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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#define NH_DEFINE
#include "namehack.h"
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#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
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#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/va.h"
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#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_sky.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
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#include "compat.h"
#include "r_internal.h"
// Note that the cube face names are from the perspective of looking at the
// cube from the outside on the -ve y axis with +x to the right, +y going in,
// +z up, and front is the nearest face.
static const char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
int gl_solidskytexture;
int gl_alphaskytexture;
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// Set to true if a valid skybox is loaded --KB
qboolean gl_skyloaded = false;
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vec5_t gl_skyvec[6][4] = {
{
// right +x
{0, 0, 1024, 1024, 1024},
{0, 1, 1024, 1024, -1024},
{1, 1, 1024, -1024, -1024},
{1, 0, 1024, -1024, 1024}
},
{
// back +y
{0, 0, -1024, 1024, 1024},
{0, 1, -1024, 1024, -1024},
{1, 1, 1024, 1024, -1024},
{1, 0, 1024, 1024, 1024}
},
{
// left -x
{0, 0, -1024, -1024, 1024},
{0, 1, -1024, -1024, -1024},
{1, 1, -1024, 1024, -1024},
{1, 0, -1024, 1024, 1024}
},
{
// front -y
{0, 0, 1024, -1024, 1024},
{0, 1, 1024, -1024, -1024},
{1, 1, -1024, -1024, -1024},
{1, 0, -1024, -1024, 1024}
},
{
// up +z
{0, 0, -1024, 1024, 1024},
{0, 1, 1024, 1024, 1024},
{1, 1, 1024, -1024, 1024},
{1, 0, -1024, -1024, 1024}
},
{
// down -z
{0, 0, 1024, 1024, -1024},
{0, 1, -1024, 1024, -1024},
{1, 1, -1024, -1024, -1024},
{1, 0, 1024, -1024, -1024}
}
};
void
gl_R_LoadSkys (const char *skyname)
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{
const char *name;
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int i; // j
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if (!skyname || !*skyname)
skyname = r_skyname->string;
if (!*skyname || strcasecmp (skyname, "none") == 0) {
gl_skyloaded = false;
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return;
}
gl_skyloaded = true;
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for (i = 0; i < 6; i++) {
tex_t *targa;
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qfglBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
targa = LoadImage (name = va (0, "env/%s%s", skyname, suf[i]), 1);
if (!targa || targa->format < 3) { // FIXME Can't do PCX right now
Sys_MaskPrintf (SYS_dev, "Couldn't load %s\n", name);
// also look in gfx/env, where Darkplaces looks for skies
targa = LoadImage (name = va (0, "gfx/env/%s%s", skyname,
suf[i]), 1);
if (!targa) {
Sys_MaskPrintf (SYS_dev, "Couldn't load %s\n", name);
gl_skyloaded = false;
continue;
}
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}
// FIXME need better texture loading
qfglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, targa->width,
targa->height, 0,
targa->format == 3 ? GL_RGB : GL_RGBA,
GL_UNSIGNED_BYTE, &targa->data);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (gl_Anisotropy)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
gl_aniso);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#if 0
for (j = 0; j < 4; j++) {
// set the texture coords to be 1/2 pixel in from the edge
if (gl_skyvec[i][j][0] < 0.5)
gl_skyvec[i][j][0] = 0.5 / targa->width;
else
gl_skyvec[i][j][0] = 1 - 0.5 / targa->width;
if (gl_skyvec[i][j][1] < 0.5)
gl_skyvec[i][j][1] = 0.5 / targa->height;
else
gl_skyvec[i][j][1] = 1 - 0.5 / targa->height;
}
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#endif
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}
if (!gl_skyloaded)
Sys_Printf ("Unable to load skybox %s, using normal sky\n", skyname);
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}
static void
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R_DrawSkyBox (void)
{
int i, j;
for (i = 0; i < 6; i++) {
qfglBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
qfglBegin (GL_QUADS);
for (j = 0; j < 4; j++) {
float *v = (float *) gl_skyvec[i][j];
qfglTexCoord2fv (v);
qfglVertex3f (r_refdef.viewposition[0] + v[2],
r_refdef.viewposition[1] + v[3],
r_refdef.viewposition[2] + v[4]);
}
qfglEnd ();
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}
}
static vec3_t domescale = {2048.0, 2048.0, 512.0};
static vec3_t zenith = { 0.0, 0.0, 512.0};
static vec3_t nadir = { 0.0, 0.0, -512.0};
static inline void
skydome_vertex (const vec3_t v, float speedscale)
{
float length, s, t;
vec3_t dir, point;
VectorCopy (v, dir);
dir[2] *= 3.0;
length = DotProduct (dir, dir);
length = 2.953125 / sqrt (length);
dir[0] *= length;
dir[1] *= length;
s = speedscale + dir[0];
t = speedscale + dir[1];
VectorAdd (r_refdef.viewposition, v, point);
qfglTexCoord2f (s, t);
qfglVertex3fv (point);
}
static void
skydome_debug (void)
{
float x, y, a1x, a1y, a2x, a2y;
int a, b, h, t, i;
vec3_t v[3];
qfglDisable (GL_TEXTURE_2D);
qfglBegin (GL_LINES);
for (a = 0; a < 16; a++) {
a1x = gl_bubble_costable[a * 2] * domescale[0];
a1y = -gl_bubble_sintable[a * 2] * domescale[1];
a2x = gl_bubble_costable[(a + 1) * 2] * domescale[0];
a2y = -gl_bubble_sintable[(a + 1) * 2] * domescale[1];
h = 1;
t = 0;
VectorAdd (zenith, r_refdef.viewposition, v[0]);
for (b = 1; b <= 8; b++) {
x = gl_bubble_costable[b + 8];
y = -gl_bubble_sintable[b + 8];
v[h][0] = a1x * x;
v[h][1] = a1y * x;
v[h][2] = y * domescale[2];
VectorAdd (v[h], r_refdef.viewposition, v[h]);
for (i = t; i != h; i = (i + 1) % 3) {
qfglVertex3fv (v[i]);
qfglVertex3fv (v[h]);
}
h = (h + 1) % 3;
if (h == t)
t = (t + 1) % 3;
v[h][0] = a2x * x;
v[h][1] = a2y * x;
v[h][2] = y * domescale[2];
VectorAdd (v[h], r_refdef.viewposition, v[h]);
for (i = t; i != h; i = (i + 1) % 3) {
qfglVertex3fv (v[i]);
qfglVertex3fv (v[h]);
}
h = (h + 1) % 3;
if (h == t)
t = (t + 1) % 3;
}
h = 1;
t = 0;
VectorAdd (nadir, r_refdef.viewposition, v[0]);
for (b = 15; b >= 8; b--) {
x = gl_bubble_costable[b + 8];
y = -gl_bubble_sintable[b + 8];
v[h][0] = a2x * x;
v[h][1] = a2y * x;
v[h][2] = y * domescale[2];
VectorAdd (v[h], r_refdef.viewposition, v[h]);
for (i = t; i != h; i = (i + 1) % 3) {
qfglVertex3fv (v[i]);
qfglVertex3fv (v[h]);
}
h = (h + 1) % 3;
if (h == t)
t = (t + 1) % 3;
v[h][0] = a1x * x;
v[h][1] = a1y * x;
v[h][2] = y * domescale[2];
VectorAdd (v[h], r_refdef.viewposition, v[h]);
for (i = t; i != h; i = (i + 1) % 3) {
qfglVertex3fv (v[i]);
qfglVertex3fv (v[h]);
}
h = (h + 1) % 3;
if (h == t)
t = (t + 1) % 3;
}
}
qfglEnd ();
qfglEnable (GL_TEXTURE_2D);
}
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static void
R_DrawSkyLayer (float speedscale)
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{
float x, y, a1x, a1y, a2x, a2y;
int a, b;
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vec3_t v;
for (a = 0; a < 16; a++) {
a1x = gl_bubble_costable[a * 2] * domescale[0];
a1y = -gl_bubble_sintable[a * 2] * domescale[1];
a2x = gl_bubble_costable[(a + 1) * 2] * domescale[0];
a2y = -gl_bubble_sintable[(a + 1) * 2] * domescale[1];
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qfglBegin (GL_TRIANGLE_STRIP);
skydome_vertex (zenith, speedscale);
for (b = 1; b <= 8; b++) {
x = gl_bubble_costable[b + 8];
y = -gl_bubble_sintable[b + 8];
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v[0] = a1x * x;
v[1] = a1y * x;
v[2] = y * domescale[2];
skydome_vertex (v, speedscale);
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v[0] = a2x * x;
v[1] = a2y * x;
v[2] = y * domescale[2];
skydome_vertex (v, speedscale);
}
qfglEnd ();
qfglBegin (GL_TRIANGLE_STRIP);
skydome_vertex (nadir, speedscale);
for (b = 15; b >= 8; b--) {
x = gl_bubble_costable[b + 8];
y = -gl_bubble_sintable[b + 8];
v[0] = a2x * x;
v[1] = a2y * x;
v[2] = y * domescale[2];
skydome_vertex (v, speedscale);
v[0] = a1x * x;
v[1] = a1y * x;
v[2] = y * domescale[2];
skydome_vertex (v, speedscale);
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}
qfglEnd ();
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}
}
static void
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R_DrawSkyDome (void)
{
float speedscale; // for top sky and bottom sky
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// base sky
qfglDisable (GL_BLEND);
qfglBindTexture (GL_TEXTURE_2D, gl_solidskytexture);
speedscale = vr_data.realtime / 16.0;
speedscale -= floor (speedscale);
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R_DrawSkyLayer (speedscale);
qfglEnable (GL_BLEND);
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// clouds
if (gl_sky_multipass->int_val) {
qfglBindTexture (GL_TEXTURE_2D, gl_alphaskytexture);
speedscale = vr_data.realtime / 8.0;
speedscale -= floor (speedscale);
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R_DrawSkyLayer (speedscale);
}
if (gl_sky_debug->int_val) {
skydome_debug ();
}
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}
void
gl_R_DrawSky (void)
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{
qfglDisable (GL_DEPTH_TEST);
qfglDepthMask (GL_FALSE);
if (gl_skyloaded)
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R_DrawSkyBox ();
else
R_DrawSkyDome ();
qfglDepthMask (GL_TRUE);
qfglEnable (GL_DEPTH_TEST);
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}
/*
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
*/
void
gl_R_InitSky (texture_t *mt)
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{
byte *src;
int i, j, p, r, g, b;
unsigned int transpix;
unsigned int trans[128 * 128];
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unsigned int *rgba;
src = (byte *) mt + mt->offsets[0];
// make an average value for the back to avoid a fringe on the top level
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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 (!gl_solidskytexture)
gl_solidskytexture = gl_texture_number++;
qfglBindTexture (GL_TEXTURE_2D, gl_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);
if (gl_Anisotropy)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
gl_aniso);
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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 (!gl_alphaskytexture)
gl_alphaskytexture = gl_texture_number++;
qfglBindTexture (GL_TEXTURE_2D, gl_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);
if (gl_Anisotropy)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
gl_aniso);
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}