertices[3].y;
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v[2] = sky_vertices[3].z;
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glTexCoord2f (sky_vertices[3].s, sky_vertices[3].t);
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glVertex3fv (v);
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glEnd();
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glColor3f (1, 1, 1);
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glEnable (GL_TEXTURE_2D);
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glDisable (GL_BLEND);
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rs_skypasses++;
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}*/
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}
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DrawSkyFogBlend(256.0f);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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}
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//==============================================================================
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@ -1028,5 +1171,4 @@ void Sky_DrawSky (void)
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}
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Fog_EnableGFog ();
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}
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