mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-26 05:51:36 +00:00
1a72e3ad83
Much better for clearing the screen and stuff, will get used more later on. For now it just makes the sky's edge off in the distance and makes the non-skybox sky more of a dome than a box with rounded off edges. Visual bug: drawing everything this way leaves blending off, particles end up being solid tris. All I gotta do is turn blend back on, no biggie. Visual bug: skydome being in the distance creates the same see through walls effect that skyboxes have. Not a problem since I know where to fix that. There's tons of dead code in here still, I'm probably going to move the sky stuff into gl_sky.c and clean up LordHavoc's code a bit, I can do the skybox at least cheaper than he does. We'll see about the dome.
1236 lines
24 KiB
C
1236 lines
24 KiB
C
/*
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gl_warp.c
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sky and water 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 <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#ifdef HAVE_STRINGS_H
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#include <strings.h>
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#endif
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#include "bothdefs.h"
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#include "console.h"
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#include "model.h"
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#include "glquake.h"
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#include "sys.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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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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extern cvar_t *gl_subdivide_size;
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void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
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{
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int i, j;
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float *v;
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mins[0] = mins[1] = mins[2] = 9999;
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maxs[0] = maxs[1] = maxs[2] = -9999;
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v = verts;
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for (i=0 ; i<numverts ; i++)
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for (j=0 ; j<3 ; j++, v++)
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{
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if (*v < mins[j])
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mins[j] = *v;
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if (*v > maxs[j])
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maxs[j] = *v;
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}
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}
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void SubdividePolygon (int numverts, float *verts)
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{
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int i, j, k;
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vec3_t mins, maxs;
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float m;
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float *v;
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vec3_t front[64], back[64];
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int f, b;
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float dist[64];
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float frac;
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glpoly_t *poly;
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float s, t;
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if (numverts > 60)
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Sys_Error ("numverts = %i", numverts);
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BoundPoly (numverts, verts, mins, maxs);
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for (i=0 ; i<3 ; i++)
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{
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m = (mins[i] + maxs[i]) * 0.5;
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m = gl_subdivide_size->value * floor (m/gl_subdivide_size->value + 0.5);
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if (maxs[i] - m < 8)
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continue;
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if (m - mins[i] < 8)
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continue;
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// cut it
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v = verts + i;
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for (j=0 ; j<numverts ; j++, v+= 3)
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dist[j] = *v - m;
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// wrap cases
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dist[j] = dist[0];
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v-=i;
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VectorCopy (verts, v);
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f = b = 0;
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v = verts;
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for (j=0 ; j<numverts ; j++, v+= 3)
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{
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if (dist[j] >= 0)
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{
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VectorCopy (v, front[f]);
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f++;
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}
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if (dist[j] <= 0)
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{
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VectorCopy (v, back[b]);
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b++;
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}
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if (dist[j] == 0 || dist[j+1] == 0)
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continue;
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if ( (dist[j] > 0) != (dist[j+1] > 0) )
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{
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// clip point
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frac = dist[j] / (dist[j] - dist[j+1]);
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for (k=0 ; k<3 ; k++)
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front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
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f++;
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b++;
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}
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}
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SubdividePolygon (f, front[0]);
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SubdividePolygon (b, back[0]);
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return;
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}
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poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
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poly->next = warpface->polys;
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warpface->polys = poly;
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poly->numverts = numverts;
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for (i=0 ; i<numverts ; i++, verts+= 3)
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{
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VectorCopy (verts, poly->verts[i]);
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s = DotProduct (verts, warpface->texinfo->vecs[0]);
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t = DotProduct (verts, warpface->texinfo->vecs[1]);
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poly->verts[i][3] = s;
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poly->verts[i][4] = t;
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}
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}
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/*
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================
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GL_SubdivideSurface
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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent and sky warps
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can be done reasonably.
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================
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*/
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void GL_SubdivideSurface (msurface_t *fa)
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{
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vec3_t verts[64];
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int numverts;
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int i;
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int lindex;
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float *vec;
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warpface = fa;
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//
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// convert edges back to a normal polygon
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//
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numverts = 0;
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for (i=0 ; i<fa->numedges ; i++)
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if (lindex > 0)
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vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
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else
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vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
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VectorCopy (vec, verts[numverts]);
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numverts++;
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}
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SubdividePolygon (numverts, verts[0]);
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}
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//=========================================================
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// speed up sin calculations - Ed
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float turbsin[] =
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{
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# include "gl_warp_sin.h"
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};
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#define TURBSCALE (256.0 / (2 * M_PI))
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/*
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=============
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EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain
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=============
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*/
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void EmitWaterPolys (msurface_t *fa)
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{
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glpoly_t *p;
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float *v;
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int i;
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float s, t, os, ot;
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for (p=fa->polys ; p ; p=p->next)
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{
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glBegin (GL_POLYGON);
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for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
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{
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os = v[3];
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ot = v[4];
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s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255];
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s *= (1.0/64);
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t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255];
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t *= (1.0/64);
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glTexCoord2f (s, t);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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#if 0
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/*
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=============
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EmitSkyPolys
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=============
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*/
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void EmitSkyPolys (msurface_t *fa)
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{
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glpoly_t *p;
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float *v;
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int i;
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float s, t;
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vec3_t dir;
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float length;
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for (p=fa->polys ; p ; p=p->next)
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{
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glBegin (GL_POLYGON);
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for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
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{
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VectorSubtract (v, r_origin, dir);
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dir[2] *= 3; // flatten the sphere
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length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
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length = sqrt (length);
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length = 6*63/length;
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dir[0] *= length;
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dir[1] *= length;
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s = (speedscale + dir[0]) * (1.0/128);
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t = (speedscale + dir[1]) * (1.0/128);
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glTexCoord2f (s, t);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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/*
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===============
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EmitBothSkyLayers
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Does a sky warp on the pre-fragmented glpoly_t chain
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This will be called for brushmodels, the world
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will have them chained together.
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===============
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*/
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void EmitBothSkyLayers (msurface_t *fa)
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{
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GL_DisableMultitexture();
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glBindTexture (GL_TEXTURE_2D, solidskytexture);
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speedscale = realtime*8;
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speedscale -= (int)speedscale & ~127 ;
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EmitSkyPolys (fa);
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glBindTexture (GL_TEXTURE_2D, alphaskytexture);
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speedscale = realtime*16;
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speedscale -= (int)speedscale & ~127 ;
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EmitSkyPolys (fa);
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}
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#endif
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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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PCX Loading
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=================================================================
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*/
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byte *pcx_rgb;
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/*
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============
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LoadPCX
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============
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*/
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void LoadPCX (FILE *f)
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{
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pcx_t *pcx, pcxbuf;
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byte palette[768];
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byte *pix;
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int x, y;
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int dataByte, runLength;
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int count;
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//
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// parse the PCX file
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//
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fread (&pcxbuf, 1, sizeof(pcxbuf), f);
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pcx = &pcxbuf;
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if (pcx->manufacturer != 0x0a
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|| pcx->version != 5
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|| pcx->encoding != 1
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|| pcx->bits_per_pixel != 8
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|| pcx->xmax >= 320
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|| pcx->ymax >= 256)
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{
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Con_Printf ("Bad pcx file\n");
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return;
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}
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// seek to palette
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fseek (f, -768, SEEK_END);
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fread (palette, 1, 768, f);
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fseek (f, sizeof(pcxbuf) - 4, SEEK_SET);
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count = (pcx->xmax+1) * (pcx->ymax+1);
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pcx_rgb = malloc( count * 4);
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for (y=0 ; y<=pcx->ymax ; y++)
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{
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pix = pcx_rgb + 4*y*(pcx->xmax+1);
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for (x=0 ; x<=pcx->ymax ; )
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{
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dataByte = fgetc(f);
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if((dataByte & 0xC0) == 0xC0)
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{
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runLength = dataByte & 0x3F;
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dataByte = fgetc(f);
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}
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else
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runLength = 1;
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while(runLength-- > 0)
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{
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pix[0] = palette[dataByte*3];
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pix[1] = palette[dataByte*3+1];
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pix[2] = palette[dataByte*3+2];
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pix[3] = 255;
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pix += 4;
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x++;
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}
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}
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}
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}
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/*
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=========================================================
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TARGA LOADING
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=========================================================
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*/
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typedef struct _TargaHeader {
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unsigned char id_length, colormap_type, image_type;
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unsigned short colormap_index, colormap_length;
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unsigned char colormap_size;
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unsigned short x_origin, y_origin, width, height;
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unsigned char pixel_size, attributes;
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} TargaHeader;
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TargaHeader targa_header;
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byte *targa_rgba;
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int fgetLittleShort (FILE *f)
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{
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byte b1, b2;
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b1 = fgetc(f);
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b2 = fgetc(f);
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return (short)(b1 + b2*256);
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}
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int fgetLittleLong (FILE *f)
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{
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byte b1, b2, b3, b4;
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b1 = fgetc(f);
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b2 = fgetc(f);
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b3 = fgetc(f);
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b4 = fgetc(f);
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return b1 + (b2<<8) + (b3<<16) + (b4<<24);
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}
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/*
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=============
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LoadTGA
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=============
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*/
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void LoadTGA (FILE *fin)
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{
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int columns, rows, numPixels;
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byte *pixbuf;
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int row, column;
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unsigned char red = 0, green = 0, blue = 0, alphabyte = 0;
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targa_header.id_length = fgetc(fin);
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targa_header.colormap_type = fgetc(fin);
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targa_header.image_type = fgetc(fin);
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targa_header.colormap_index = fgetLittleShort(fin);
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targa_header.colormap_length = fgetLittleShort(fin);
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targa_header.colormap_size = fgetc(fin);
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targa_header.x_origin = fgetLittleShort(fin);
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targa_header.y_origin = fgetLittleShort(fin);
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targa_header.width = fgetLittleShort(fin);
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targa_header.height = fgetLittleShort(fin);
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targa_header.pixel_size = fgetc(fin);
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targa_header.attributes = fgetc(fin);
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if (targa_header.image_type!=2
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&& targa_header.image_type!=10)
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Sys_Error ("LoadTGA: Only type 2 and 10 targa RGB images supported\n");
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if (targa_header.colormap_type !=0
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|| (targa_header.pixel_size!=32 && targa_header.pixel_size!=24))
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Sys_Error ("Texture_LoadTGA: Only 32 or 24 bit images supported (no colormaps)\n");
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columns = targa_header.width;
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rows = targa_header.height;
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numPixels = columns * rows;
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targa_rgba = malloc (numPixels*4);
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if (targa_header.id_length != 0)
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fseek(fin, targa_header.id_length, SEEK_CUR); // skip TARGA image comment
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if (targa_header.image_type==2) { // Uncompressed, RGB images
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for(row=rows-1; row>=0; row--) {
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pixbuf = targa_rgba + row*columns*4;
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for(column=0; column<columns; column++) {
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switch (targa_header.pixel_size) {
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case 24:
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blue = getc(fin);
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green = getc(fin);
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red = getc(fin);
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*pixbuf++ = red;
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*pixbuf++ = green;
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*pixbuf++ = blue;
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*pixbuf++ = 255;
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break;
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case 32:
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blue = getc(fin);
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green = getc(fin);
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red = getc(fin);
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alphabyte = getc(fin);
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*pixbuf++ = red;
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*pixbuf++ = green;
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*pixbuf++ = blue;
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*pixbuf++ = alphabyte;
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break;
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}
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}
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}
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}
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else if (targa_header.image_type==10) { // Runlength encoded RGB images
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unsigned char packetHeader, packetSize, j;
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for(row=rows-1; row>=0; row--) {
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pixbuf = targa_rgba + row*columns*4;
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for(column=0; column<columns; ) {
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packetHeader=getc(fin);
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packetSize = 1 + (packetHeader & 0x7f);
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if (packetHeader & 0x80) { // run-length packet
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switch (targa_header.pixel_size) {
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case 24:
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blue = getc(fin);
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green = getc(fin);
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red = getc(fin);
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alphabyte = 255;
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break;
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case 32:
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blue = getc(fin);
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green = getc(fin);
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red = getc(fin);
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alphabyte = getc(fin);
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break;
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}
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for(j=0;j<packetSize;j++) {
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*pixbuf++=red;
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*pixbuf++=green;
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*pixbuf++=blue;
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*pixbuf++=alphabyte;
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column++;
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if (column==columns) { // run spans across rows
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column=0;
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if (row>0)
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row--;
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else
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goto breakOut;
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pixbuf = targa_rgba + row*columns*4;
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}
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}
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}
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else { // non run-length packet
|
|
for(j=0;j<packetSize;j++) {
|
|
switch (targa_header.pixel_size) {
|
|
case 24:
|
|
blue = getc(fin);
|
|
green = getc(fin);
|
|
red = getc(fin);
|
|
*pixbuf++ = red;
|
|
*pixbuf++ = green;
|
|
*pixbuf++ = blue;
|
|
*pixbuf++ = 255;
|
|
break;
|
|
case 32:
|
|
blue = getc(fin);
|
|
green = getc(fin);
|
|
red = getc(fin);
|
|
alphabyte = getc(fin);
|
|
*pixbuf++ = red;
|
|
*pixbuf++ = green;
|
|
*pixbuf++ = blue;
|
|
*pixbuf++ = alphabyte;
|
|
break;
|
|
}
|
|
column++;
|
|
if (column==columns) { // pixel packet run spans across rows
|
|
column=0;
|
|
if (row>0)
|
|
row--;
|
|
else
|
|
goto breakOut;
|
|
pixbuf = targa_rgba + row*columns*4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
breakOut:;
|
|
}
|
|
}
|
|
|
|
fclose(fin);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_LoadSkys
|
|
==================
|
|
*/
|
|
char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
|
|
void R_LoadSkys (char * skyname)
|
|
{
|
|
int i;
|
|
FILE *f;
|
|
char name[64];
|
|
|
|
if (stricmp (skyname, "none") == 0)
|
|
{
|
|
skyloaded = false;
|
|
return;
|
|
}
|
|
|
|
skyloaded = true;
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
|
|
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;
|
|
}
|
|
LoadTGA (f);
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, targa_rgba);
|
|
|
|
free (targa_rgba);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
if (!skyloaded)
|
|
Con_Printf ("Unable to load skybox %s, using normal sky\n",
|
|
skyname);
|
|
}
|
|
|
|
void
|
|
R_SkyBoxPolyVec(float s, float t, float x, float y, float z)
|
|
{
|
|
// avoid interpolation seams
|
|
s = s * (254.0/256.0) + (1.0/256.0);
|
|
t = t * (254.0/256.0) + (1.0/256.0);
|
|
glTexCoord2f(s, t);
|
|
glVertex3f(r_refdef.vieworg[0] + x * 1024,
|
|
r_refdef.vieworg[1] + y * 1024,
|
|
r_refdef.vieworg[2] + z * 1024);
|
|
}
|
|
|
|
|
|
void R_SkyBox()
|
|
{
|
|
GL_DisableMultitexture();
|
|
glEnable (GL_DEPTH_TEST);
|
|
glDepthFunc (GL_ALWAYS);
|
|
glDisable (GL_BLEND);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glDepthRange ((gldepthmax-gldepthmin)*0.95+gldepthmin, gldepthmax);
|
|
glColor3f (0.5, 0.5, 0.5);
|
|
|
|
// front
|
|
glBindTexture(GL_TEXTURE_2D, SKY_TEX + 3);
|
|
glBegin(GL_QUADS);
|
|
R_SkyBoxPolyVec(1, 0, 1, -1, 1);
|
|
R_SkyBoxPolyVec(1, 1, 1, -1, -1);
|
|
R_SkyBoxPolyVec(0, 1, 1, 1, -1);
|
|
R_SkyBoxPolyVec(0, 0, 1, 1, 1);
|
|
glEnd();
|
|
|
|
// back
|
|
glBindTexture(GL_TEXTURE_2D, SKY_TEX + 1);
|
|
glBegin(GL_QUADS);
|
|
R_SkyBoxPolyVec(1, 0, -1, 1, 1);
|
|
R_SkyBoxPolyVec(1, 1, -1, 1, -1);
|
|
R_SkyBoxPolyVec(0, 1, -1, -1, -1);
|
|
R_SkyBoxPolyVec(0, 0, -1, -1, 1);
|
|
glEnd();
|
|
|
|
// right
|
|
glBindTexture(GL_TEXTURE_2D, SKY_TEX + 0);
|
|
glBegin(GL_QUADS);
|
|
R_SkyBoxPolyVec(1, 0, 1, 1, 1);
|
|
R_SkyBoxPolyVec(1, 1, 1, 1, -1);
|
|
R_SkyBoxPolyVec(0, 1, -1, 1, -1);
|
|
R_SkyBoxPolyVec(0, 0, -1, 1, 1);
|
|
glEnd();
|
|
|
|
// left
|
|
glBindTexture(GL_TEXTURE_2D, SKY_TEX + 2);
|
|
glBegin(GL_QUADS);
|
|
R_SkyBoxPolyVec(1, 0, -1, -1, 1);
|
|
R_SkyBoxPolyVec(1, 1, -1, -1, -1);
|
|
R_SkyBoxPolyVec(0, 1, 1, -1, -1);
|
|
R_SkyBoxPolyVec(0, 0, 1, -1, 1);
|
|
glEnd();
|
|
|
|
// top
|
|
glBindTexture(GL_TEXTURE_2D, SKY_TEX + 4);
|
|
glBegin(GL_QUADS);
|
|
R_SkyBoxPolyVec(1, 0, 1, -1, 1);
|
|
R_SkyBoxPolyVec(1, 1, 1, 1, 1);
|
|
R_SkyBoxPolyVec(0, 1, -1, 1, 1);
|
|
R_SkyBoxPolyVec(0, 0, -1, -1, 1);
|
|
glEnd();
|
|
|
|
// bottom
|
|
glBindTexture(GL_TEXTURE_2D, SKY_TEX + 5);
|
|
glBegin(GL_QUADS);
|
|
R_SkyBoxPolyVec(1, 0, 1, 1, -1);
|
|
R_SkyBoxPolyVec(1, 1, 1, -1, -1);
|
|
R_SkyBoxPolyVec(0, 1, -1, -1, -1);
|
|
R_SkyBoxPolyVec(0, 0, -1, 1, -1);
|
|
glEnd();
|
|
|
|
glColor3f (1,1,1);
|
|
glDepthFunc (GL_LEQUAL);
|
|
glEnable (GL_DEPTH_TEST);
|
|
glDepthRange(gldepthmin, gldepthmax);
|
|
}
|
|
|
|
|
|
vec3_t domescale;
|
|
void
|
|
skydome(float s)
|
|
{
|
|
float a, b, x, y, a1x, a1y, a2x, a2y;
|
|
vec3_t v;
|
|
|
|
for (a = 0; a < 1; a += (1.0 / 32.0))
|
|
{
|
|
a1x = cos(a * M_PI * 2);
|
|
a1y = -sin(a * M_PI * 2);
|
|
a2x = cos((a+(1.0/32.0)) * M_PI * 2);
|
|
a2y = -sin((a+(1.0/32.0)) * M_PI * 2);
|
|
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
for (b = 0; b <= 1; b += (1.0 / 32.0))
|
|
{
|
|
x = cos(b * M_PI * 2);
|
|
y = -sin(b * M_PI * 2);
|
|
|
|
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]);
|
|
}
|
|
glEnd ();
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
R_SkyDome()
|
|
{
|
|
GL_DisableMultitexture();
|
|
glEnable (GL_DEPTH_TEST);
|
|
glDepthFunc (GL_ALWAYS);
|
|
glDisable (GL_BLEND);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthRange((gldepthmax-gldepthmin)*0.95+gldepthmin,gldepthmax);
|
|
glColor3f(0.5,0.5,0.5);
|
|
|
|
// base sky
|
|
glBindTexture(GL_TEXTURE_2D, solidskytexture);
|
|
domescale[0] = 512;
|
|
domescale[1] = 512;
|
|
domescale[2] = 128;
|
|
speedscale = realtime*8;
|
|
speedscale -= (int)speedscale & ~127;
|
|
skydome(speedscale);
|
|
glEnable (GL_BLEND);
|
|
|
|
// clouds
|
|
glBindTexture(GL_TEXTURE_2D, alphaskytexture);
|
|
domescale[0] = 512;
|
|
domescale[1] = 512;
|
|
domescale[2] = 128;
|
|
speedscale = realtime*16;
|
|
speedscale -= (int)speedscale & ~127;
|
|
skydome(speedscale);
|
|
|
|
glDisable (GL_BLEND);
|
|
glColor3f (1,1,1);
|
|
glDepthFunc (GL_LEQUAL);
|
|
glEnable (GL_DEPTH_TEST);
|
|
glDepthRange(gldepthmin, gldepthmax);
|
|
}
|
|
|
|
void
|
|
R_Sky ( void )
|
|
{
|
|
if (skyloaded)
|
|
R_SkyBox();
|
|
else
|
|
R_SkyDome();
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
vec3_t skyclip[6] = {
|
|
{1,1,0},
|
|
{1,-1,0},
|
|
{0,-1,1},
|
|
{0,1,1},
|
|
{1,0,1},
|
|
{-1,0,1}
|
|
};
|
|
int c_sky;
|
|
|
|
// 1 = s, 2 = t, 3 = 2048
|
|
int st_to_vec[6][3] =
|
|
{
|
|
{3,-1,2},
|
|
{-3,1,2},
|
|
|
|
{1,3,2},
|
|
{-1,-3,2},
|
|
|
|
{-2,-1,3}, // 0 degrees yaw, look straight up
|
|
{2,-1,-3} // look straight down
|
|
|
|
// {-1,2,3},
|
|
// {1,2,-3}
|
|
};
|
|
|
|
// s = [0]/[2], t = [1]/[2]
|
|
int vec_to_st[6][3] =
|
|
{
|
|
{-2,3,1},
|
|
{2,3,-1},
|
|
|
|
{1,3,2},
|
|
{-1,3,-2},
|
|
|
|
{-2,-1,3},
|
|
{-2,1,-3}
|
|
|
|
// {-1,2,3},
|
|
// {1,2,-3}
|
|
};
|
|
|
|
float skymins[2][6], skymaxs[2][6];
|
|
|
|
void DrawSkyPolygon (int nump, vec3_t vecs)
|
|
{
|
|
int i,j;
|
|
vec3_t v, av;
|
|
float s, t, dv;
|
|
int axis;
|
|
float *vp;
|
|
|
|
c_sky++;
|
|
// decide which face it maps to
|
|
VectorCopy (vec3_origin, v);
|
|
for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
|
|
{
|
|
VectorAdd (vp, v, v);
|
|
}
|
|
av[0] = fabs(v[0]);
|
|
av[1] = fabs(v[1]);
|
|
av[2] = fabs(v[2]);
|
|
if (av[0] > av[1] && av[0] > av[2])
|
|
{
|
|
if (v[0] < 0)
|
|
axis = 1;
|
|
else
|
|
axis = 0;
|
|
}
|
|
else if (av[1] > av[2] && av[1] > av[0])
|
|
{
|
|
if (v[1] < 0)
|
|
axis = 3;
|
|
else
|
|
axis = 2;
|
|
}
|
|
else
|
|
{
|
|
if (v[2] < 0)
|
|
axis = 5;
|
|
else
|
|
axis = 4;
|
|
}
|
|
|
|
// project new texture coords
|
|
for (i=0 ; i<nump ; i++, vecs+=3)
|
|
{
|
|
j = vec_to_st[axis][2];
|
|
if (j > 0)
|
|
dv = vecs[j - 1];
|
|
else
|
|
dv = -vecs[-j - 1];
|
|
|
|
j = vec_to_st[axis][0];
|
|
if (j < 0)
|
|
s = -vecs[-j -1] / dv;
|
|
else
|
|
s = vecs[j-1] / dv;
|
|
j = vec_to_st[axis][1];
|
|
if (j < 0)
|
|
t = -vecs[-j -1] / dv;
|
|
else
|
|
t = vecs[j-1] / dv;
|
|
|
|
if (s < skymins[0][axis])
|
|
skymins[0][axis] = s;
|
|
if (t < skymins[1][axis])
|
|
skymins[1][axis] = t;
|
|
if (s > skymaxs[0][axis])
|
|
skymaxs[0][axis] = s;
|
|
if (t > skymaxs[1][axis])
|
|
skymaxs[1][axis] = t;
|
|
}
|
|
}
|
|
|
|
#define MAX_CLIP_VERTS 64
|
|
void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
|
|
{
|
|
float *norm;
|
|
float *v;
|
|
qboolean front, back;
|
|
float d, e;
|
|
float dists[MAX_CLIP_VERTS];
|
|
int sides[MAX_CLIP_VERTS];
|
|
vec3_t newv[2][MAX_CLIP_VERTS];
|
|
int newc[2];
|
|
int i, j;
|
|
|
|
if (nump > MAX_CLIP_VERTS-2)
|
|
Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS");
|
|
if (stage == 6)
|
|
{ // fully clipped, so draw it
|
|
DrawSkyPolygon (nump, vecs);
|
|
return;
|
|
}
|
|
|
|
front = back = false;
|
|
norm = skyclip[stage];
|
|
for (i=0, v = vecs ; i<nump ; i++, v+=3)
|
|
{
|
|
d = DotProduct (v, norm);
|
|
if (d > ON_EPSILON)
|
|
{
|
|
front = true;
|
|
sides[i] = SIDE_FRONT;
|
|
}
|
|
else if (d < ON_EPSILON)
|
|
{
|
|
back = true;
|
|
sides[i] = SIDE_BACK;
|
|
}
|
|
else
|
|
sides[i] = SIDE_ON;
|
|
dists[i] = d;
|
|
}
|
|
|
|
if (!front || !back)
|
|
{ // not clipped
|
|
ClipSkyPolygon (nump, vecs, stage+1);
|
|
return;
|
|
}
|
|
|
|
// clip it
|
|
sides[i] = sides[0];
|
|
dists[i] = dists[0];
|
|
VectorCopy (vecs, (vecs+(i*3)) );
|
|
newc[0] = newc[1] = 0;
|
|
|
|
for (i=0, v = vecs ; i<nump ; i++, v+=3)
|
|
{
|
|
switch (sides[i])
|
|
{
|
|
case SIDE_FRONT:
|
|
VectorCopy (v, newv[0][newc[0]]);
|
|
newc[0]++;
|
|
break;
|
|
case SIDE_BACK:
|
|
VectorCopy (v, newv[1][newc[1]]);
|
|
newc[1]++;
|
|
break;
|
|
case SIDE_ON:
|
|
VectorCopy (v, newv[0][newc[0]]);
|
|
newc[0]++;
|
|
VectorCopy (v, newv[1][newc[1]]);
|
|
newc[1]++;
|
|
break;
|
|
}
|
|
|
|
if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
|
|
continue;
|
|
|
|
d = dists[i] / (dists[i] - dists[i+1]);
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
e = v[j] + d*(v[j+3] - v[j]);
|
|
newv[0][newc[0]][j] = e;
|
|
newv[1][newc[1]][j] = e;
|
|
}
|
|
newc[0]++;
|
|
newc[1]++;
|
|
}
|
|
|
|
// continue
|
|
ClipSkyPolygon (newc[0], newv[0][0], stage+1);
|
|
ClipSkyPolygon (newc[1], newv[1][0], stage+1);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawSkyChain
|
|
=================
|
|
*/
|
|
void R_DrawSkyChain (msurface_t *s)
|
|
{
|
|
msurface_t *fa;
|
|
|
|
int i;
|
|
vec3_t verts[MAX_CLIP_VERTS];
|
|
glpoly_t *p;
|
|
|
|
if (allowskybox && skyloaded)
|
|
{
|
|
c_sky = 0;
|
|
glBindTexture (GL_TEXTURE_2D, solidskytexture);
|
|
|
|
// calculate vertex values for sky box
|
|
|
|
for (fa=s ; fa ; fa=fa->texturechain)
|
|
{
|
|
for (p=fa->polys ; p ; p=p->next)
|
|
{
|
|
for (i=0 ; i<p->numverts ; i++)
|
|
{
|
|
VectorSubtract (p->verts[i], r_origin, verts[i]);
|
|
}
|
|
ClipSkyPolygon (p->numverts, verts[0], 0);
|
|
}
|
|
}
|
|
} else {
|
|
// skies have no lightmap to prevent overbrighting --KB
|
|
glColor3f (0.5, 0.5, 0.5);
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
// used when gl_texsort is on
|
|
glBindTexture (GL_TEXTURE_2D, solidskytexture);
|
|
speedscale = realtime*8;
|
|
speedscale -= (int)speedscale & ~127 ;
|
|
|
|
for (fa=s ; fa ; fa=fa->texturechain)
|
|
EmitSkyPolys (fa);
|
|
|
|
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
|
|
speedscale = realtime*16;
|
|
speedscale -= (int)speedscale & ~127 ;
|
|
|
|
for (fa=s ; fa ; fa=fa->texturechain)
|
|
EmitSkyPolys (fa);
|
|
|
|
// the rest of the texture chain does though --KB
|
|
glColor3f (1.0, 1.0, 1.0);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
R_ClearSkyBox
|
|
==============
|
|
*/
|
|
void R_ClearSkyBox (void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
skymins[0][i] = skymins[1][i] = 9999;
|
|
skymaxs[0][i] = skymaxs[1][i] = -9999;
|
|
}
|
|
}
|
|
|
|
|
|
void MakeSkyVec (float s, float t, int axis)
|
|
{
|
|
vec3_t v, b;
|
|
int j, k;
|
|
|
|
b[0] = s*2048;
|
|
b[1] = t*2048;
|
|
b[2] = 2048;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
k = st_to_vec[axis][j];
|
|
if (k < 0)
|
|
v[j] = -b[-k - 1];
|
|
else
|
|
v[j] = b[k - 1];
|
|
v[j] += r_origin[j];
|
|
}
|
|
|
|
// avoid bilerp seam
|
|
s = (s+1)*0.5;
|
|
t = (t+1)*0.5;
|
|
|
|
if (s < 1.0/512)
|
|
s = 1.0/512;
|
|
else if (s > 511.0/512)
|
|
s = 511.0/512;
|
|
if (t < 1.0/512)
|
|
t = 1.0/512;
|
|
else if (t > 511.0/512)
|
|
t = 511.0/512;
|
|
|
|
t = 1.0 - t;
|
|
glTexCoord2f (s, t);
|
|
glVertex3fv (v);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_DrawSkyBox
|
|
==============
|
|
*/
|
|
int skytexorder[6] = {0,2,1,3,4,5};
|
|
void R_DrawSkyBox (void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
if (skymins[0][i] >= skymaxs[0][i]
|
|
|| skymins[1][i] >= skymaxs[1][i])
|
|
continue;
|
|
|
|
glBindTexture (GL_TEXTURE_2D, SKY_TEX+skytexorder[i]);
|
|
glBegin (GL_QUADS);
|
|
MakeSkyVec (skymins[0][i], skymins[1][i], i);
|
|
MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
|
|
MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i);
|
|
MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
|
|
glEnd ();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
//===============================================================
|
|
|
|
/*
|
|
=============
|
|
R_InitSky
|
|
|
|
A sky texture is 256*128, with the right side being a masked overlay
|
|
==============
|
|
*/
|
|
void R_InitSky (texture_t *mt)
|
|
{
|
|
int i, j, p;
|
|
byte *src;
|
|
unsigned trans[128*128];
|
|
unsigned transpix;
|
|
int r, g, b;
|
|
unsigned *rgba;
|
|
|
|
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;
|
|
for (i=0 ; i<128 ; i++)
|
|
for (j=0 ; j<128 ; j++)
|
|
{
|
|
p = src[i*256 + j + 128];
|
|
rgba = &d_8to24table[p];
|
|
trans[(i*128) + j] = *rgba;
|
|
r += ((byte *)rgba)[0];
|
|
g += ((byte *)rgba)[1];
|
|
b += ((byte *)rgba)[2];
|
|
}
|
|
|
|
((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++;
|
|
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);
|
|
|
|
|
|
for (i=0 ; i<128 ; i++)
|
|
for (j=0 ; j<128 ; j++)
|
|
{
|
|
p = src[i*256 + j];
|
|
if (p == 0)
|
|
trans[(i*128) + j] = transpix;
|
|
else
|
|
trans[(i*128) + j] = d_8to24table[p];
|
|
}
|
|
|
|
if (!alphaskytexture)
|
|
alphaskytexture = texture_extension_number++;
|
|
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
|
|
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);
|
|
}
|
|
|