mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-18 02:31:31 +00:00
36504547a8
Evil hack, but it does the job.
905 lines
22 KiB
C
905 lines
22 KiB
C
/*
|
|
gl_sky_clip.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
|
|
|
|
static __attribute__ ((used)) const char rcsid[] = "$Id$";
|
|
|
|
#define NH_DEFINE
|
|
#include "namehack.h"
|
|
|
|
#include <stdlib.h>
|
|
#ifdef HAVE_STRING_H
|
|
# include <string.h>
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include <strings.h>
|
|
#endif
|
|
#ifdef HAVE_ALLOCA_H
|
|
# include <alloca.h>
|
|
#endif
|
|
|
|
#if defined(_WIN32) && defined(HAVE_MALLOC_H)
|
|
#include <malloc.h>
|
|
#endif
|
|
|
|
#include <stdarg.h>
|
|
#include <stdlib.h>
|
|
|
|
#include "QF/cvar.h"
|
|
#include "QF/render.h"
|
|
#include "QF/sys.h"
|
|
#include "QF/GL/defines.h"
|
|
#include "QF/GL/funcs.h"
|
|
#include "QF/GL/qf_sky.h"
|
|
#include "QF/GL/qf_vid.h"
|
|
|
|
#include "r_internal.h"
|
|
|
|
#include "compat.h"
|
|
|
|
#define BOX_WIDTH 2056
|
|
|
|
/* cube face to sky texture offset conversion */
|
|
static const int skytex_offs[] = { 3, 0, 4, 1, 2, 5 };
|
|
|
|
/* convert axis and face distance into face */
|
|
static const int faces_table[3][6] = {
|
|
{-1, 0, 0, -1, 3, 3},
|
|
{-1, 4, 4, -1, 1, 1},
|
|
{-1, 2, 2, -1, 5, 5},
|
|
};
|
|
|
|
/* convert face magic bit mask to index into visit array */
|
|
static const int faces_bit_magic[] = { 2, 1, -1, 0, 3, -1, 4, -1 };
|
|
|
|
/* axis the cube face cuts (also index into vec3_t and n % 3 for 0 <= n < 6) */
|
|
static const int face_axis[] = { 0, 1, 2, 0, 1, 2 };
|
|
|
|
/* offset on the axis the cube face cuts */
|
|
static const vec_t face_offset[] = { 1024, 1024, 1024, -1024, -1024, -1024 };
|
|
|
|
/* cube face */
|
|
struct face_def {
|
|
int tex; // texture to bind to
|
|
glpoly_t poly; // describe the polygon of this face
|
|
float verts[32][VERTEXSIZE];
|
|
};
|
|
|
|
struct visit_def {
|
|
int face; // face being visited
|
|
int leave; // vertex departed through
|
|
};
|
|
|
|
/* our cube */
|
|
struct box_def {
|
|
/* keep track of which cube faces we visit and in what order */
|
|
struct visit_def visited_faces[9];
|
|
int face_visits[6];
|
|
int face_count;
|
|
/* the cube faces */
|
|
struct face_def face[6];
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
determine_face
|
|
|
|
return the face of the cube which v hits first
|
|
0 +x
|
|
1 +y
|
|
2 +z
|
|
3 -x
|
|
4 -y
|
|
5 -z
|
|
Also scales v so it touches that face.
|
|
*/
|
|
static int
|
|
determine_face (vec3_t v)
|
|
{
|
|
float m;
|
|
float a[3];
|
|
int i = 0;
|
|
|
|
m = a[0] = fabs (v[0]);
|
|
a[1] = fabs (v[1]);
|
|
a[2] = fabs (v[2]);
|
|
if (a[1] > m) {
|
|
m = a[1];
|
|
i = 1;
|
|
}
|
|
if (a[2] > m) {
|
|
m = a[2];
|
|
i = 2;
|
|
}
|
|
if (!m) {
|
|
Sys_Error ("You are speared by a sky poly edge");
|
|
}
|
|
if (v[i] < 0)
|
|
i += 3;
|
|
VectorScale (v, 1024 / m, v);
|
|
return i;
|
|
}
|
|
|
|
/*
|
|
find_intersect (for want of a better name)
|
|
|
|
finds the point of intersection of the plane formed by the eye and the two
|
|
points on the cube and the edge of the cube defined by the two faces.
|
|
Currently, this will break if the two points are not on adjoining cube
|
|
faces (ie either on opposing faces or the same face).
|
|
|
|
The equation for the point of intersection of a line and a plane is:
|
|
|
|
(x - p).n
|
|
y = x - _________ v
|
|
v.n
|
|
|
|
where n is the normal to the plane, p is a point on the plane, x is a
|
|
point on the line, and v is the direction vector of the line. n is found
|
|
by (x1 - e) cross (x2 - e) and p is taken to be e (e = eye coords) for
|
|
simplicity. However, because e is at 0,0,0, this simplifies to n = x1
|
|
cross x2 and p = 0,0,0, so the equation above simplifies to:
|
|
|
|
x.n
|
|
y = x - ___ v
|
|
v.n
|
|
*/
|
|
static int
|
|
find_intersect (int face1, const vec3_t x1, int face2, const vec3_t x2,
|
|
vec3_t y)
|
|
{
|
|
int axis;
|
|
vec3_t n; // normal to the plane formed by the
|
|
// eye and the two points on the cube.
|
|
vec3_t x = { 0, 0, 0 }; // point on cube edge of adjoining
|
|
// faces. always on an axis plane.
|
|
vec3_t v = { 0, 0, 0 }; // direction vector of cube edge.
|
|
// always +ve
|
|
vec_t x_n, v_n; // x.n and v.n
|
|
vec3_t t;
|
|
|
|
x[face_axis[face1]] = face_offset[face1];
|
|
x[face_axis[face2]] = face_offset[face2];
|
|
|
|
axis = 3 - ((face_axis[face1]) + (face_axis[face2]));
|
|
v[axis] = 1;
|
|
|
|
CrossProduct (x1, x2, n);
|
|
|
|
x_n = DotProduct (x, n);
|
|
v_n = DotProduct (v, n);
|
|
VectorScale (v, x_n / v_n, t);
|
|
VectorSubtract (x, t, y);
|
|
|
|
return axis;
|
|
}
|
|
|
|
/*
|
|
find_cube_vertex
|
|
|
|
get the coords of the vertex common to the three specified faces of the
|
|
cube. NOTE: this WILL break if the three faces do not share a common
|
|
vertex. ie works = ((face1 % 3 != face2 % 3)
|
|
&& (face2 % 3 != face3 % 3)
|
|
&& (face1 % 3 != face3 % 3))
|
|
*/
|
|
static void
|
|
find_cube_vertex (int face1, int face2, int face3, vec3_t v)
|
|
{
|
|
v[face_axis[face1]] = face_offset[face1];
|
|
v[face_axis[face2]] = face_offset[face2];
|
|
v[face_axis[face3]] = face_offset[face3];
|
|
}
|
|
|
|
/*
|
|
set_vertex
|
|
|
|
add the vertex to the polygon describing the face of the cube. Offsets
|
|
the vertex relative to r_refdef.vieworg so the cube is always centered
|
|
on the player and also calculates the texture coordinates of the vertex
|
|
(wish I could find a cleaner way of calculating s and t).
|
|
*/
|
|
static void
|
|
set_vertex (struct box_def *box, int face, int ind, const vec3_t v)
|
|
{
|
|
VectorAdd (v, r_refdef.vieworg, box->face[face].poly.verts[ind]);
|
|
switch (face) {
|
|
case 0:
|
|
box->face[face].poly.verts[ind][3] = (1024 - v[1] + 4) / BOX_WIDTH;
|
|
box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
|
|
break;
|
|
case 1:
|
|
box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
|
|
box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
|
|
break;
|
|
case 2:
|
|
box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
|
|
box->face[face].poly.verts[ind][4] = (1024 + v[1] + 4) / BOX_WIDTH;
|
|
break;
|
|
case 3:
|
|
box->face[face].poly.verts[ind][3] = (1024 + v[1] + 4) / BOX_WIDTH;
|
|
box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
|
|
break;
|
|
case 4:
|
|
box->face[face].poly.verts[ind][3] = (1024 - v[0] + 4) / BOX_WIDTH;
|
|
box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
|
|
break;
|
|
case 5:
|
|
box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
|
|
box->face[face].poly.verts[ind][4] = (1024 - v[1] + 4) / BOX_WIDTH;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
add_vertex
|
|
|
|
append a vertex to the poly vertex list.
|
|
*/
|
|
static inline void
|
|
add_vertex (struct box_def *box, int face, const vec3_t v)
|
|
{
|
|
set_vertex (box, face, box->face[face].poly.numverts++, v);
|
|
}
|
|
|
|
/*
|
|
insert_cube_vertices
|
|
|
|
insert the given cube vertices into the vertex list of the poly in the
|
|
correct location.
|
|
*/
|
|
static void
|
|
insert_cube_vertices (struct box_def *box, struct visit_def visit, int count,
|
|
...)
|
|
{
|
|
int i;
|
|
int face = visit.face;
|
|
int ind = visit.leave + 1;
|
|
va_list args;
|
|
vec3_t **v;
|
|
|
|
va_start (args, count);
|
|
v = (vec3_t **) alloca (count * sizeof (vec3_t *));
|
|
|
|
for (i = 0; i < count; i++) {
|
|
v[i] = va_arg (args, vec3_t *);
|
|
}
|
|
va_end (args);
|
|
|
|
if (ind == box->face[face].poly.numverts) {
|
|
// the vertex the sky poly left this cube face through is very
|
|
// conveniently the last vertex of the face poly. this means we can
|
|
// just append the vertices
|
|
for (i = 0; i < count; i++)
|
|
add_vertex (box, face, *v[i]);
|
|
} else {
|
|
// we have to insert the cube vertices into the face poly vertex list
|
|
glpoly_t *p = &box->face[face].poly;
|
|
int c = p->numverts - ind;
|
|
const int vert_size = sizeof (p->verts[0]);
|
|
|
|
memmove (p->verts[ind + count], p->verts[ind], c * vert_size);
|
|
p->numverts += count;
|
|
for (i = 0; i < count; i++)
|
|
set_vertex (box, face, ind + i, *v[i]);
|
|
}
|
|
}
|
|
|
|
/*
|
|
cross_cube_edge
|
|
|
|
add the vertex formed by the poly edge crossing the cube edge to the
|
|
polygon for the two faces on that edge. Actually, the two faces define
|
|
the edge :). The poly edge is going from face 1 to face 2 (for
|
|
enter/leave purposes).
|
|
*/
|
|
static void
|
|
cross_cube_edge (struct box_def *box, int face1, const vec3_t v1, int face2,
|
|
const vec3_t v2)
|
|
{
|
|
int axis;
|
|
int face = -1;
|
|
vec3_t l;
|
|
|
|
axis = find_intersect (face1, v1, face2, v2, l);
|
|
if (l[axis] > 1024)
|
|
face = axis;
|
|
else if (l[axis] < -1024)
|
|
face = axis + 3;
|
|
if (face >= 0) {
|
|
vec3_t x;
|
|
|
|
VectorAdd (v1, v2, x);
|
|
VectorScale (x, 0.5, x);
|
|
cross_cube_edge (box, face1, v1, face, x);
|
|
cross_cube_edge (box, face, x, face2, v2);
|
|
} else {
|
|
struct visit_def *visit = box->visited_faces;
|
|
|
|
visit[box->face_count - 1].leave = box->face[face1].poly.numverts;
|
|
visit[box->face_count].face = face2;
|
|
box->face_count++;
|
|
box->face_visits[face2]++;
|
|
|
|
add_vertex (box, face1, l);
|
|
add_vertex (box, face2, l);
|
|
}
|
|
}
|
|
|
|
/*
|
|
process_corners
|
|
|
|
egad, veddy complicated :)
|
|
*/
|
|
static void
|
|
process_corners (struct box_def *box)
|
|
{
|
|
int i;
|
|
int center = -1, max_visit = 0;
|
|
struct visit_def *visit = box->visited_faces;
|
|
|
|
if (visit[box->face_count - 1].face == visit[0].face) {
|
|
box->face_count--;
|
|
}
|
|
|
|
for (i = 0; i < 6; i++) {
|
|
if (max_visit < box->face_visits[i]) {
|
|
max_visit = box->face_visits[i];
|
|
center = i;
|
|
}
|
|
}
|
|
|
|
switch (box->face_count) {
|
|
case 1: // a
|
|
case 2: // b
|
|
case 8: // f
|
|
// no corners
|
|
return;
|
|
case 3: // g
|
|
// one corner, no edges
|
|
{
|
|
vec3_t v;
|
|
|
|
find_cube_vertex (visit[0].face, visit[1].face, visit[2].face,
|
|
v);
|
|
insert_cube_vertices (box, visit[0], 1, v);
|
|
insert_cube_vertices (box, visit[1], 1, v);
|
|
insert_cube_vertices (box, visit[2], 1, v);
|
|
}
|
|
break;
|
|
case 4: // c d j n
|
|
if (max_visit > 1) // c d
|
|
return;
|
|
if (abs (visit[2].face - visit[0].face) == 3
|
|
&& abs (visit[3].face - visit[1].face) == 3) {
|
|
// 4 vertices, n
|
|
int sum, diff;
|
|
vec3_t v[4];
|
|
|
|
sum = visit[0].face + visit[1].face + visit[2].face +
|
|
visit[3].face;
|
|
diff = visit[1].face - visit[0].face;
|
|
sum %= 3;
|
|
diff = (diff + 6) % 6;
|
|
|
|
center = faces_table[sum][diff];
|
|
for (i = 0; i < 4; i++) {
|
|
find_cube_vertex (visit[i].face, visit[(i + 1) & 3].face,
|
|
center, v[i]);
|
|
add_vertex (box, center, v[i]);
|
|
}
|
|
for (i = 0; i < 4; i++)
|
|
insert_cube_vertices (box, visit[i], 2, v[i],
|
|
v[(i - 1) & 3]);
|
|
} else {
|
|
// 2 vertices, j
|
|
int l_f, t_f, r_f, b_f;
|
|
vec3_t v_l, v_r;
|
|
|
|
if (abs (visit[2].face - visit[0].face) == 3) {
|
|
l_f = 0;
|
|
t_f = 1;
|
|
r_f = 2;
|
|
b_f = 3;
|
|
} else if (abs (visit[3].face - visit[1].face) == 3) {
|
|
l_f = 1;
|
|
t_f = 2;
|
|
r_f = 3;
|
|
b_f = 0;
|
|
} else {
|
|
return;
|
|
}
|
|
find_cube_vertex (visit[l_f].face, visit[t_f].face,
|
|
visit[b_f].face, v_l);
|
|
find_cube_vertex (visit[r_f].face, visit[t_f].face,
|
|
visit[b_f].face, v_r);
|
|
|
|
insert_cube_vertices (box, visit[t_f], 2, v_r, v_l);
|
|
insert_cube_vertices (box, visit[b_f], 2, v_l, v_r);
|
|
|
|
insert_cube_vertices (box, visit[l_f], 1, v_l);
|
|
insert_cube_vertices (box, visit[r_f], 1, v_r);
|
|
}
|
|
break;
|
|
case 5: // h m
|
|
if (max_visit > 1) {
|
|
// one vertex, h
|
|
vec3_t v;
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
// don't need to check the 5th visit
|
|
if (visit[(i + 2) % 5].face == visit[(i + 4) % 5].face)
|
|
break;
|
|
}
|
|
find_cube_vertex (visit[i].face, visit[(i + 1) % 5].face,
|
|
visit[(i + 2) % 5].face, v);
|
|
insert_cube_vertices (box, visit[i], 1, v);
|
|
insert_cube_vertices (box, visit[(i + 1) % 5], 1, v);
|
|
insert_cube_vertices (box, visit[(i + 4) % 5], 1, v);
|
|
} else {
|
|
// 3 vertices, m
|
|
unsigned int sel =
|
|
(((abs (visit[2].face - visit[0].face) == 3) << 2) |
|
|
((abs (visit[3].face - visit[1].face) == 3) << 1) |
|
|
((abs (visit[4].face - visit[2].face) == 3) << 0));
|
|
vec3_t v[3];
|
|
|
|
center = faces_bit_magic[sel];
|
|
// Sys_Printf ("%02o %d %d %d %d %d %d\n", sel, center,
|
|
// visit[0].face,
|
|
// visit[1].face, visit[2].face, visit[3].face,
|
|
// visit[4].face);
|
|
for (i = 0; i < 3; i++)
|
|
find_cube_vertex (visit[center].face,
|
|
visit[(center + 1 + i) % 5].face,
|
|
visit[(center + 2 + i) % 5].face, v[i]);
|
|
insert_cube_vertices (box, visit[center], 3, v[0], v[1], v[2]);
|
|
insert_cube_vertices (box, visit[(center + 1) % 5], 1, v[0]);
|
|
insert_cube_vertices (box, visit[(center + 2) % 5], 2, v[1],
|
|
v[0]);
|
|
insert_cube_vertices (box, visit[(center + 3) % 5], 2, v[2],
|
|
v[1]);
|
|
insert_cube_vertices (box, visit[(center + 4) % 5], 1, v[2]);
|
|
}
|
|
break;
|
|
case 6: // e k l o
|
|
if (max_visit > 2) // e
|
|
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, l o
|
|
vec3_t v[2];
|
|
|
|
if (visit[(i + 0) % 6].face == visit[(i + 2) % 6].face) // o
|
|
return;
|
|
// l
|
|
find_cube_vertex (visit[i].face,
|
|
visit[(i + 1) % 6].face,
|
|
visit[(i + 5) % 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[0], 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, k
|
|
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: // i
|
|
for (i = 0; i < 6; i++) {
|
|
// don't need to check the last point
|
|
if (visit[(i + 2) % 7].face == visit[(i + 4) % 7].face
|
|
&& visit[(i + 4) % 7].face == visit[(i + 6) % 7].face)
|
|
break;
|
|
}
|
|
{
|
|
vec3_t v;
|
|
|
|
find_cube_vertex (visit[i].face, visit[(i + 1) % 7].face,
|
|
visit[(i + 2) % 7].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 (const struct box_def *box)
|
|
{
|
|
int i, j;
|
|
|
|
for (i = 0; i < 6; i++) {
|
|
if (box->face[i].poly.numverts <= 2)
|
|
continue;
|
|
qfglBindTexture (GL_TEXTURE_2D, box->face[i].tex);
|
|
qfglBegin (GL_POLYGON);
|
|
for (j = 0; j < box->face[i].poly.numverts; j++) {
|
|
qfglTexCoord2fv (box->face[i].poly.verts[j] + 3);
|
|
qfglVertex3fv (box->face[i].poly.verts[j]);
|
|
}
|
|
qfglEnd ();
|
|
}
|
|
}
|
|
|
|
static void
|
|
R_DrawSkyBoxPoly (const 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);
|
|
}
|
|
|
|
static void
|
|
EmitSkyPolys (float speedscale, const instsurf_t *sc)
|
|
{
|
|
float length, s, t;
|
|
float *v;
|
|
int i;
|
|
glpoly_t *p;
|
|
vec3_t dir;
|
|
msurface_t *fa = sc->surface;
|
|
|
|
//FIXME transform/color
|
|
for (p = fa->polys; p; p = p->next) {
|
|
qfglBegin (GL_POLYGON);
|
|
for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
|
|
VectorSubtract (v, r_origin, dir);
|
|
dir[2] *= 3.0; // flatten the sphere
|
|
|
|
length = DotProduct (dir, dir);
|
|
length = 2.953125 / sqrt (length);
|
|
|
|
dir[0] *= length;
|
|
dir[1] *= length;
|
|
|
|
s = speedscale + dir[0];
|
|
t = speedscale + dir[1];
|
|
|
|
qfglTexCoord2f (s, t);
|
|
qfglVertex3fv (v);
|
|
}
|
|
qfglEnd ();
|
|
}
|
|
}
|
|
|
|
static inline void
|
|
draw_poly (const glpoly_t *poly)
|
|
{
|
|
int i;
|
|
|
|
qfglBegin (GL_POLYGON);
|
|
for (i = 0; i < poly->numverts; i++) {
|
|
qfglVertex3fv (poly->verts[i]);
|
|
}
|
|
qfglEnd ();
|
|
}
|
|
|
|
static void
|
|
draw_black_sky_polys (const instsurf_t *sky_chain)
|
|
{
|
|
const instsurf_t *sc = sky_chain;
|
|
|
|
qfglDisable (GL_BLEND);
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
qfglColor3ubv (color_black);
|
|
while (sc) {
|
|
glpoly_t *p = sc->surface->polys;
|
|
|
|
if (sc->transform) {
|
|
qfglPushMatrix ();
|
|
qfglLoadMatrixf (sc->transform);
|
|
}
|
|
while (p) {
|
|
draw_poly (p);
|
|
p = p->next;
|
|
}
|
|
if (sc->transform)
|
|
qfglPopMatrix ();
|
|
sc = sc->tex_chain;
|
|
}
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
qfglEnable (GL_BLEND);
|
|
qfglColor3ubv (color_white);
|
|
}
|
|
|
|
static void
|
|
draw_skybox_sky_polys (const instsurf_t *sky_chain)
|
|
{
|
|
const instsurf_t *sc = sky_chain;
|
|
|
|
qfglDepthMask (GL_FALSE);
|
|
qfglDisable (GL_DEPTH_TEST);
|
|
while (sc) {
|
|
glpoly_t *p = sc->surface->polys;
|
|
|
|
//FIXME transform/color
|
|
while (p) {
|
|
R_DrawSkyBoxPoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->tex_chain;
|
|
}
|
|
qfglEnable (GL_DEPTH_TEST);
|
|
qfglDepthMask (GL_TRUE);
|
|
}
|
|
|
|
static void
|
|
draw_skydome_sky_polys (const instsurf_t *sky_chain)
|
|
{
|
|
// this function is not yet implemented so just draw black
|
|
draw_black_sky_polys (sky_chain);
|
|
}
|
|
|
|
static void
|
|
draw_id_sky_polys (const instsurf_t *sky_chain)
|
|
{
|
|
const instsurf_t *sc = sky_chain;
|
|
float speedscale;
|
|
|
|
speedscale = vr_data.realtime / 16;
|
|
speedscale -= floor (speedscale);
|
|
|
|
qfglBindTexture (GL_TEXTURE_2D, gl_solidskytexture);
|
|
while (sc) {
|
|
EmitSkyPolys (speedscale, sc);
|
|
sc = sc->tex_chain;
|
|
}
|
|
|
|
if (gl_sky_multipass->int_val) {
|
|
sc = sky_chain;
|
|
|
|
speedscale = vr_data.realtime / 8;
|
|
speedscale -= floor (speedscale);
|
|
|
|
qfglBindTexture (GL_TEXTURE_2D, gl_alphaskytexture);
|
|
while (sc) {
|
|
EmitSkyPolys (speedscale, sc);
|
|
sc = sc->tex_chain;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
draw_z_sky_polys (const instsurf_t *sky_chain)
|
|
{
|
|
const instsurf_t *sc = sky_chain;
|
|
|
|
qfglColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
qfglDisable (GL_BLEND);
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
qfglColor3ubv (color_black);
|
|
while (sc) {
|
|
glpoly_t *p = sc->surface->polys;
|
|
|
|
if (sc->transform) {
|
|
qfglPushMatrix ();
|
|
qfglLoadMatrixf (sc->transform);
|
|
}
|
|
while (p) {
|
|
draw_poly (p);
|
|
p = p->next;
|
|
}
|
|
if (sc->transform)
|
|
qfglPopMatrix ();
|
|
sc = sc->tex_chain;
|
|
}
|
|
qfglColor3ubv (color_white);
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
qfglEnable (GL_BLEND);
|
|
qfglColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
}
|
|
|
|
void
|
|
gl_R_DrawSkyChain (const instsurf_t *sky_chain)
|
|
{
|
|
if (gl_sky_clip->int_val > 2) {
|
|
draw_black_sky_polys (sky_chain);
|
|
return;
|
|
}
|
|
|
|
if (gl_skyloaded) {
|
|
if (gl_sky_clip->int_val) {
|
|
draw_skybox_sky_polys (sky_chain);
|
|
}
|
|
draw_z_sky_polys (sky_chain);
|
|
} else if (gl_sky_clip->int_val == 2) {
|
|
draw_id_sky_polys (sky_chain);
|
|
} else if (gl_sky_clip->int_val) {
|
|
// XXX not properly implemented
|
|
draw_skydome_sky_polys (sky_chain);
|
|
//draw_z_sky_polys (sky_chain);
|
|
} else {
|
|
draw_z_sky_polys (sky_chain);
|
|
}
|
|
|
|
if (gl_sky_debug->int_val) {
|
|
const instsurf_t *sc;
|
|
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
if (gl_sky_debug->int_val & 1) {
|
|
sc = sky_chain;
|
|
qfglColor3ub (255, 255, 255);
|
|
while (sc) {
|
|
glpoly_t *p = sc->surface->polys;
|
|
|
|
if (sc->transform) {
|
|
qfglPushMatrix ();
|
|
qfglLoadMatrixf (sc->transform);
|
|
}
|
|
while (p) {
|
|
int i;
|
|
|
|
qfglBegin (GL_LINE_LOOP);
|
|
for (i = 0; i < p->numverts; i++) {
|
|
qfglVertex3fv (p->verts[i]);
|
|
}
|
|
qfglEnd ();
|
|
p = p->next;
|
|
}
|
|
if (sc->transform)
|
|
qfglPopMatrix ();
|
|
sc = sc->tex_chain;
|
|
}
|
|
}
|
|
if (gl_sky_debug->int_val & 2) {
|
|
sc = sky_chain;
|
|
qfglColor3ub (0, 255, 0);
|
|
qfglBegin (GL_POINTS);
|
|
while (sc) {
|
|
glpoly_t *p = sc->surface->polys;
|
|
|
|
if (sc->transform) {
|
|
qfglPushMatrix ();
|
|
qfglLoadMatrixf (sc->transform);
|
|
}
|
|
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);
|
|
qfglVertex3fv (c);
|
|
p = p->next;
|
|
}
|
|
if (sc->transform)
|
|
qfglPopMatrix ();
|
|
sc = sc->tex_chain;
|
|
}
|
|
qfglEnd ();
|
|
}
|
|
if (gl_sky_debug->int_val & 4) {
|
|
if (gl_skyloaded) {
|
|
int i, j;
|
|
|
|
qfglColor3ub (255, 0, 0);
|
|
for (i = 0; i < 6; i++) {
|
|
vec3_t v;
|
|
|
|
qfglBegin (GL_LINE_LOOP);
|
|
for (j = 0; j < 4; j++) {
|
|
VectorScale (&gl_skyvec[i][j][2], 1.0 / 128.0, v);
|
|
VectorAdd (v, r_refdef.vieworg, v);
|
|
qfglVertex3fv (v);
|
|
}
|
|
qfglEnd ();
|
|
}
|
|
}
|
|
}
|
|
qfglColor3ubv (color_white);
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
}
|
|
}
|