mirror of
https://git.code.sf.net/p/quake/quakeforge
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f78b973978
target specific files that I don't build won't compile yet. just put QF/ infront of the offending headers. Also move ver_check into libqfutils
774 lines
19 KiB
C
774 lines
19 KiB
C
/*
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gl_sky_clip.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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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdarg.h>
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#include "QF/console.h"
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#include "glquake.h"
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#include "QF/sys.h"
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#include "view.h"
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extern qboolean skyloaded;
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extern vec5_t skyvec[6][4];
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#define BOX_WIDTH 2056
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/* cube face to sky texture offset conversion */
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static const int skytex_offs[] = { 3, 0, 4, 1, 2, 5 };
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/* clockwise loop through the cube faces adjoining the current face */
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static const int face_loop[6][5] = {
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{1, 2, 4, 5, 1},
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{0, 5, 3, 2, 0},
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{0, 1, 3, 4, 0},
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{1, 5, 4, 2, 1},
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{0, 2, 3, 5, 0},
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{0, 4, 3, 1, 0},
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};
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/* convert axis and face distance into face */
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static const int faces_table[3][6] = {
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{-1, 0, 0, -1, 3, 3},
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{-1, 4, 4, -1, 1, 1},
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{-1, 2, 2, -1, 5, 5},
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};
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/* convert face magic bit mask to index into visit array */
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static const int faces_bit_magic[] = { 2, 1, -1, 0, 3, -1, 4, -1 };
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/* axis the cube face cuts (also index into vec3_t and n % 3 for 0 <= n < 6) */
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static const int face_axis[] = { 0, 1, 2, 0, 1, 2 };
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/* offset on the axis the cube face cuts */
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static const vec_t face_offset[] = { 1024, 1024, 1024, -1024, -1024, -1024 };
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/* cube face */
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struct face_def {
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int tex; // texture to bind to
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glpoly_t poly; // describe the polygon of this face
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float verts[32][VERTEXSIZE];
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};
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struct visit_def {
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int face; // face being visited
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int leave; // vertex departed through
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};
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/* our cube */
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struct box_def {
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/* keep track of which cube faces we visit and in what order */
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struct visit_def visited_faces[9];
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int face_visits[6];
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int face_count;
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/* the cube faces */
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struct face_def face[6];
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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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Also scales v so it touches that face.
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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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Sys_Error ("%s speared by sky poly edge\n", name->string);
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}
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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 int
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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
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// eye and the two points on the cube.
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vec3_t x = { 0, 0, 0 }; // point on cube edge of adjoining
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// faces. always on an axis plane.
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vec3_t v = { 0, 0, 0 }; // direction vector of cube edge.
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// always +ve
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vec_t x_n, v_n; // x.n and v.n
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int axis;
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vec3_t t;
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x[face_axis[face1]] = face_offset[face1];
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x[face_axis[face2]] = face_offset[face2];
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axis = 3 - ((face_axis[face1]) + (face_axis[face2]));
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v[axis] = 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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return axis;
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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. ie works = ((face1 % 3 != face2 % 3)
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&& (face2 % 3 != face3 % 3)
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&& (face1 % 3 != face3 % 3))
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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[face_axis[face1]] = face_offset[face1];
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v[face_axis[face2]] = face_offset[face2];
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v[face_axis[face3]] = face_offset[face3];
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}
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/*
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set_vertex
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add the vertex to the polygon describing the face of the cube. Offsets
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the vertex relative to r_refdef.vieworg so the cube is always centered
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on the player and also calculates the texture coordinates of the vertex
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(wish I could find a cleaner way of calculating s and t).
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*/
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static void
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set_vertex (struct box_def *box, int face, int ind, vec3_t v)
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{
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VectorCopy (v, box->face[face].poly.verts[ind]);
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VectorAdd (v, r_refdef.vieworg, box->face[face].poly.verts[ind]);
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switch (face) {
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case 0:
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box->face[face].poly.verts[ind][3] = (1024 - v[1] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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break;
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case 1:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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break;
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case 2:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 + v[1] + 4) / BOX_WIDTH;
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break;
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case 3:
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box->face[face].poly.verts[ind][3] = (1024 + v[1] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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break;
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case 4:
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box->face[face].poly.verts[ind][3] = (1024 - v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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break;
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case 5:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[1] + 4) / BOX_WIDTH;
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break;
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}
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}
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/*
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add_vertex
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append a vertex to the poly vertex list.
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*/
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static void
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add_vertex (struct box_def *box, int face, vec3_t v)
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{
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set_vertex (box, face, box->face[face].poly.numverts++, v);
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}
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/*
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insert_cube_vertices
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insert the given cube vertices into the vertex list of the poly in the
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correct location.
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*/
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static void
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insert_cube_vertices (struct box_def *box, struct visit_def visit, int count,
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...)
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{
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int i;
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vec3_t **v;
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va_list args;
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int face = visit.face;
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int ind = visit.leave + 1;
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#ifdef __BORLANDC__
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// This is fix for borland alloca "feature" which fails to restore stack
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// correcly if calling function doesn't have any references to local variables.
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char dummy[5];
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dummy[0]=0;
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#endif
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va_start (args, count);
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v = (vec3_t **) alloca (count * sizeof (vec3_t *));
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for (i = 0; i < count; i++) {
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v[i] = va_arg (args, vec3_t *);
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}
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va_end (args);
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if (ind == box->face[face].poly.numverts) {
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// the vertex the sky poly left this cube fase through is very
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// conveniently the last vertex of the face poly. this means we
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// can just append the vetexen
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for (i = 0; i < count; i++)
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add_vertex (box, face, *v[i]);
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} else {
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// we have to insert the cube vertices into the face poly
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// vertex list
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glpoly_t *p = &box->face[face].poly;
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int c = p->numverts - ind;
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const int vert_size = sizeof (p->verts[0]);
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memmove (p->verts[ind + count], p->verts[ind], c * vert_size);
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p->numverts += count;
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for (i = 0; i < count; i++)
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set_vertex (box, face, ind + i, *v[i]);
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}
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}
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/*
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cross_cube_edge
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add the vertex formed by the poly edge crossing the cube edge to the
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polygon for the two faces on that edge. Actually, the two faces define
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the edge :). The poly edge is going from face 1 to face 2 (for
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enter/leave purposes).
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*/
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static void
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cross_cube_edge (struct box_def *box, int face1, vec3_t v1, int face2,
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vec3_t v2)
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{
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vec3_t l;
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int axis;
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int face = -1;
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axis = find_intersect (face1, v1, face2, v2, l);
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if (l[axis] > 1024)
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face = axis;
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else if (l[axis] < -1024)
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face = axis + 3;
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if (face >= 0) {
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vec3_t x;
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VectorAdd (v1, v2, x);
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VectorScale (x, 0.5, x);
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cross_cube_edge (box, face1, v1, face, x);
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cross_cube_edge (box, face, x, face2, v2);
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} else {
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struct visit_def *visit = box->visited_faces;
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visit[box->face_count - 1].leave = box->face[face1].poly.numverts;
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visit[box->face_count].face = face2;
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box->face_count++;
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box->face_visits[face2]++;
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add_vertex (box, face1, l);
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add_vertex (box, face2, l);
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}
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}
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/*
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process_corners
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egad, veddy complicated :)
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*/
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static void
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process_corners (struct box_def *box)
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{
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struct visit_def *visit = box->visited_faces;
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int max_visit = 0;
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int i;
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int center = -1;
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if (visit[box->face_count - 1].face == visit[0].face) {
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box->face_count--;
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}
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for (i = 0; i < 6; i++) {
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if (max_visit < box->face_visits[i]) {
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max_visit = box->face_visits[i];
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center = i;
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}
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}
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switch (box->face_count) {
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case 1:
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case 2:
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case 8:
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// no corners
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return;
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case 3:
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// one corner, no edges
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{
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vec3_t v;
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find_cube_vertex (visit[0].face, visit[1].face, visit[2].face,
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v);
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insert_cube_vertices (box, visit[0], 1, v);
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insert_cube_vertices (box, visit[1], 1, v);
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insert_cube_vertices (box, visit[2], 1, v);
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}
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break;
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case 4:
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if (max_visit > 1)
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return;
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if (abs (visit[2].face - visit[0].face) == 3
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&& abs (visit[3].face - visit[1].face) == 3) {
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// 4 vertices
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int sum, diff;
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vec3_t v[4];
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sum =
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visit[0].face + visit[1].face + visit[2].face +
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visit[3].face;
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diff = visit[1].face - visit[0].face;
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sum %= 3;
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diff = (diff + 6) % 6;
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center = faces_table[sum][diff];
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for (i = 0; i < 4; i++) {
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find_cube_vertex (visit[i].face, visit[(i + 1) & 3].face,
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center, v[i]);
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add_vertex (box, center, v[i]);
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}
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for (i = 0; i < 4; i++)
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insert_cube_vertices (box, visit[i], 2, v[i],
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v[(i - 1) & 3]);
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} else {
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// 2 vertices
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int l_f, t_f, r_f, b_f;
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vec3_t v_l, v_r;
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if (abs (visit[2].face - visit[0].face) == 3) {
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l_f = 0;
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t_f = 1;
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r_f = 2;
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b_f = 3;
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} else if (abs (visit[3].face - visit[1].face) == 3) {
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l_f = 1;
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t_f = 2;
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r_f = 3;
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b_f = 0;
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} else {
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return;
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}
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find_cube_vertex (visit[l_f].face, visit[t_f].face,
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visit[b_f].face, v_l);
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find_cube_vertex (visit[r_f].face, visit[t_f].face,
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visit[b_f].face, v_r);
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insert_cube_vertices (box, visit[t_f], 2, v_r, v_l);
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insert_cube_vertices (box, visit[b_f], 2, v_l, v_r);
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insert_cube_vertices (box, visit[l_f], 1, v_l);
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insert_cube_vertices (box, visit[r_f], 1, v_r);
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}
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break;
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case 5:
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if (max_visit > 1) {
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// one vertex
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vec3_t v;
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for (i = 0; i < 4; i++) {
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// don't need to check the 5th visit
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if (visit[(i + 2) % 5].face == visit[(i + 4) % 5].face)
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break;
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}
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find_cube_vertex (visit[i].face, visit[(i + 1) % 5].face,
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visit[(i + 2) % 5].face, v);
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insert_cube_vertices (box, visit[i], 1, v);
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insert_cube_vertices (box, visit[(i + 1) % 5], 1, v);
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insert_cube_vertices (box, visit[(i + 4) % 5], 1, v);
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} else {
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// 3 vertices
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unsigned int sel =
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(((abs (visit[2].face - visit[0].face) == 3) << 2) |
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((abs (visit[3].face - visit[1].face) == 3) << 1)
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| ((abs (visit[4].face - visit[2].face) == 3) << 0));
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vec3_t v[3];
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center = faces_bit_magic[sel];
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// printf ("%02o %d %d %d %d %d %d\n", sel, center,
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// visit[0].face,
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// visit[1].face, visit[2].face, visit[3].face,
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// visit[4].face);
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for (i = 0; i < 3; i++)
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find_cube_vertex (visit[center].face,
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visit[(center + 1 + i) % 5].face,
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visit[(center + 2 + i) % 5].face, v[i]);
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insert_cube_vertices (box, visit[center], 3, v[0], v[1], v[2]);
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insert_cube_vertices (box, visit[(center + 1) % 5], 1, v[0]);
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insert_cube_vertices (box, visit[(center + 2) % 5], 2, v[1],
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v[0]);
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insert_cube_vertices (box, visit[(center + 3) % 5], 2, v[2],
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v[1]);
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insert_cube_vertices (box, visit[(center + 4) % 5], 1, v[2]);
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}
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break;
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case 6:
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if (max_visit > 2)
|
|
return;
|
|
for (i = 0; i < 5; i++) {
|
|
// don't need to check the last point
|
|
if (visit[(i + 3) % 6].face == visit[(i + 5) % 6].face
|
|
|| visit[(i + 2) % 6].face == visit[(i + 5) % 6].face)
|
|
break;
|
|
}
|
|
if (visit[(i + 3) % 6].face == visit[(i + 5) % 6].face) {
|
|
// adjacant vertices
|
|
vec3_t v[2];
|
|
|
|
find_cube_vertex (visit[i].face, visit[(i + 1) % 6].face,
|
|
visit[(i + 2) % 6].face, v[0]);
|
|
find_cube_vertex (visit[(i + 1) % 6].face,
|
|
visit[(i + 2) % 6].face,
|
|
visit[(i + 3) % 6].face, v[1]);
|
|
|
|
insert_cube_vertices (box, visit[(i + 5) % 6], 2, v[2], v[1]);
|
|
|
|
insert_cube_vertices (box, visit[i], 1, v[0]);
|
|
insert_cube_vertices (box, visit[(i + 1) % 6], 2, v[1], v[0]);
|
|
insert_cube_vertices (box, visit[(i + 2) % 6], 1, v[1]);
|
|
} else {
|
|
// opposing vertices
|
|
vec3_t v[2];
|
|
|
|
find_cube_vertex (visit[i].face, visit[(i + 1) % 6].face,
|
|
visit[(i + 2) % 6].face, v[0]);
|
|
find_cube_vertex (visit[(i + 3) % 6].face,
|
|
visit[(i + 4) % 6].face,
|
|
visit[(i + 5) % 6].face, v[1]);
|
|
|
|
insert_cube_vertices (box, visit[i], 1, v[0]);
|
|
insert_cube_vertices (box, visit[(i + 1) % 6], 1, v[0]);
|
|
|
|
insert_cube_vertices (box, visit[(i + 3) % 6], 1, v[1]);
|
|
insert_cube_vertices (box, visit[(i + 4) % 6], 1, v[1]);
|
|
|
|
insert_cube_vertices (box, visit[(i + 2) % 6], 1, v[1]);
|
|
insert_cube_vertices (box, visit[(i + 5) % 6], 1, v[0]);
|
|
}
|
|
break;
|
|
case 7:
|
|
for (i = 0; i < 6; i++) {
|
|
// don't need to check the last point
|
|
if (visit[(i + 2) % 6].face == visit[(i + 4) % 6].face
|
|
&& visit[(i + 4) % 6].face == visit[(i + 6) % 6].face)
|
|
break;
|
|
}
|
|
{
|
|
vec3_t v;
|
|
|
|
find_cube_vertex (visit[i].face, visit[(i + 1) % 6].face,
|
|
visit[(i + 2) % 6].face, v);
|
|
|
|
insert_cube_vertices (box, visit[i], 1, v);
|
|
insert_cube_vertices (box, visit[(i + 1) % 7], 1, v);
|
|
insert_cube_vertices (box, visit[(i + 6) % 7], 1, v);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
render_box
|
|
|
|
draws all faces of the cube with 3 or more vertices.
|
|
*/
|
|
static void
|
|
render_box (struct box_def *box)
|
|
{
|
|
int i, j;
|
|
|
|
for (i = 0; i < 6; i++) {
|
|
if (box->face[i].poly.numverts <= 2)
|
|
continue;
|
|
glBindTexture (GL_TEXTURE_2D, box->face[i].tex);
|
|
glBegin (GL_POLYGON);
|
|
for (j = 0; j < box->face[i].poly.numverts; j++) {
|
|
glTexCoord2fv (box->face[i].poly.verts[j] + 3);
|
|
glVertex3fv (box->face[i].poly.verts[j]);
|
|
}
|
|
glEnd ();
|
|
}
|
|
}
|
|
|
|
void
|
|
R_DrawSkyBoxPoly (glpoly_t *poly)
|
|
{
|
|
int i;
|
|
struct box_def box;
|
|
|
|
/* projected vertex and face of the previous sky poly vertex */
|
|
vec3_t last_v;
|
|
int prev_face;
|
|
|
|
/* projected vertex and face of the current sky poly vertex */
|
|
vec3_t v;
|
|
int face;
|
|
|
|
memset (&box, 0, sizeof (box));
|
|
for (i = 0; i < 6; i++) {
|
|
box.face[i].tex = SKY_TEX + skytex_offs[i];
|
|
}
|
|
|
|
if (poly->numverts >= 32) {
|
|
Sys_Error ("too many verts!");
|
|
}
|
|
|
|
VectorSubtract (poly->verts[poly->numverts - 1], r_refdef.vieworg, last_v);
|
|
prev_face = determine_face (last_v);
|
|
|
|
box.visited_faces[0].face = prev_face;
|
|
box.face_count = 1;
|
|
|
|
for (i = 0; i < poly->numverts; i++) {
|
|
VectorSubtract (poly->verts[i], r_refdef.vieworg, v);
|
|
face = determine_face (v);
|
|
if (face != prev_face) {
|
|
if ((face_axis[face]) == (face_axis[prev_face])) {
|
|
int x_face;
|
|
vec3_t x;
|
|
|
|
VectorAdd (v, last_v, x);
|
|
VectorScale (x, 0.5, x);
|
|
x_face = determine_face (x);
|
|
|
|
cross_cube_edge (&box, prev_face, last_v, x_face, x);
|
|
cross_cube_edge (&box, x_face, x, face, v);
|
|
} else {
|
|
cross_cube_edge (&box, prev_face, last_v, face, v);
|
|
}
|
|
}
|
|
add_vertex (&box, face, v);
|
|
|
|
VectorCopy (v, last_v);
|
|
prev_face = face;
|
|
}
|
|
|
|
process_corners (&box);
|
|
|
|
render_box (&box);
|
|
}
|
|
|
|
void
|
|
R_DrawSkyDomePoly (glpoly_t *poly)
|
|
{
|
|
int i;
|
|
|
|
glBegin (GL_POLYGON);
|
|
for (i = 0; i < poly->numverts; i++) {
|
|
glVertex3fv (poly->verts[i]);
|
|
}
|
|
glEnd ();
|
|
}
|
|
|
|
void
|
|
R_DrawSkyChain (msurface_t *sky_chain)
|
|
{
|
|
msurface_t *sc = sky_chain;
|
|
float l = 1 / (256 * brightness->value);
|
|
|
|
glColor3f (lighthalf_v[0] * l, lighthalf_v[1] * l, lighthalf_v[2] * l);
|
|
if (skyloaded) {
|
|
glDepthRange (gldepthmax, gldepthmax);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
R_DrawSkyBoxPoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
} else {
|
|
glDisable (GL_BLEND);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glColor3f (0, 0, 0);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
R_DrawSkyDomePoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
glEnable (GL_TEXTURE_2D);
|
|
glEnable (GL_BLEND);
|
|
}
|
|
#if 0
|
|
// seems to work, but this is the wrong place to do it.
|
|
glColor4f (1,1,1,0);
|
|
sc = sky_chain;
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
int i;
|
|
glBegin (GL_POLYGON);
|
|
for (i = 0; i < p->numverts; i++) {
|
|
glVertex3fv (p->verts[i]);
|
|
}
|
|
glEnd ();
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
#endif
|
|
glColor3ubv (lighthalf_v);
|
|
#if 0
|
|
glDisable (GL_TEXTURE_2D);
|
|
sc = sky_chain;
|
|
glColor3f (1, 1, 1);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
int i;
|
|
|
|
glBegin (GL_LINE_LOOP);
|
|
for (i = 0; i < p->numverts; i++) {
|
|
glVertex3fv (p->verts[i]);
|
|
}
|
|
glEnd ();
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
sc = sky_chain;
|
|
glColor3f (0, 1, 0);
|
|
glBegin (GL_POINTS);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
int i;
|
|
vec3_t x, c = { 0, 0, 0 };
|
|
|
|
for (i = 0; i < p->numverts; i++) {
|
|
VectorSubtract (p->verts[i], r_refdef.vieworg, x);
|
|
VectorAdd (x, c, c);
|
|
}
|
|
VectorScale (c, 1.0 / p->numverts, c);
|
|
VectorAdd (c, r_refdef.vieworg, c);
|
|
glVertex3fv (c);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
glEnd ();
|
|
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
|
|
}
|