newtree/source/gl_sky.c

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/*
gl_sky.c
sky polygons
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <string.h>
#include "console.h"
#include "glquake.h"
#include "tga.h"
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extern double realtime;
extern model_t *loadmodel;
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extern int skytexturenum;
extern qboolean lighthalf;
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int solidskytexture;
int alphaskytexture;
float speedscale; // for top sky and bottom sky
// Set to true if a valid skybox is loaded --KB
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qboolean skyloaded = false;
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msurface_t *warpface;
/*
Quake 2 environment sky
*/
#define SKY_TEX 2000
/*
R_LoadSkys
*/
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char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
void
R_LoadSkys (char *skyname)
{
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int i;
QFile *f;
char name[64];
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if (stricmp (skyname, "none") == 0) {
skyloaded = false;
return;
}
skyloaded = true;
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for (i = 0; i < 6; i++) {
byte *targa_rgba;
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
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snprintf (name, sizeof (name), "env/%s%s.tga", skyname, suf[i]);
COM_FOpenFile (name, &f);
if (!f) {
Con_DPrintf ("Couldn't load %s\n", name);
skyloaded = false;
continue;
}
targa_rgba = LoadTGA (f);
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glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA,
GL_UNSIGNED_BYTE, targa_rgba);
free (targa_rgba);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (!skyloaded)
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Con_Printf ("Unable to load skybox %s, using normal sky\n", skyname);
}
void
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R_SkyBoxPolyVec (vec5_t v)
{
// avoid interpolation seams
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// s = s * (254.0/256.0) + (1.0/256.0);
// t = t * (254.0/256.0) + (1.0/256.0);
glTexCoord2fv (v);
glVertex3f (r_refdef.vieworg[0] + v[2],
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r_refdef.vieworg[1] + v[3], r_refdef.vieworg[2] + v[4]);
}
#define ftc(x) (x * (254.0/256.0) + (1.0/256.0))
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vec5_t skyvec[6][4] = {
{
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// right
{ftc (1), ftc (0), 1024, 1024, 1024},
{ftc (1), ftc (1), 1024, 1024, -1024},
{ftc (0), ftc (1), -1024, 1024, -1024},
{ftc (0), ftc (0), -1024, 1024, 1024}
},
{
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// back
{ftc (1), ftc (0), -1024, 1024, 1024},
{ftc (1), ftc (1), -1024, 1024, -1024},
{ftc (0), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (0), -1024, -1024, 1024}
},
{
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// left
{ftc (1), ftc (0), -1024, -1024, 1024},
{ftc (1), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (0), 1024, -1024, 1024}
},
{
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// front
{ftc (1), ftc (0), 1024, -1024, 1024},
{ftc (1), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (1), 1024, 1024, -1024},
{ftc (0), ftc (0), 1024, 1024, 1024}
},
{
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// up
{ftc (1), ftc (0), 1024, -1024, 1024},
{ftc (1), ftc (1), 1024, 1024, 1024},
{ftc (0), ftc (1), -1024, 1024, 1024},
{ftc (0), ftc (0), -1024, -1024, 1024}
},
{
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// down
{ftc (1), ftc (0), 1024, 1024, -1024},
{ftc (1), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (0), -1024, 1024, -1024}
}
};
#undef ftc
void
R_DrawSkyBox (void)
{
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int i, j;
glDisable (GL_DEPTH_TEST);
glDepthRange (gldepthmax, gldepthmax);
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for (i = 0; i < 6; i++) {
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
glBegin (GL_QUADS);
for (j = 0; j < 4; j++)
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R_SkyBoxPolyVec (skyvec[i][j]);
glEnd ();
}
glEnable (GL_DEPTH_TEST);
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glDepthRange (gldepthmin, gldepthmax);
}
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vec3_t domescale;
void
R_DrawSkyLayer (float s)
{
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int a, b;
float x, y, a1x, a1y, a2x, a2y;
vec3_t v;
for (a = 0; a < 16; a++) {
a1x = bubble_costable[a * 2];
a1y = -bubble_sintable[a * 2];
a2x = bubble_costable[(a + 1) * 2];
a2y = -bubble_sintable[(a + 1) * 2];
glBegin (GL_TRIANGLE_STRIP);
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glTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
glVertex3f (r_refdef.vieworg[0],
r_refdef.vieworg[1], r_refdef.vieworg[2] + domescale[2]);
for (b = 1; b < 8; b++) {
x = bubble_costable[b * 2 + 16];
y = -bubble_sintable[b * 2 + 16];
v[0] = a1x * x * domescale[0];
v[1] = a1y * x * domescale[1];
v[2] = y * domescale[2];
glTexCoord2f ((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
glVertex3f (v[0] + r_refdef.vieworg[0],
v[1] + r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
v[0] = a2x * x * domescale[0];
v[1] = a2y * x * domescale[1];
v[2] = y * domescale[2];
glTexCoord2f ((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
glVertex3f (v[0] + r_refdef.vieworg[0],
v[1] + r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
}
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glTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
glVertex3f (r_refdef.vieworg[0],
r_refdef.vieworg[1], r_refdef.vieworg[2] - domescale[2]);
glEnd ();
}
}
void
R_DrawSkyDome (void)
{
glDisable (GL_DEPTH_TEST);
glDepthRange (gldepthmax, gldepthmax);
glDisable (GL_BLEND);
// base sky
glBindTexture (GL_TEXTURE_2D, solidskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
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speedscale = realtime * 8;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
glEnable (GL_BLEND);
// clouds
if (gl_skymultipass->int_val) {
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
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speedscale = realtime * 16;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
}
glEnable (GL_DEPTH_TEST);
glDepthRange (gldepthmin, gldepthmax);
}
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void
R_DrawSky (void)
{
if (skyloaded)
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R_DrawSkyBox ();
else
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R_DrawSkyDome ();
}
/*
determine_face
return the face of the cube which v hits first
0 +x
1 +y
2 +z
3 -x
4 -y
5 -z
*/
static int
determine_face (vec3_t v)
{
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float a[3];
float m;
int i=0;
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m = a[0] = fabs (v[0]);
a[1] = fabs (v[1]);
a[2] = fabs (v[2]);
if (a[1] > m) {
m = a[1];
i = 1;
}
if (a[2] > m) {
m = a[2];
i = 2;
}
if (!m)
abort();
if (v[i] < 0)
i += 3;
VectorScale (v, 1024/m, v);
return i;
}
void
R_DrawSkyBoxPoly (glpoly_t *poly)
{
vec3_t v, last_v;
struct {
glpoly_t poly;
float verts[32][VERTEXSIZE];
} box[6];
glpoly_t *p;
int i;
int face, prev_face;
memset (box, 0, sizeof (box));
if (poly->numverts>=32) {
Con_Printf ("too many verts!");
abort();
}
VectorSubtract (poly->verts[poly->numverts - 1], r_refdef.vieworg, v);
prev_face = determine_face (v);
p = &box[prev_face].poly;
VectorCopy (v, last_v);
for (i=0; i< poly->numverts; i++) {
VectorSubtract (poly->verts[i], r_refdef.vieworg, v);
face = determine_face (v);
if (face != prev_face) {
if (face % 3 == prev_face % 3) {
// ouch, miss a face
} else {
vec3_t l;
VectorSubtract (v, last_v, l);
l[prev_face % 3] = 0;
VectorAdd (last_v, l, l);
p = &box[prev_face].poly;
VectorCopy (l, p->verts[p->numverts++]);
p = &box[face].poly;
VectorCopy (l, p->verts[p->numverts++]);
}
}
p = &box[face].poly;
VectorCopy (v, p->verts[p->numverts++]);
VectorCopy (v, last_v);
prev_face = face;
}
}
void
R_DrawSkyDomePoly (glpoly_t *poly)
{
int i;
glDisable (GL_BLEND);
glDisable (GL_TEXTURE_2D);
glColor3f (0, 0, 0);
glBegin (GL_POLYGON);
for (i=0; i<poly->numverts; i++) {
glVertex3fv (poly->verts[i]);
}
glEnd ();
glEnable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
}
void
R_DrawSkyChain (msurface_t *sky_chain)
{
if (skyloaded) {
while (sky_chain) {
R_DrawSkyBoxPoly (sky_chain->polys);
sky_chain = sky_chain->texturechain;
}
} else {
while (sky_chain) {
glpoly_t *p = sky_chain->polys;
while (p) {
R_DrawSkyDomePoly (p);
p = p->next;
}
sky_chain = sky_chain->texturechain;
}
}
}
//===============================================================
/*
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R_InitSky
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A sky texture is 256*128, with the right side being a masked overlay
*/
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void
R_InitSky (texture_t *mt)
{
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int i, j, p;
byte *src;
unsigned int trans[128 * 128];
unsigned int transpix;
int r, g, b;
unsigned int *rgba;
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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;
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for (i = 0; i < 128; i++)
for (j = 0; j < 128; j++) {
p = src[i * 256 + j + 128];
rgba = &d_8to24table[p];
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trans[(i * 128) + j] = *rgba;
r += ((byte *) rgba)[0];
g += ((byte *) rgba)[1];
b += ((byte *) rgba)[2];
}
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((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++;
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glBindTexture (GL_TEXTURE_2D, 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);
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for (i = 0; i < 128; i++)
for (j = 0; j < 128; j++) {
p = src[i * 256 + j];
if (p == 0)
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trans[(i * 128) + j] = transpix;
else
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trans[(i * 128) + j] = d_8to24table[p];
}
if (!alphaskytexture)
alphaskytexture = texture_extension_number++;
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
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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);
}