/* 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 #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/image.h" #include "QF/quakefs.h" #include "QF/render.h" #include "QF/sys.h" #include "QF/va.h" #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" #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" }; GLuint gl_solidskytexture; GLuint gl_alphaskytexture; // Set to true if a valid skybox is loaded --KB bool gl_skyloaded = false; 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) { const char *name; int i; // j if (!skyname || !*skyname) skyname = r_skyname; if (!*skyname || strcasecmp (skyname, "none") == 0) { gl_skyloaded = false; return; } gl_skyloaded = true; for (i = 0; i < 6; i++) { tex_t *targa; 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; } } // 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); #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; } #endif } if (!gl_skyloaded) Sys_Printf ("Unable to load skybox %s, using normal sky\n", skyname); } static void 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.frame.position[0] + v[2], r_refdef.frame.position[1] + v[3], r_refdef.frame.position[2] + v[4]); } qfglEnd (); } } 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.frame.position, 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.frame.position, 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.frame.position, 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.frame.position, 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.frame.position, 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.frame.position, 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.frame.position, 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); } static void R_DrawSkyLayer (float speedscale) { float x, y, a1x, a1y, a2x, a2y; int a, b; 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]; 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]; v[0] = a1x * x; v[1] = a1y * x; v[2] = y * domescale[2]; skydome_vertex (v, speedscale); 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); } qfglEnd (); } } static void R_DrawSkyDome (void) { float speedscale; // for top sky and bottom sky // base sky qfglDisable (GL_BLEND); qfglBindTexture (GL_TEXTURE_2D, gl_solidskytexture); speedscale = vr_data.realtime / 16.0; speedscale -= floor (speedscale); R_DrawSkyLayer (speedscale); qfglEnable (GL_BLEND); // clouds if (gl_sky_multipass) { qfglBindTexture (GL_TEXTURE_2D, gl_alphaskytexture); speedscale = vr_data.realtime / 8.0; speedscale -= floor (speedscale); R_DrawSkyLayer (speedscale); } if (gl_sky_debug) { skydome_debug (); } } void gl_R_DrawSky (void) { qfglDisable (GL_DEPTH_TEST); qfglDepthMask (GL_FALSE); if (gl_skyloaded) R_DrawSkyBox (); else R_DrawSkyDome (); qfglDepthMask (GL_TRUE); qfglEnable (GL_DEPTH_TEST); } /* R_InitSky A sky texture is 256*128, with the right side being a masked overlay */ void gl_R_InitSky (texture_t *mt) { byte *src; int i, j, p, r, g, b; unsigned int transpix; unsigned int trans[128 * 128]; 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]; } } r /= 128 * 128; g /= 128 * 128; b /= 128 * 128; //FIXME assumes little endian transpix = ((b << 16) | (g << 8) | (r << 0)) & 0x00ffffff; if (!gl_solidskytexture) { qfglGenTextures (1, &gl_solidskytexture); } qfglBindTexture (GL_TEXTURE_2D, gl_solidskytexture); qfglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, 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); 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) { qfglGenTextures (1, &gl_alphaskytexture); } qfglBindTexture (GL_TEXTURE_2D, gl_alphaskytexture); qfglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, 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); }