Add support for blender's environment maps.

QF will now load a single image with (${skyname}_map.*) using blender's
layout. That is, 3x2 with the top row being back, right, front and the
bottom row being bottom, top, left.
This commit is contained in:
Bill Currie 2012-02-16 20:47:38 +09:00
parent bfdb2b20d5
commit 78789a6833

View file

@ -1273,15 +1273,57 @@ R_InitBsp (void)
GL_ResolveShaderParam (quake_skybox.program, &quake_skybox.fog);
}
static inline int
is_pow2 (unsigned x)
{
int count;
for (count = 0; x; x >>= 1)
if (x & 1)
count++;
return count == 1;
}
// NOTE: this expects the destination tex_t to be set up: memory allocated
// and dimentions/format etc already set. the size of the rect to be copied
// is taken from dst. Also, dst->format and src->format must be the same, and
// either 3 or 4, or bad things will happen. Also, no clipping is done, so if
// x < 0 or y < 0 or x + dst->width > src->width
// or y + dst->height > src->height, bad things will happen.
static void
copy_sub_tex (tex_t *src, int x, int y, tex_t *dst)
{
int dstbytes;
int srcbytes;
int i;
srcbytes = src->width * src->format;
dstbytes = dst->width * dst->format;
x *= src->format;
for (i = 0; i < dst->height; i++)
memcpy (dst->data + i * dstbytes, src->data + (i + y) * srcbytes + x,
dstbytes);
}
VISIBLE void
R_LoadSkys (const char *sky)
{
const char *name;
int i;
tex_t *tex;
// NOTE: quake's world and GL's world are rotated relative to each other
// quake has x right, y in, z up. gl has x right, y up, z out
// However, skymaps have lf and rt swapped :/ lf rt
static const char *sky_suffix[] = { "ft", "bk", "rt", "lf", "up", "dn"};
static int sky_coords[][2] = {
{2, 0}, // front
{0, 0}, // back
{2, 1}, // left
{1, 0}, // right
{1, 1}, // up
{0, 1}, // down
};
static int sky_target[] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X, // front
GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // back
@ -1304,26 +1346,55 @@ R_LoadSkys (const char *sky)
qfglBindTexture (GL_TEXTURE_CUBE_MAP, skybox_tex);
skybox_loaded = true;
for (i = 0; i < 6; i++) {
tex_t *tex;
//blender envmap
// bk rt ft
// dn up lt
tex = LoadImage (name = va ("env/%s_map", sky));
if (tex && tex->format >= 3 && tex->height * 3 == tex->width * 2
&& is_pow2 (tex->height)) {
tex_t *sub;
int size = tex->height / 2;
tex = LoadImage (name = va ("env/%s%s", sky, sky_suffix[i]));
if (!tex || tex->format < 3) { // FIXME pcx support
Sys_MaskPrintf (SYS_GLSL, "Couldn't load %s\n", name);
// also look in gfx/env, where Darkplaces looks for skies
tex = LoadImage (name = va ("gfx/env/%s%s", sky, sky_suffix[i]));
if (!tex || tex->format < 3) { // FIXME pcx support
Sys_MaskPrintf (SYS_GLSL, "Couldn't load %s\n", name);
skybox_loaded = false;
continue;
}
skybox_loaded = true;
sub = malloc (field_offset (tex_t, data[size * size * tex->format]));
sub->width = size;
sub->height = size;
sub->format = tex->format;
sub->palette = tex->palette;
for (i = 0; i < 6; i++) {
int x, y;
x = sky_coords[i][0] * size;
y = sky_coords[i][1] * size;
copy_sub_tex (tex, x, y, sub);
qfglTexImage2D (sky_target[i], 0,
sub->format == 3 ? GL_RGB : GL_RGBA,
sub->width, sub->height, 0,
sub->format == 3 ? GL_RGB : GL_RGBA,
GL_UNSIGNED_BYTE, sub->data);
}
free (sub);
} else {
skybox_loaded = true;
for (i = 0; i < 6; i++) {
tex = LoadImage (name = va ("env/%s%s", sky, sky_suffix[i]));
if (!tex || tex->format < 3) { // FIXME pcx support
Sys_MaskPrintf (SYS_GLSL, "Couldn't load %s\n", name);
// also look in gfx/env, where Darkplaces looks for skies
tex = LoadImage (name = va ("gfx/env/%s%s", sky,
sky_suffix[i]));
if (!tex || tex->format < 3) { // FIXME pcx support
Sys_MaskPrintf (SYS_GLSL, "Couldn't load %s\n", name);
skybox_loaded = false;
continue;
}
}
Sys_MaskPrintf (SYS_GLSL, "Loaded %s\n", name);
qfglTexImage2D (sky_target[i], 0,
tex->format == 3 ? GL_RGB : GL_RGBA,
tex->width, tex->height, 0,
tex->format == 3 ? GL_RGB : GL_RGBA,
GL_UNSIGNED_BYTE, tex->data);
}
Sys_MaskPrintf (SYS_GLSL, "Loaded %s\n", name);
qfglTexImage2D (sky_target[i], 0, tex->format == 3 ? GL_RGB : GL_RGBA,
tex->width, tex->height, 0,
tex->format == 3 ? GL_RGB : GL_RGBA,
GL_UNSIGNED_BYTE, tex->data);
}
qfglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);