mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-13 07:57:48 +00:00
d616ad745f
the surrounding faces within the frame. (frame = sky poly surrounding the face) Also, faces with only to vertexes from clipping don't work yet.
692 lines
16 KiB
C
692 lines
16 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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Quake 2 environment sky
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*/
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#define SKY_TEX 2000
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/*
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R_LoadSkys
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*/
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char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
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void
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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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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,
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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", 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], 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 +y
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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 -x
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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 -y
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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 +x
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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 +z
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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 -z
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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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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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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], r_refdef.vieworg[2] + domescale[2]);
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for (b = 1; b < 8; b++) {
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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], 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], 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], 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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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];
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float m;
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int i=0;
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m = a[0] = fabs (v[0]);
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a[1] = fabs (v[1]);
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a[2] = fabs (v[2]);
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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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/*
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find_intersect (for want of a better name)
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finds the point of intersection of the plane formed by the eye and the two
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points on the cube and the edge of the cube defined by the two faces.
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Currently, this will break if the two points are not on adjoining cube
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faces (ie either on opposing faces or the same face).
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The equation for the point of intersection of a line and a plane is:
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(x - p).n
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y = x - _________ v
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v.n
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where n is the normal to the plane, p is a point on the plane, x is a
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point on the line, and v is the direction vector of the line. n is found
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by (x1 - e) cross (x2 - e) and p is taken to be e (e = eye coords) for
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simplicity. However, because e is at 0,0,0, this simplifies to n = x1
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cross x2 and p = 0,0,0, so the equation above simplifies to:
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x.n
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y = x - ___ v
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v.n
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*/
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static void
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find_intersect (int face1, vec3_t x1, int face2, vec3_t x2, vec3_t y)
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{
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vec3_t n; // normal to the plane formed by the eye and
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// the two points on the cube.
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vec3_t x = {0, 0, 0}; // point on cube edge of adjoining faces.
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// always on an axis plane.
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vec3_t v = {0, 0, 0}; // direction vector of cube edge. always +ve
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vec_t x_n, v_n; // x.n and v.n
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vec3_t t;
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x[face1 % 3] = 1024 * (1 - 2 * (face1 / 3));
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x[face2 % 3] = 1024 * (1 - 2 * (face2 / 3));
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v[3 - ((face1 % 3) + (face2 % 3))] = 1;
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CrossProduct (x1, x2, n);
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x_n = DotProduct (x, n);
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v_n = DotProduct (v, n);
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VectorScale (v, x_n / v_n, t);
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VectorSubtract (x, t, y);
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}
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struct box_def {
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int tex, enter, leave;
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glpoly_t poly;
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float verts[32][VERTEXSIZE];
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};
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static void
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set_vertex (struct box_def *box, vec3_t v, int face)
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{
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int ind = box[face].poly.numverts++;
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VectorCopy (v, box[face].poly.verts[ind]);
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VectorAdd (v, r_refdef.vieworg, box[face].poly.verts[ind]);
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switch (face) {
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case 0:
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box[face].poly.verts[ind][3] = (1024 - v[1]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[2]) / 2048;
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break;
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case 1:
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box[face].poly.verts[ind][3] = (1024 + v[0]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[2]) / 2048;
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break;
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case 2:
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box[face].poly.verts[ind][3] = (1024 + v[0]) / 2048;
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box[face].poly.verts[ind][4] = (1024 + v[1]) / 2048;
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break;
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case 3:
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box[face].poly.verts[ind][3] = (1024 + v[1]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[2]) / 2048;
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break;
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case 4:
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box[face].poly.verts[ind][3] = (1024 - v[0]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[2]) / 2048;
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break;
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case 5:
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box[face].poly.verts[ind][3] = (1024 - v[0]) / 2048;
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box[face].poly.verts[ind][4] = (1024 - v[1]) / 2048;
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break;
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}
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}
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/*
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find_cube_vertex
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get the coords of the vertex common to the three specified faces of the
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cube. NOTE: this WILL break if the three faces do not share a common
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vertex.
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*/
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static void
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find_cube_vertex (int face1, int face2, int face3, vec3_t v)
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{
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v[face1 % 3] = 1024 * (1 - 2 * (face1 / 3));
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v[face2 % 3] = 1024 * (1 - 2 * (face2 / 3));
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v[face3 % 3] = 1024 * (1 - 2 * (face3 / 3));
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}
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static void
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enter_face (struct box_def *box, int prev_face, int face)
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{
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if (box[face].leave >=0 && (box[face].leave % 3) != (prev_face % 3)) {
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vec3_t t;
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find_cube_vertex (prev_face, face, box[face].leave, t);
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set_vertex(box, t, face);
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box[face].enter = -1;
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} else {
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box[face].enter = prev_face;
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}
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box[face].leave = -1;
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}
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static void
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leave_face (struct box_def *box, int prev_face, int face)
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{
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if (box[prev_face].enter >=0 && (box[prev_face].enter) % 3 != (face % 3)) {
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vec3_t t;
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find_cube_vertex (prev_face, face, box[prev_face].enter, t);
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set_vertex(box, t, prev_face);
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box[prev_face].leave = -1;
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} else {
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box[prev_face].leave = face;
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}
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box[prev_face].enter = -1;
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}
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static void
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render_box (struct box_def *box)
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{
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int i,j;
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for (i = 0; i < 6; i++) {
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if (box[i].poly.numverts < 2)
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continue;
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glBindTexture (GL_TEXTURE_2D, box[i].tex);
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glBegin (GL_POLYGON);
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for (j=0; j < box[i].poly.numverts; j++) {
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glTexCoord2fv (box[i].poly.verts[j]+3);
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glVertex3fv (box[i].poly.verts[j]);
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}
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glEnd ();
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}
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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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static int skytex_offs[] = {3, 0, 4, 1, 2, 5};
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vec3_t v, last_v;
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vec3_t center = {0, 0, 0};
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struct box_def box[6];
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int i;
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int face, prev_face, c_face;
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memset (box, 0, sizeof (box));
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for (i = 0; i < 6; i++) {
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box[i].tex = SKY_TEX + skytex_offs[i];
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box[i].enter = box[i].leave = -1;
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}
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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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for (i = 0; i < poly->numverts; i++) {
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VectorAdd (poly->verts[i], center, center);
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VectorSubtract (center, r_refdef.vieworg, center);
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}
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VectorScale (center, 1.0/poly->numverts, center);
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c_face = determine_face (center);
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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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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, 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)) {
|
|
vec3_t l, x;
|
|
int x_face;
|
|
|
|
VectorAdd (v, last_v, x);
|
|
VectorScale (x, 0.5, x);
|
|
|
|
x_face = determine_face (x);
|
|
|
|
find_intersect (prev_face, last_v, x_face, v, l);
|
|
|
|
set_vertex(box, l, prev_face);
|
|
leave_face (box, prev_face, x_face);
|
|
enter_face (box, prev_face, x_face);
|
|
|
|
find_intersect (x_face, last_v, face, v, l);
|
|
|
|
leave_face (box, x_face, face);
|
|
enter_face (box, x_face, face);
|
|
set_vertex(box, l, face);
|
|
} else {
|
|
vec3_t l;
|
|
find_intersect (prev_face, last_v, face, v, l);
|
|
|
|
set_vertex(box, l, prev_face);
|
|
leave_face (box, prev_face, face);
|
|
enter_face (box, prev_face, face);
|
|
set_vertex(box, l, face);
|
|
}
|
|
}
|
|
set_vertex(box, v, face);
|
|
|
|
VectorCopy (v, last_v);
|
|
prev_face = face;
|
|
}
|
|
|
|
if (box[c_face].poly.numverts == 0) {
|
|
vec3_t v;
|
|
find_cube_vertex (c_face, c_face + 1, c_face + 2, v);
|
|
set_vertex(box, v, c_face);
|
|
set_vertex(box, v, (c_face + 1) % 6);
|
|
set_vertex(box, v, (c_face + 2) % 6);
|
|
find_cube_vertex (c_face, c_face + 2, c_face + 4, v);
|
|
set_vertex(box, v, c_face);
|
|
set_vertex(box, v, (c_face + 2) % 6);
|
|
set_vertex(box, v, (c_face + 4) % 6);
|
|
find_cube_vertex (c_face, c_face + 4, c_face + 5, v);
|
|
set_vertex(box, v, c_face);
|
|
set_vertex(box, v, (c_face + 4) % 6);
|
|
set_vertex(box, v, (c_face + 5) % 6);
|
|
find_cube_vertex (c_face, c_face + 5, c_face + 1, v);
|
|
set_vertex(box, v, c_face);
|
|
set_vertex(box, v, (c_face + 5) % 6);
|
|
set_vertex(box, v, (c_face + 1) % 6);
|
|
}
|
|
|
|
render_box (box);
|
|
}
|
|
|
|
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)
|
|
{
|
|
msurface_t *sc = sky_chain;
|
|
if (skyloaded) {
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
while (p) {
|
|
R_DrawSkyBoxPoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
} else {
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
while (p) {
|
|
R_DrawSkyDomePoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
}
|
|
#if 1
|
|
glDisable (GL_TEXTURE_2D);
|
|
glColor3f (1, 1, 1);
|
|
while (sky_chain) {
|
|
glpoly_t *p = sky_chain->polys;
|
|
while (p) {
|
|
int i;
|
|
glBegin (GL_LINE_LOOP);
|
|
for (i=0; i<p->numverts; i++) {
|
|
glVertex3fv (p->verts[i]);
|
|
}
|
|
glEnd();
|
|
p = p->next;
|
|
}
|
|
sky_chain = sky_chain->texturechain;
|
|
}
|
|
if (skyloaded) {
|
|
int i,j;
|
|
glColor3f (1, 0, 0);
|
|
for (i=0; i<6; i++) {
|
|
vec3_t v;
|
|
glBegin (GL_LINE_LOOP);
|
|
for (j=0; j<4; j++) {
|
|
memcpy (v, &skyvec[i][j][2], sizeof(v));
|
|
VectorAdd (v, r_refdef.vieworg, v);
|
|
glVertex3fv (v);
|
|
}
|
|
glEnd ();
|
|
}
|
|
}
|
|
glColor3ubv (lighthalf_v);
|
|
glEnable (GL_TEXTURE_2D);
|
|
#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 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);
|
|
}
|