mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-13 07:57:48 +00:00
352 lines
7.8 KiB
C
352 lines
7.8 KiB
C
/*
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gl_sky.c
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sky polygons
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <string.h>
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#include "console.h"
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#include "glquake.h"
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#include "tga.h"
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extern double realtime;
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extern model_t *loadmodel;
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extern int skytexturenum;
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extern qboolean lighthalf;
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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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// Set to true if a valid skybox is loaded --KB
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qboolean skyloaded = false;
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msurface_t *warpface;
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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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#define SKY_TEX 2000
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/*
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==================
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R_LoadSkys
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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 R_LoadSkys (char * skyname)
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{
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int i;
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QFile *f;
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char name[64];
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if (stricmp (skyname, "none") == 0)
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{
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skyloaded = false;
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return;
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}
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skyloaded = true;
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for (i=0 ; i<6 ; i++) {
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byte *targa_rgba;
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glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
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snprintf (name, sizeof(name),"env/%s%s.tga", skyname, suf[i]);
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COM_FOpenFile (name, &f);
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if (!f) {
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Con_DPrintf ("Couldn't load %s\n", name);
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skyloaded = false;
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continue;
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}
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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);
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free (targa_rgba);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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if (!skyloaded)
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Con_Printf ("Unable to load skybox %s, using normal sky\n",
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skyname);
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}
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void
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R_SkyBoxPolyVec(vec5_t v)
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{
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// avoid interpolation seams
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// s = s * (254.0/256.0) + (1.0/256.0);
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// t = t * (254.0/256.0) + (1.0/256.0);
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glTexCoord2fv (v);
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glVertex3f (r_refdef.vieworg[0] + v[2],
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r_refdef.vieworg[1] + v[3],
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r_refdef.vieworg[2] + v[4]);
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}
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#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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{
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// right
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{ftc(1), ftc(0), 1024, 1024, 1024},
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{ftc(1), ftc(1), 1024, 1024, -1024},
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{ftc(0), ftc(1), -1024, 1024, -1024},
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{ftc(0), ftc(0), -1024, 1024, 1024}
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},
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{
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// back
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{ftc(1), ftc(0), -1024, 1024, 1024},
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{ftc(1), ftc(1), -1024, 1024, -1024},
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{ftc(0), ftc(1), -1024, -1024, -1024},
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{ftc(0), ftc(0), -1024, -1024, 1024}
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},
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{
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// left
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{ftc(1), ftc(0), -1024, -1024, 1024},
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{ftc(1), ftc(1), -1024, -1024, -1024},
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{ftc(0), ftc(1), 1024, -1024, -1024},
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{ftc(0), ftc(0), 1024, -1024, 1024}
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},
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{
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// front
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{ftc(1), ftc(0), 1024, -1024, 1024},
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{ftc(1), ftc(1), 1024, -1024, -1024},
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{ftc(0), ftc(1), 1024, 1024, -1024},
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{ftc(0), ftc(0), 1024, 1024, 1024}
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},
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{
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// up
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{ftc(1), ftc(0), 1024, -1024, 1024},
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{ftc(1), ftc(1), 1024, 1024, 1024},
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{ftc(0), ftc(1), -1024, 1024, 1024},
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{ftc(0), ftc(0), -1024, -1024, 1024}
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},
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{
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// down
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{ftc(1), ftc(0), 1024, 1024, -1024},
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{ftc(1), ftc(1), 1024, -1024, -1024},
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{ftc(0), ftc(1), -1024, -1024, -1024},
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{ftc(0), ftc(0), -1024, 1024, -1024}
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}
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};
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#undef ftc
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void
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R_DrawSkyBox (void)
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{
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int i, j;
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glDisable (GL_DEPTH_TEST);
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glDepthRange (gldepthmax, gldepthmax);
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for (i = 0; i < 6; i++)
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{
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glBindTexture(GL_TEXTURE_2D, SKY_TEX + i);
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glBegin(GL_QUADS);
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for (j = 0; j < 4; j++)
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R_SkyBoxPolyVec(skyvec[i][j]);
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glEnd();
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}
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glEnable (GL_DEPTH_TEST);
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glDepthRange(gldepthmin, gldepthmax);
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}
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vec3_t domescale;
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void
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R_DrawSkyLayer (float s)
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{
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int a, b;
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float x, y, a1x, a1y, a2x, a2y;
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vec3_t v;
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for (a = 0; a < 16; a++)
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{
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a1x = bubble_costable[a*2];
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a1y = -bubble_sintable[a*2];
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a2x = bubble_costable[(a+1)*2];
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a2y = -bubble_sintable[(a+1)*2];
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glBegin (GL_TRIANGLE_STRIP);
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glTexCoord2f(0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
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glVertex3f(r_refdef.vieworg[0],
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r_refdef.vieworg[1],
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r_refdef.vieworg[2]+domescale[2]);
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for (b = 1; b < 8; b++)
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{
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x = bubble_costable[b*2+16];
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y = -bubble_sintable[b*2+16];
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v[0] = a1x*x * domescale[0];
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v[1] = a1y*x * domescale[1];
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v[2] = y * domescale[2];
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glTexCoord2f((v[0] + s) * (1.0 / 128.0),
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(v[1] + s) * (1.0 / 128.0));
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glVertex3f(v[0] + r_refdef.vieworg[0],
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v[1] + r_refdef.vieworg[1],
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v[2] + r_refdef.vieworg[2]);
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v[0] = a2x*x * domescale[0];
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v[1] = a2y*x * domescale[1];
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v[2] = y * domescale[2];
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glTexCoord2f((v[0] + s) * (1.0 / 128.0),
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(v[1] + s) * (1.0 / 128.0));
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glVertex3f(v[0] + r_refdef.vieworg[0],
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v[1] + r_refdef.vieworg[1],
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v[2] + r_refdef.vieworg[2]);
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}
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glTexCoord2f(0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
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glVertex3f(r_refdef.vieworg[0],
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r_refdef.vieworg[1],
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r_refdef.vieworg[2]-domescale[2]);
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glEnd ();
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}
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}
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void
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R_DrawSkyDome (void)
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{
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glDisable (GL_DEPTH_TEST);
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glDepthRange (gldepthmax, gldepthmax);
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glDisable (GL_BLEND);
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// base sky
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glBindTexture (GL_TEXTURE_2D, solidskytexture);
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domescale[0] = 512;
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domescale[1] = 512;
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domescale[2] = 128;
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speedscale = realtime*8;
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speedscale -= (int)speedscale & ~127;
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R_DrawSkyLayer (speedscale);
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glEnable (GL_BLEND);
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// clouds
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if (gl_skymultipass->int_val) {
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glBindTexture (GL_TEXTURE_2D, alphaskytexture);
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domescale[0] = 512;
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domescale[1] = 512;
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domescale[2] = 128;
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speedscale = realtime*16;
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speedscale -= (int)speedscale & ~127;
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R_DrawSkyLayer (speedscale);
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}
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glEnable (GL_DEPTH_TEST);
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glDepthRange (gldepthmin, gldepthmax);
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}
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void
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R_DrawSky ( void )
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{
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if (skyloaded)
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R_DrawSkyBox();
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else
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R_DrawSkyDome();
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}
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//===============================================================
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/*
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=============
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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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==============
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*/
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void R_InitSky (texture_t *mt)
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{
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int i, j, p;
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byte *src;
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unsigned int trans[128*128];
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unsigned int transpix;
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int r, g, b;
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unsigned int *rgba;
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src = (byte *)mt + mt->offsets[0];
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// make an average value for the back to avoid
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// a fringe on the top level
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r = g = b = 0;
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for (i=0 ; i<128 ; i++)
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for (j=0 ; j<128 ; j++)
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{
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p = src[i*256 + j + 128];
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rgba = &d_8to24table[p];
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trans[(i*128) + j] = *rgba;
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r += ((byte *)rgba)[0];
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g += ((byte *)rgba)[1];
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b += ((byte *)rgba)[2];
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}
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((byte *)&transpix)[0] = r/(128*128);
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((byte *)&transpix)[1] = g/(128*128);
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((byte *)&transpix)[2] = b/(128*128);
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((byte *)&transpix)[3] = 0;
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if (!solidskytexture)
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solidskytexture = texture_extension_number++;
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glBindTexture (GL_TEXTURE_2D, solidskytexture );
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glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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for (i=0 ; i<128 ; i++)
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for (j=0 ; j<128 ; j++)
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{
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p = src[i*256 + j];
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if (p == 0)
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trans[(i*128) + j] = transpix;
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else
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trans[(i*128) + j] = d_8to24table[p];
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}
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if (!alphaskytexture)
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alphaskytexture = texture_extension_number++;
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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);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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