mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-22 12:21:09 +00:00
901 lines
21 KiB
C
901 lines
21 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_sky.c
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#include "tr_local.h"
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#define SKY_SUBDIVISIONS 8
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#define HALF_SKY_SUBDIVISIONS (SKY_SUBDIVISIONS/2)
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static float s_cloudTexCoords[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
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/*
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===================================================================================
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POLYGON TO BOX SIDE PROJECTION
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===================================================================================
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*/
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static const vec3_t sky_clip[6] =
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{
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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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static float sky_mins[2][6], sky_maxs[2][6];
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static float sky_min, sky_max;
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static float sky_min_depth;
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/*
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================
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AddSkyPolygon
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================
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*/
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static void AddSkyPolygon (int nump, vec3_t vecs)
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{
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int i,j;
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vec3_t v, av;
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float s, t, dv;
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int axis;
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float *vp;
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// s = [0]/[2], t = [1]/[2]
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static const 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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// decide which face it maps to
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VectorCopy (vec3_origin, v);
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for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
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{
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VectorAdd (vp, v, v);
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}
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av[0] = fabs(v[0]);
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av[1] = fabs(v[1]);
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av[2] = fabs(v[2]);
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if (av[0] > av[1] && av[0] > av[2])
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{
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if (v[0] < 0)
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axis = 1;
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else
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axis = 0;
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}
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else if (av[1] > av[2] && av[1] > av[0])
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{
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if (v[1] < 0)
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axis = 3;
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else
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axis = 2;
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}
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else
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{
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if (v[2] < 0)
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axis = 5;
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else
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axis = 4;
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}
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// project new texture coords
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for (i=0 ; i<nump ; i++, vecs+=3)
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{
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j = vec_to_st[axis][2];
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if (j > 0)
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dv = vecs[j - 1];
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else
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dv = -vecs[-j - 1];
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if (dv < 0.001)
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continue; // don't divide by zero
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j = vec_to_st[axis][0];
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if (j < 0)
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s = -vecs[-j -1] / dv;
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else
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s = vecs[j-1] / dv;
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j = vec_to_st[axis][1];
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if (j < 0)
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t = -vecs[-j -1] / dv;
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else
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t = vecs[j-1] / dv;
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if (s < sky_mins[0][axis])
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sky_mins[0][axis] = s;
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if (t < sky_mins[1][axis])
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sky_mins[1][axis] = t;
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if (s > sky_maxs[0][axis])
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sky_maxs[0][axis] = s;
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if (t > sky_maxs[1][axis])
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sky_maxs[1][axis] = t;
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}
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}
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#define ON_EPSILON 0.1f // point on plane side epsilon
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#define MAX_CLIP_VERTS 64
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/*
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================
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ClipSkyPolygon
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================
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*/
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static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
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{
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const float *norm;
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float *v;
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qboolean front, back;
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float d, e;
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float dists[MAX_CLIP_VERTS];
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int sides[MAX_CLIP_VERTS];
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vec3_t newv[2][MAX_CLIP_VERTS];
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int newc[2];
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int i, j;
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if (nump > MAX_CLIP_VERTS-2)
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ri.Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
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if (stage == 6)
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{ // fully clipped, so draw it
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AddSkyPolygon (nump, vecs);
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return;
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}
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front = back = qfalse;
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norm = sky_clip[stage];
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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d = DotProduct (v, norm);
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if (d > ON_EPSILON)
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{
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front = qtrue;
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sides[i] = SIDE_FRONT;
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}
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else if (d < -ON_EPSILON)
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{
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back = qtrue;
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sides[i] = SIDE_BACK;
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}
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else
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sides[i] = SIDE_ON;
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dists[i] = d;
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}
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if (!front || !back)
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{ // not clipped
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ClipSkyPolygon (nump, vecs, stage+1);
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return;
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}
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// clip it
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sides[i] = sides[0];
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dists[i] = dists[0];
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VectorCopy (vecs, (vecs+(i*3)) );
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newc[0] = newc[1] = 0;
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for (i=0, v = vecs ; i<nump ; i++, v+=3)
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{
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switch (sides[i])
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{
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case SIDE_FRONT:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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break;
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case SIDE_BACK:
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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case SIDE_ON:
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VectorCopy (v, newv[0][newc[0]]);
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newc[0]++;
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VectorCopy (v, newv[1][newc[1]]);
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newc[1]++;
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break;
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}
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if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
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continue;
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d = dists[i] / (dists[i] - dists[i+1]);
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for (j=0 ; j<3 ; j++)
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{
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e = v[j] + d*(v[j+3] - v[j]);
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newv[0][newc[0]][j] = e;
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newv[1][newc[1]][j] = e;
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}
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newc[0]++;
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newc[1]++;
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}
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// continue
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ClipSkyPolygon (newc[0], newv[0][0], stage+1);
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ClipSkyPolygon (newc[1], newv[1][0], stage+1);
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}
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/*
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==============
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ClearSkyBox
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==============
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*/
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static void ClearSkyBox (void) {
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int i;
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for (i=0 ; i<6 ; i++) {
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sky_mins[0][i] = sky_mins[1][i] = 9999;
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sky_maxs[0][i] = sky_maxs[1][i] = -9999;
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}
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}
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/*
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================
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RB_ClipSkyPolygons
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================
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*/
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static void RB_ClipSkyPolygons( const shaderCommands_t *input )
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{
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vec3_t p[5]; // need one extra point for clipping
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int i, j;
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ClearSkyBox();
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for ( i = 0; i < input->numIndexes; i += 3 )
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{
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for (j = 0 ; j < 3 ; j++)
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{
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VectorSubtract( input->xyz[input->indexes[i+j]],
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backEnd.viewParms.or.origin,
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p[j] );
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}
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ClipSkyPolygon( 3, p[0], 0 );
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}
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}
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/*
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===================================================================================
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CLOUD VERTEX GENERATION
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===================================================================================
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*/
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/*
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** MakeSkyVec
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**
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** Parms: s, t range from -1 to 1
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*/
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static void MakeSkyVec( float s, float t, int axis, vec3_t outXYZ )
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{
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// 1 = s, 2 = t, 3 = 2048
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static const 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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};
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vec3_t b;
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int j, k;
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float boxSize;
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boxSize = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
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b[0] = s*boxSize;
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b[1] = t*boxSize;
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b[2] = boxSize;
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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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{
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outXYZ[j] = -b[-k - 1];
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}
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else
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{
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outXYZ[j] = b[k - 1];
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}
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}
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}
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static const int sky_texorder[6] = {0, 2, 1, 3, 4, 5};
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static vec3_t s_skyPoints[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
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static float s_skyTexCoords[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
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/*
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=================
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CullPoints
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=================
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*/
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static qboolean CullPoints( vec4_t v[], const int count )
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{
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const cplane_t *frust;
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int i, j;
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float dist;
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for ( i = 0; i < 5; i++ ) {
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frust = &backEnd.viewParms.frustum[i];
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for ( j = 0; j < count; j++ ) {
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dist = DotProduct( v[j], frust->normal ) - frust->dist;
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if ( dist >= 0 ) {
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break;
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}
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}
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// all points are completely behind at least of one frustum plane
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if ( j == count ) {
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return qtrue;
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}
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}
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return qfalse;
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}
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static qboolean CullSkySide( const int mins[2], const int maxs[2] )
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{
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int s, t;
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vec4_t v[4];
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if ( r_nocull->integer )
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return qfalse;
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s = mins[0] + HALF_SKY_SUBDIVISIONS;
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t = mins[1] + HALF_SKY_SUBDIVISIONS;
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VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, v[0] );
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s = mins[0] + HALF_SKY_SUBDIVISIONS;
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t = maxs[1] + HALF_SKY_SUBDIVISIONS;
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VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, v[1] );
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s = maxs[0] + HALF_SKY_SUBDIVISIONS;
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t = mins[1] + HALF_SKY_SUBDIVISIONS;
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VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, v[2] );
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s = maxs[0] + HALF_SKY_SUBDIVISIONS;
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t = maxs[1] + HALF_SKY_SUBDIVISIONS;
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VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, v[3] );
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if ( CullPoints( v, 4 ) )
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return qtrue;
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return qfalse;
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}
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static void FillSkySide( const int mins[2], const int maxs[2], float skyTexCoords[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2] )
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{
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const int vertexStart = tess.numVertexes;
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const int tHeight = maxs[1] - mins[1] + 1;
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const int sWidth = maxs[0] - mins[0] + 1;
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int s, t;
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if ( CullSkySide( mins, maxs ) )
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return;
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#if ( (SKY_SUBDIVISIONS+1) * (SKY_SUBDIVISIONS+1) * 6 > SHADER_MAX_VERTEXES )
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if ( tess.numVertexes + tHeight * sWidth > SHADER_MAX_VERTEXES )
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ri.Error( ERR_DROP, "SHADER_MAX_VERTEXES hit in %s()", __func__ );
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#endif
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#if ( SKY_SUBDIVISIONS * SKY_SUBDIVISIONS * 6 * 6 > SHADER_MAX_INDEXES )
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if ( tess.numIndexes + (tHeight - 1) * (sWidth - 1) * 6 > SHADER_MAX_INDEXES )
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ri.Error( ERR_DROP, "SHADER_MAX_INDEXES hit in %s()", __func__ );
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#endif
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for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
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{
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for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
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{
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VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, tess.xyz[ tess.numVertexes ] );
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tess.texCoords[0][tess.numVertexes][0] = skyTexCoords[t][s][0];
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tess.texCoords[0][tess.numVertexes][1] = skyTexCoords[t][s][1];
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tess.numVertexes++;
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}
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}
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for ( t = 0; t < tHeight-1; t++ )
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{
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for ( s = 0; s < sWidth-1; s++ )
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{
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tess.indexes[tess.numIndexes] = vertexStart + s + t * ( sWidth );
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
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tess.numIndexes++;
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tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
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tess.numIndexes++;
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||
|
tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
|
||
|
tess.numIndexes++;
|
||
|
tess.indexes[tess.numIndexes] = vertexStart + s + 1 + ( t + 1 ) * ( sWidth );
|
||
|
tess.numIndexes++;
|
||
|
tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
|
||
|
tess.numIndexes++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void DrawSkySide( image_t *image, const int mins[2], const int maxs[2] )
|
||
|
{
|
||
|
tess.numVertexes = 0;
|
||
|
tess.numIndexes = 0;
|
||
|
|
||
|
FillSkySide( mins, maxs, s_skyTexCoords );
|
||
|
|
||
|
if ( tess.numIndexes )
|
||
|
{
|
||
|
GL_Bind( image );
|
||
|
#ifdef USE_VULKAN
|
||
|
tess.svars.texcoordPtr[0] = tess.texCoords[0];
|
||
|
|
||
|
vk_bind_pipeline( vk.skybox_pipeline );
|
||
|
vk_bind_index();
|
||
|
vk_bind_geometry( TESS_XYZ | TESS_ST0 );
|
||
|
vk_draw_geometry( r_showsky->integer ? DEPTH_RANGE_ZERO : DEPTH_RANGE_ONE, qtrue );
|
||
|
#else
|
||
|
qglVertexPointer( 3, GL_FLOAT, 16, tess.xyz );
|
||
|
qglTexCoordPointer( 2, GL_FLOAT, 0, tess.texCoords[0] );
|
||
|
|
||
|
R_DrawElements( tess.numIndexes, tess.indexes );
|
||
|
#endif
|
||
|
tess.numVertexes = 0;
|
||
|
tess.numIndexes = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void DrawSkyBox( const shader_t *shader )
|
||
|
{
|
||
|
int i;
|
||
|
sky_min = 0;
|
||
|
sky_max = 1;
|
||
|
|
||
|
for ( i = 0; i < 6; i++ )
|
||
|
{
|
||
|
int sky_mins_subd[2], sky_maxs_subd[2];
|
||
|
int s, t;
|
||
|
|
||
|
sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
|
||
|
sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
|
||
|
sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
|
||
|
sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) || ( sky_mins[1][i] >= sky_maxs[1][i] ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
sky_mins_subd[0] = sky_mins[0][i] * HALF_SKY_SUBDIVISIONS;
|
||
|
sky_mins_subd[1] = sky_mins[1][i] * HALF_SKY_SUBDIVISIONS;
|
||
|
sky_maxs_subd[0] = sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS;
|
||
|
sky_maxs_subd[1] = sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS )
|
||
|
sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
|
||
|
else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS )
|
||
|
sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
|
||
|
if ( sky_mins_subd[1] < -HALF_SKY_SUBDIVISIONS )
|
||
|
sky_mins_subd[1] = -HALF_SKY_SUBDIVISIONS;
|
||
|
else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS )
|
||
|
sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS )
|
||
|
sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
|
||
|
else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS )
|
||
|
sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
|
||
|
if ( sky_maxs_subd[1] < -HALF_SKY_SUBDIVISIONS )
|
||
|
sky_maxs_subd[1] = -HALF_SKY_SUBDIVISIONS;
|
||
|
else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS )
|
||
|
sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
//
|
||
|
// iterate through the subdivisions
|
||
|
//
|
||
|
for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
|
||
|
{
|
||
|
for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
|
||
|
{
|
||
|
MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
|
||
|
( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
|
||
|
i,
|
||
|
s_skyPoints[t][s] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DrawSkySide( shader->sky.outerbox[sky_texorder[i]], sky_mins_subd, sky_maxs_subd );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void FillCloudBox( void )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for ( i =0; i < 6; i++ )
|
||
|
{
|
||
|
int sky_mins_subd[2], sky_maxs_subd[2];
|
||
|
int s, t;
|
||
|
float MIN_T;
|
||
|
|
||
|
if ( 1 ) // FIXME? shader->sky.fullClouds )
|
||
|
{
|
||
|
MIN_T = -HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
// still don't want to draw the bottom, even if fullClouds
|
||
|
if ( i == 5 )
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
switch( i )
|
||
|
{
|
||
|
case 0:
|
||
|
case 1:
|
||
|
case 2:
|
||
|
case 3:
|
||
|
MIN_T = -1;
|
||
|
break;
|
||
|
case 5:
|
||
|
// don't draw clouds beneath you
|
||
|
continue;
|
||
|
case 4: // top
|
||
|
default:
|
||
|
MIN_T = -HALF_SKY_SUBDIVISIONS;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
|
||
|
sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
|
||
|
sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
|
||
|
sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) ||
|
||
|
( sky_mins[1][i] >= sky_maxs[1][i] ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
sky_mins_subd[0] = myftol( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS );
|
||
|
sky_mins_subd[1] = myftol( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS );
|
||
|
sky_maxs_subd[0] = myftol( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS );
|
||
|
sky_maxs_subd[1] = myftol( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS );
|
||
|
|
||
|
if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS )
|
||
|
sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
|
||
|
else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS )
|
||
|
sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
|
||
|
if ( sky_mins_subd[1] < MIN_T )
|
||
|
sky_mins_subd[1] = MIN_T;
|
||
|
else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS )
|
||
|
sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS )
|
||
|
sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
|
||
|
else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS )
|
||
|
sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
|
||
|
if ( sky_maxs_subd[1] < MIN_T )
|
||
|
sky_maxs_subd[1] = MIN_T;
|
||
|
else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS )
|
||
|
sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
//
|
||
|
// iterate through the subdivisions
|
||
|
//
|
||
|
for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
|
||
|
{
|
||
|
for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
|
||
|
{
|
||
|
MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
|
||
|
( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
|
||
|
i,
|
||
|
s_skyPoints[t][s] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FillSkySide( sky_mins_subd, sky_maxs_subd, s_cloudTexCoords[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
** R_BuildCloudData
|
||
|
*/
|
||
|
static void R_BuildCloudData( const shaderCommands_t *input )
|
||
|
{
|
||
|
const shader_t *shader;
|
||
|
|
||
|
shader = input->shader;
|
||
|
|
||
|
sky_min = 1.0 / 256.0f; // FIXME: not correct?
|
||
|
sky_max = 255.0 / 256.0f;
|
||
|
|
||
|
// set up for drawing
|
||
|
tess.numIndexes = 0;
|
||
|
tess.numVertexes = 0;
|
||
|
|
||
|
if ( shader->sky.cloudHeight )
|
||
|
{
|
||
|
if ( tess.xstages[0] )
|
||
|
{
|
||
|
FillCloudBox();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void BuildSkyTexCoords( void )
|
||
|
{
|
||
|
float s, t;
|
||
|
int i, j;
|
||
|
|
||
|
for ( i = 0; i <= SKY_SUBDIVISIONS; i++ ) {
|
||
|
for ( j = 0; j <= SKY_SUBDIVISIONS; j++ ) {
|
||
|
s = ( j - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS;
|
||
|
t = ( i - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS;
|
||
|
|
||
|
// avoid bilerp seam
|
||
|
s = (s+1)*0.5;
|
||
|
t = (t+1)*0.5;
|
||
|
|
||
|
if ( s < 0.0f )
|
||
|
{
|
||
|
s = 0.0f;
|
||
|
}
|
||
|
else if ( s > 1.0f )
|
||
|
{
|
||
|
s = 1.0f;
|
||
|
}
|
||
|
|
||
|
if ( t < 0.0f )
|
||
|
{
|
||
|
t = 0.0f;
|
||
|
}
|
||
|
else if ( t > 1.0f )
|
||
|
{
|
||
|
t = 1.0f;
|
||
|
}
|
||
|
|
||
|
t = 1.0f - t;
|
||
|
|
||
|
s_skyTexCoords[i][j][0] = s;
|
||
|
s_skyTexCoords[i][j][1] = t;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
** R_InitSkyTexCoords
|
||
|
** Called when a sky shader is parsed
|
||
|
*/
|
||
|
void R_InitSkyTexCoords( float heightCloud )
|
||
|
{
|
||
|
int i, s, t;
|
||
|
float radiusWorld = 4096;
|
||
|
float p;
|
||
|
float sRad, tRad;
|
||
|
vec3_t skyVec;
|
||
|
vec3_t v;
|
||
|
|
||
|
if ( !Q_stricmp( glConfig.renderer_string, "GDI Generic" ) && !Q_stricmp( glConfig.version_string, "1.1.0" ) ) {
|
||
|
// fix skybox rendering on MS software GL implementation
|
||
|
sky_min_depth = 0.999f;
|
||
|
} else {
|
||
|
sky_min_depth = 1.0;
|
||
|
}
|
||
|
|
||
|
// init zfar so MakeSkyVec works even though
|
||
|
// a world hasn't been bounded
|
||
|
backEnd.viewParms.zFar = 1024;
|
||
|
|
||
|
for ( i = 0; i < 6; i++ )
|
||
|
{
|
||
|
for ( t = 0; t <= SKY_SUBDIVISIONS; t++ )
|
||
|
{
|
||
|
for ( s = 0; s <= SKY_SUBDIVISIONS; s++ )
|
||
|
{
|
||
|
// compute vector from view origin to sky side integral point
|
||
|
MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
|
||
|
( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
|
||
|
i,
|
||
|
skyVec );
|
||
|
|
||
|
// compute parametric value 'p' that intersects with cloud layer
|
||
|
p = ( 1.0f / ( 2 * DotProduct( skyVec, skyVec ) ) ) *
|
||
|
( -2 * skyVec[2] * radiusWorld +
|
||
|
2 * sqrt( Square( skyVec[2] ) * Square( radiusWorld ) +
|
||
|
2 * Square( skyVec[0] ) * radiusWorld * heightCloud +
|
||
|
Square( skyVec[0] ) * Square( heightCloud ) +
|
||
|
2 * Square( skyVec[1] ) * radiusWorld * heightCloud +
|
||
|
Square( skyVec[1] ) * Square( heightCloud ) +
|
||
|
2 * Square( skyVec[2] ) * radiusWorld * heightCloud +
|
||
|
Square( skyVec[2] ) * Square( heightCloud ) ) );
|
||
|
|
||
|
// compute intersection point based on p
|
||
|
VectorScale( skyVec, p, v );
|
||
|
v[2] += radiusWorld;
|
||
|
|
||
|
// compute vector from world origin to intersection point 'v'
|
||
|
VectorNormalize( v );
|
||
|
|
||
|
sRad = Q_acos( v[0] );
|
||
|
tRad = Q_acos( v[1] );
|
||
|
|
||
|
s_cloudTexCoords[i][t][s][0] = sRad;
|
||
|
s_cloudTexCoords[i][t][s][1] = tRad;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BuildSkyTexCoords();
|
||
|
}
|
||
|
|
||
|
//======================================================================================
|
||
|
|
||
|
/*
|
||
|
** RB_DrawSun
|
||
|
*/
|
||
|
void RB_DrawSun( float scale, shader_t *shader ) {
|
||
|
float size;
|
||
|
float dist;
|
||
|
vec3_t origin, vec1, vec2;
|
||
|
color4ub_t sunColor;
|
||
|
|
||
|
if ( !backEnd.skyRenderedThisView )
|
||
|
return;
|
||
|
|
||
|
sunColor.u32 = 0xFFFFFFFF;
|
||
|
|
||
|
#ifdef USE_VULKAN
|
||
|
vk_update_mvp( NULL );
|
||
|
#else
|
||
|
qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
|
||
|
#endif
|
||
|
|
||
|
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
|
||
|
size = dist * scale;
|
||
|
|
||
|
VectorMA( backEnd.viewParms.or.origin, dist, tr.sunDirection, origin );
|
||
|
PerpendicularVector( vec1, tr.sunDirection );
|
||
|
CrossProduct( tr.sunDirection, vec1, vec2 );
|
||
|
|
||
|
VectorScale( vec1, size, vec1 );
|
||
|
VectorScale( vec2, size, vec2 );
|
||
|
|
||
|
// farthest depth range
|
||
|
#ifdef USE_VULKAN
|
||
|
tess.depthRange = DEPTH_RANGE_ONE;
|
||
|
#else
|
||
|
qglDepthRange( sky_min_depth, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
RB_BeginSurface( shader, 0 );
|
||
|
|
||
|
RB_AddQuadStamp( origin, vec1, vec2, sunColor );
|
||
|
|
||
|
RB_EndSurface();
|
||
|
|
||
|
// back to normal depth range
|
||
|
#ifdef USE_VULKAN
|
||
|
tess.depthRange = DEPTH_RANGE_NORMAL;
|
||
|
#else
|
||
|
qglDepthRange( 0.0, 1.0 );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
RB_StageIteratorSky
|
||
|
|
||
|
All of the visible sky triangles are in tess
|
||
|
|
||
|
Other things could be stuck in here, like birds in the sky, etc
|
||
|
================
|
||
|
*/
|
||
|
void RB_StageIteratorSky( void ) {
|
||
|
|
||
|
#ifdef USE_VULKAN
|
||
|
if ( r_fastsky->integer && vk.fastSky ) {
|
||
|
#else
|
||
|
if ( r_fastsky->integer ) {
|
||
|
#endif
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
#ifdef USE_VBO
|
||
|
VBO_UnBind();
|
||
|
#endif
|
||
|
|
||
|
// go through all the polygons and project them onto
|
||
|
// the sky box to see which blocks on each side need
|
||
|
// to be drawn
|
||
|
RB_ClipSkyPolygons( &tess );
|
||
|
|
||
|
// r_showsky will let all the sky blocks be drawn in
|
||
|
// front of everything to allow developers to see how
|
||
|
// much sky is getting sucked in
|
||
|
|
||
|
#ifdef USE_VULKAN
|
||
|
if ( r_showsky->integer ) {
|
||
|
tess.depthRange = DEPTH_RANGE_ZERO;
|
||
|
} else {
|
||
|
tess.depthRange = DEPTH_RANGE_ONE;
|
||
|
}
|
||
|
#else
|
||
|
if ( r_showsky->integer ) {
|
||
|
qglDepthRange( 0.0, 0.0 );
|
||
|
} else {
|
||
|
qglDepthRange( sky_min_depth, 1.0 );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// draw the outer skybox
|
||
|
if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
|
||
|
#ifdef USE_VULKAN
|
||
|
DrawSkyBox( tess.shader );
|
||
|
#else
|
||
|
GL_ClientState( 1, CLS_NONE );
|
||
|
GL_ClientState( 0, CLS_TEXCOORD_ARRAY );
|
||
|
|
||
|
qglColor4f( tr.identityLight, tr.identityLight, tr.identityLight, 1.0 );
|
||
|
|
||
|
GL_State( 0 );
|
||
|
GL_Cull( CT_FRONT_SIDED );
|
||
|
|
||
|
DrawSkyBox( tess.shader );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// generate the vertexes for all the clouds, which will be drawn
|
||
|
// by the generic shader routine
|
||
|
R_BuildCloudData( &tess );
|
||
|
|
||
|
// draw the inner skybox
|
||
|
if ( tess.numVertexes ) {
|
||
|
RB_StageIteratorGeneric();
|
||
|
}
|
||
|
|
||
|
// back to normal depth range
|
||
|
#ifdef USE_VULKAN
|
||
|
tess.depthRange = DEPTH_RANGE_NORMAL;
|
||
|
#else
|
||
|
qglDepthRange( 0.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
// note that sky was drawn so we will draw a sun later
|
||
|
backEnd.skyRenderedThisView = qtrue;
|
||
|
}
|