newtree/source/gl_sky.c
Bill Currie bc84e45835 this *should* fix the wonky clipping in gl_sky_clip 1 with skybox. won't fix
wonky texturing or wonky sky rendering yet :(. anyway, can't find out for
certain until I get home.
2000-11-10 21:58:00 +00:00

556 lines
12 KiB
C

/*
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"
extern double realtime;
extern model_t *loadmodel;
extern int skytexturenum;
extern qboolean lighthalf;
int solidskytexture;
int alphaskytexture;
float speedscale; // for top sky and bottom sky
// Set to true if a valid skybox is loaded --KB
qboolean skyloaded = false;
msurface_t *warpface;
/*
Quake 2 environment sky
*/
#define SKY_TEX 2000
/*
R_LoadSkys
*/
char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
void
R_LoadSkys (char *skyname)
{
int i;
QFile *f;
char name[64];
if (stricmp (skyname, "none") == 0) {
skyloaded = false;
return;
}
skyloaded = true;
for (i = 0; i < 6; i++) {
byte *targa_rgba;
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;
}
targa_rgba = 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 (vec5_t v)
{
// avoid interpolation seams
// 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],
r_refdef.vieworg[1] + v[3], r_refdef.vieworg[2] + v[4]);
}
#define ftc(x) (x * (254.0/256.0) + (1.0/256.0))
vec5_t skyvec[6][4] = {
{
// right +y
{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}
},
{
// back -x
{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}
},
{
// left -y
{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}
},
{
// front +x
{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}
},
{
// up +z
{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}
},
{
// down -z
{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)
{
int i, j;
glDisable (GL_DEPTH_TEST);
glDepthRange (gldepthmax, gldepthmax);
for (i = 0; i < 6; i++) {
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
glBegin (GL_QUADS);
for (j = 0; j < 4; j++)
R_SkyBoxPolyVec (skyvec[i][j]);
glEnd ();
}
glEnable (GL_DEPTH_TEST);
glDepthRange (gldepthmin, gldepthmax);
}
vec3_t domescale;
void
R_DrawSkyLayer (float s)
{
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);
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]);
}
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;
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;
speedscale = realtime * 16;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
}
glEnable (GL_DEPTH_TEST);
glDepthRange (gldepthmin, gldepthmax);
}
void
R_DrawSky (void)
{
if (skyloaded)
R_DrawSkyBox ();
else
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)
{
float a[3];
float m;
int i=0;
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;
}
/*
find_intersect (for want of a better name)
finds the point of intersection of the plane formed by the eye and the two
points on the cube and the edge of the cube defined by the two faces.
Currently, this will break if the two points are not on adjoining cube
faces (ie either on opposing faces or the same face).
The equation for the point of intersection of a line and a plane is:
(x - p).n
y = x - _________ v
v.n
where n is the normal to the plane, p is a point on the plane, x is a
point on the line, and v is the direction vector of the line. n is found
by (x1 - e) cross (x2 - e) and p is taken to be e (e = eye coords) for
simplicity. However, because e is at 0,0,0, this simplifies to n = x1
cross x2 and p = 0,0,0, so the equation above simplifies to:
x.n
y = x - ___ v
v.n
*/
static void
find_intersect (int face1, vec3_t x1, int face2, vec3_t x2, vec3_t y)
{
vec3_t n; // normal to the plane formed by the eye and
// the two points on the cube.
vec3_t x = {0, 0, 0}; // point on cube edge of adjoining faces.
// always on an axis plane.
vec3_t v = {0, 0, 0}; // direction vector of cube edge. always +ve
vec_t x_n, v_n; // x.n and v.n
x[face1 % 3] = 2 * (face1 / 3) - 1;
x[face2 % 3] = 2 * (face2 / 3) - 1;
v[3 - ((face1 % 3) + (face2 % 3))] = 1;
CrossProduct (x1, x2, n);
x_n = DotProduct (x, n);
v_n = DotProduct (v, n);
VectorScale (v, x_n / v_n, v);
VectorSubtract (x, v, y);
}
static void
set_vertex (glpoly_t *p, vec3_t v, int face)
{
int ind = p->numverts++;
VectorCopy (v, p->verts[ind]);
VectorAdd (v, r_refdef.vieworg, p->verts[ind]);
switch (face) {
case 0:
p->verts[ind][3] = (1024 - v[1]) / 2048;
p->verts[ind][4] = (1024 - v[2]) / 2048;
break;
case 1:
p->verts[ind][3] = (1024 + v[0]) / 2048;
p->verts[ind][4] = (1024 - v[2]) / 2048;
break;
case 2:
p->verts[ind][3] = (1024 + v[0]) / 2048;
p->verts[ind][4] = (1024 + v[1]) / 2048;
break;
case 4:
p->verts[ind][3] = (1024 + v[1]) / 2048;
p->verts[ind][4] = (1024 - v[2]) / 2048;
break;
case 5:
p->verts[ind][3] = (1024 - v[0]) / 2048;
p->verts[ind][4] = (1024 - v[2]) / 2048;
break;
case 6:
p->verts[ind][3] = (1024 - v[0]) / 2048;
p->verts[ind][4] = (1024 - v[1]) / 2048;
break;
}
}
void
R_DrawSkyBoxPoly (glpoly_t *poly)
{
vec3_t v, last_v;
struct {
int tex;
glpoly_t poly;
float verts[32][VERTEXSIZE];
} box[6];
int i, j;
int face, prev_face;
memset (box, 0, sizeof (box));
box[0].tex = SKY_TEX + 0;
box[1].tex = SKY_TEX + 1;
box[2].tex = SKY_TEX + 2;
box[3].tex = SKY_TEX + 3;
box[4].tex = SKY_TEX + 4;
box[5].tex = SKY_TEX + 5;
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);
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;
find_intersect (prev_face, last_v, face, v, l);
set_vertex(&box[prev_face].poly, l, prev_face);
set_vertex(&box[face].poly, l, face);
}
}
set_vertex(&box[face].poly, v, face);
VectorCopy (v, last_v);
prev_face = face;
}
for (i = 0; i < 6; i++) {
if (box[i].poly.numverts < 2)
continue;
glBegin (GL_POLYGON);
glBindTexture (GL_TEXTURE_2D, box[i].tex);
for (j=0; j < box[i].poly.numverts; j++) {
glTexCoord2fv (box[i].poly.verts[j]+3);
glVertex3fv (box[i].poly.verts[j]);
}
glEnd ();
}
}
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) {
glpoly_t *p = sky_chain->polys;
while (p) {
R_DrawSkyBoxPoly (p);
p = p->next;
}
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;
}
}
}
//===============================================================
/*
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 int trans[128 * 128];
unsigned int transpix;
int r, g, b;
unsigned int *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);
}