quakeforge/libs/video/renderer/gl/gl_sky.c

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/*
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/console.h"
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#include "QF/cvar.h"
#include "QF/render.h"
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#include "QF/tga.h"
#include "QF/vfs.h"
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#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_sky.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_vid.h"
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#include "compat.h"
#include "r_shared.h"
#include "view.h"
#include "r_cvar.h"
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extern model_t *loadmodel;
extern int skytexturenum;
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;
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char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
void
R_LoadSkys (const char *skyname)
{
int i;
VFile *f;
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char name[64];
if (strcasecmp (skyname, "none") == 0) {
skyloaded = false;
return;
}
skyloaded = true;
for (i = 0; i < 6; i++) {
byte *targa_rgba;
qfglBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
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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);
qfglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0,
GL_RGBA, GL_UNSIGNED_BYTE, targa_rgba);
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free (targa_rgba);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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);
qfglTexCoord2fv (v);
qfglVertex3f (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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#define ftc(x) (x * (254.0/256.0) + (1.0/256.0))
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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}
},
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{
// 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}
},
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{
// 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}
},
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{
// 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}
},
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{
// 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}
},
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{
// 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}
}
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};
#undef ftc
void
R_DrawSkyBox (void)
{
int i, j;
qfglDisable (GL_DEPTH_TEST);
qfglDepthRange (gldepthmax, gldepthmax);
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for (i = 0; i < 6; i++) {
qfglBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
qfglBegin (GL_QUADS);
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for (j = 0; j < 4; j++)
R_SkyBoxPolyVec (skyvec[i][j]);
qfglEnd ();
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}
qfglEnable (GL_DEPTH_TEST);
qfglDepthRange (gldepthmin, gldepthmax);
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}
vec3_t domescale;
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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] * domescale[0];
a1y = -bubble_sintable[a * 2] * domescale[1];
a2x = bubble_costable[(a + 1) * 2] * domescale[0];
a2y = -bubble_sintable[(a + 1) * 2] * domescale[1];
qfglBegin (GL_TRIANGLE_STRIP);
qfglTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
qfglVertex3f (r_refdef.vieworg[0],
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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;
v[1] = a1y * x;
v[2] = y * domescale[2];
qfglTexCoord2f ((v[0] + s) * (1.0 / 128.0),
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(v[1] + s) * (1.0 / 128.0));
qfglVertex3f (v[0] + r_refdef.vieworg[0], v[1] +
r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
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v[0] = a2x * x;
v[1] = a2y * x;
v[2] = y * domescale[2];
qfglTexCoord2f ((v[0] + s) * (1.0 / 128.0),
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(v[1] + s) * (1.0 / 128.0));
qfglVertex3f (v[0] + r_refdef.vieworg[0], v[1] +
r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
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}
qfglTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
qfglVertex3f (r_refdef.vieworg[0],
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r_refdef.vieworg[1], r_refdef.vieworg[2] - domescale[2]);
qfglEnd ();
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}
}
void
R_DrawSkyDome (void)
{
qfglDisable (GL_DEPTH_TEST);
qfglDepthRange (gldepthmax, gldepthmax);
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qfglDisable (GL_BLEND);
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// base sky
qfglBindTexture (GL_TEXTURE_2D, solidskytexture);
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domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = r_realtime * 8;
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speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
qfglEnable (GL_BLEND);
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// clouds
if (gl_skymultipass->int_val) {
qfglBindTexture (GL_TEXTURE_2D, alphaskytexture);
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domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = r_realtime * 16;
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speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
}
qfglEnable (GL_DEPTH_TEST);
qfglDepthRange (gldepthmin, gldepthmax);
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}
void
R_DrawSky (void)
{
if (skyloaded)
R_DrawSkyBox ();
else
R_DrawSkyDome ();
}
/*
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++;
qfglBindTexture (GL_TEXTURE_2D, solidskytexture);
qfglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, trans);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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++;
qfglBindTexture (GL_TEXTURE_2D, alphaskytexture);
qfglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, trans);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}