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https://git.code.sf.net/p/quake/newtree
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getting there with the skybox clipping. DO NOT play with gl_sky_clip if you
have a skybox loaded unless you're prepared to work on the code :)
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1 changed files with 69 additions and 2 deletions
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@ -268,18 +268,85 @@ R_DrawSky (void)
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R_DrawSkyDome ();
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}
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/*
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determine_face
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return the face of the cube which v hits first
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0 +x
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1 +y
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2 +z
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3 -x
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4 -y
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5 -z
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*/
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static int
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determine_face (vec3_t v)
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{
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float a[3] = {fabs (v[0]), fabs (v[1]), fabs (v[2])};
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float m = a[0];
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int i=0;
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if (a[1] > m) {
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m = a[1];
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i = 1;
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}
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if (a[2] > m) {
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m = a[2];
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i = 2;
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}
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if (!m)
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abort();
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if (v[i] < 0)
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i += 3;
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VectorScale (v, 1024/m, v);
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return i;
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}
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void
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R_DrawSkyBoxPoly (glpoly_t *poly)
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{
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vec3_t verts[32];
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vec3_t v, last_v;
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struct {
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glpoly_t poly;
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float verts[32][VERTEXSIZE];
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} box[6];
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glpoly_t *p;
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int i;
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int face, prev_face;
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memset (box, 0, sizeof (box));
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if (poly->numverts>=32) {
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Con_Printf ("too many verts!");
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abort();
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}
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VectorSubtract (poly->verts[poly->numverts - 1], r_refdef.vieworg, v);
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prev_face = determine_face (v);
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p = &box[prev_face].poly;
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VectorCopy (v, last_v);
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for (i=0; i< poly->numverts; i++) {
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VectorSubtract (poly->verts[i], r_refdef.vieworg, verts[i]);
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VectorSubtract (poly->verts[i], r_refdef.vieworg, v);
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face = determine_face (v);
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if (face != prev_face) {
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if (face % 3 == prev_face % 3) {
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// ouch, miss a face
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} else {
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vec3_t l;
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VectorSubtract (v, last_v, l);
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l[prev_face % 3] = 0;
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VectorAdd (last_v, l, l);
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p = &box[prev_face].poly;
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VectorCopy (l, p->verts[p->numverts++]);
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p = &box[face].poly;
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VectorCopy (l, p->verts[p->numverts++]);
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}
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}
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p = &box[face].poly;
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VectorCopy (v, p->verts[p->numverts++]);
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VectorCopy (v, last_v);
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prev_face = face;
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}
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}
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