quakeforge/libs/video/renderer/gl/gl_sky.c
Bill Currie 5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00

464 lines
11 KiB
C

/*
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"
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#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" };
int gl_solidskytexture;
int gl_alphaskytexture;
// Set to true if a valid skybox is loaded --KB
qboolean 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->string;
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.viewposition[0] + v[2],
r_refdef.viewposition[1] + v[3],
r_refdef.viewposition[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.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);
}
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->int_val) {
qfglBindTexture (GL_TEXTURE_2D, gl_alphaskytexture);
speedscale = vr_data.realtime / 8.0;
speedscale -= floor (speedscale);
R_DrawSkyLayer (speedscale);
}
if (gl_sky_debug->int_val) {
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];
}
((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,
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)
gl_alphaskytexture = gl_texture_number++;
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);
}