mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
5bf21931c7
The only transform related field remaining is old_origin. This also brings the renderer closer to using simd (lots of stuff to fix still, though).
464 lines
11 KiB
C
464 lines
11 KiB
C
/*
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gl_sky.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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#define NH_DEFINE
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#include "namehack.h"
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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 "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rlight.h"
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#include "QF/GL/qf_sky.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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// Note that the cube face names are from the perspective of looking at the
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// cube from the outside on the -ve y axis with +x to the right, +y going in,
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// +z up, and front is the nearest face.
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static const char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
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int gl_solidskytexture;
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int gl_alphaskytexture;
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// Set to true if a valid skybox is loaded --KB
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qboolean gl_skyloaded = false;
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vec5_t gl_skyvec[6][4] = {
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{
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// right +x
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{0, 0, 1024, 1024, 1024},
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{0, 1, 1024, 1024, -1024},
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{1, 1, 1024, -1024, -1024},
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{1, 0, 1024, -1024, 1024}
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},
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{
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// back +y
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{0, 0, -1024, 1024, 1024},
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{0, 1, -1024, 1024, -1024},
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{1, 1, 1024, 1024, -1024},
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{1, 0, 1024, 1024, 1024}
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},
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{
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// left -x
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{0, 0, -1024, -1024, 1024},
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{0, 1, -1024, -1024, -1024},
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{1, 1, -1024, 1024, -1024},
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{1, 0, -1024, 1024, 1024}
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},
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{
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// front -y
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{0, 0, 1024, -1024, 1024},
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{0, 1, 1024, -1024, -1024},
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{1, 1, -1024, -1024, -1024},
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{1, 0, -1024, -1024, 1024}
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},
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{
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// up +z
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{0, 0, -1024, 1024, 1024},
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{0, 1, 1024, 1024, 1024},
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{1, 1, 1024, -1024, 1024},
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{1, 0, -1024, -1024, 1024}
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},
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{
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// down -z
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{0, 0, 1024, 1024, -1024},
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{0, 1, -1024, 1024, -1024},
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{1, 1, -1024, -1024, -1024},
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{1, 0, 1024, -1024, -1024}
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}
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};
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void
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gl_R_LoadSkys (const char *skyname)
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{
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const char *name;
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int i; // j
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if (!skyname || !*skyname)
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skyname = r_skyname->string;
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if (!*skyname || strcasecmp (skyname, "none") == 0) {
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gl_skyloaded = false;
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return;
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}
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gl_skyloaded = true;
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for (i = 0; i < 6; i++) {
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tex_t *targa;
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qfglBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
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targa = LoadImage (name = va (0, "env/%s%s", skyname, suf[i]), 1);
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if (!targa || targa->format < 3) { // FIXME Can't do PCX right now
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Sys_MaskPrintf (SYS_DEV, "Couldn't load %s\n", name);
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// also look in gfx/env, where Darkplaces looks for skies
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targa = LoadImage (name = va (0, "gfx/env/%s%s", skyname,
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suf[i]), 1);
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if (!targa) {
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Sys_MaskPrintf (SYS_DEV, "Couldn't load %s\n", name);
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gl_skyloaded = false;
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continue;
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}
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}
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// FIXME need better texture loading
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qfglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, targa->width,
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targa->height, 0,
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targa->format == 3 ? GL_RGB : GL_RGBA,
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GL_UNSIGNED_BYTE, &targa->data);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (gl_Anisotropy)
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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gl_aniso);
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#if 0
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for (j = 0; j < 4; j++) {
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// set the texture coords to be 1/2 pixel in from the edge
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if (gl_skyvec[i][j][0] < 0.5)
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gl_skyvec[i][j][0] = 0.5 / targa->width;
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else
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gl_skyvec[i][j][0] = 1 - 0.5 / targa->width;
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if (gl_skyvec[i][j][1] < 0.5)
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gl_skyvec[i][j][1] = 0.5 / targa->height;
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else
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gl_skyvec[i][j][1] = 1 - 0.5 / targa->height;
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}
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#endif
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}
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if (!gl_skyloaded)
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Sys_Printf ("Unable to load skybox %s, using normal sky\n", skyname);
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}
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static void
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R_DrawSkyBox (void)
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{
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int i, j;
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for (i = 0; i < 6; i++) {
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qfglBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
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qfglBegin (GL_QUADS);
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for (j = 0; j < 4; j++) {
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float *v = (float *) gl_skyvec[i][j];
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qfglTexCoord2fv (v);
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qfglVertex3f (r_refdef.viewposition[0] + v[2],
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r_refdef.viewposition[1] + v[3],
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r_refdef.viewposition[2] + v[4]);
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}
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qfglEnd ();
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}
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}
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static vec3_t domescale = {2048.0, 2048.0, 512.0};
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static vec3_t zenith = { 0.0, 0.0, 512.0};
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static vec3_t nadir = { 0.0, 0.0, -512.0};
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static inline void
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skydome_vertex (const vec3_t v, float speedscale)
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{
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float length, s, t;
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vec3_t dir, point;
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VectorCopy (v, dir);
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dir[2] *= 3.0;
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length = DotProduct (dir, dir);
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length = 2.953125 / sqrt (length);
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dir[0] *= length;
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dir[1] *= length;
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s = speedscale + dir[0];
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t = speedscale + dir[1];
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VectorAdd (r_refdef.viewposition, v, point);
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qfglTexCoord2f (s, t);
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qfglVertex3fv (point);
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}
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static void
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skydome_debug (void)
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{
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float x, y, a1x, a1y, a2x, a2y;
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int a, b, h, t, i;
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vec3_t v[3];
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qfglDisable (GL_TEXTURE_2D);
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qfglBegin (GL_LINES);
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for (a = 0; a < 16; a++) {
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a1x = gl_bubble_costable[a * 2] * domescale[0];
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a1y = -gl_bubble_sintable[a * 2] * domescale[1];
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a2x = gl_bubble_costable[(a + 1) * 2] * domescale[0];
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a2y = -gl_bubble_sintable[(a + 1) * 2] * domescale[1];
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h = 1;
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t = 0;
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VectorAdd (zenith, r_refdef.viewposition, v[0]);
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for (b = 1; b <= 8; b++) {
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x = gl_bubble_costable[b + 8];
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y = -gl_bubble_sintable[b + 8];
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v[h][0] = a1x * x;
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v[h][1] = a1y * x;
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v[h][2] = y * domescale[2];
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VectorAdd (v[h], r_refdef.viewposition, v[h]);
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for (i = t; i != h; i = (i + 1) % 3) {
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qfglVertex3fv (v[i]);
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qfglVertex3fv (v[h]);
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}
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h = (h + 1) % 3;
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if (h == t)
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t = (t + 1) % 3;
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v[h][0] = a2x * x;
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v[h][1] = a2y * x;
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v[h][2] = y * domescale[2];
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VectorAdd (v[h], r_refdef.viewposition, v[h]);
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for (i = t; i != h; i = (i + 1) % 3) {
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qfglVertex3fv (v[i]);
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qfglVertex3fv (v[h]);
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}
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h = (h + 1) % 3;
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if (h == t)
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t = (t + 1) % 3;
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}
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h = 1;
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t = 0;
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VectorAdd (nadir, r_refdef.viewposition, v[0]);
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for (b = 15; b >= 8; b--) {
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x = gl_bubble_costable[b + 8];
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y = -gl_bubble_sintable[b + 8];
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v[h][0] = a2x * x;
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v[h][1] = a2y * x;
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v[h][2] = y * domescale[2];
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VectorAdd (v[h], r_refdef.viewposition, v[h]);
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for (i = t; i != h; i = (i + 1) % 3) {
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qfglVertex3fv (v[i]);
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qfglVertex3fv (v[h]);
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}
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h = (h + 1) % 3;
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if (h == t)
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t = (t + 1) % 3;
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v[h][0] = a1x * x;
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v[h][1] = a1y * x;
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v[h][2] = y * domescale[2];
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VectorAdd (v[h], r_refdef.viewposition, v[h]);
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for (i = t; i != h; i = (i + 1) % 3) {
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qfglVertex3fv (v[i]);
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qfglVertex3fv (v[h]);
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}
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h = (h + 1) % 3;
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if (h == t)
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t = (t + 1) % 3;
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}
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}
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qfglEnd ();
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qfglEnable (GL_TEXTURE_2D);
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}
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static void
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R_DrawSkyLayer (float speedscale)
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{
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float x, y, a1x, a1y, a2x, a2y;
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int a, b;
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vec3_t v;
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for (a = 0; a < 16; a++) {
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a1x = gl_bubble_costable[a * 2] * domescale[0];
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a1y = -gl_bubble_sintable[a * 2] * domescale[1];
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a2x = gl_bubble_costable[(a + 1) * 2] * domescale[0];
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a2y = -gl_bubble_sintable[(a + 1) * 2] * domescale[1];
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qfglBegin (GL_TRIANGLE_STRIP);
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skydome_vertex (zenith, speedscale);
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for (b = 1; b <= 8; b++) {
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x = gl_bubble_costable[b + 8];
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y = -gl_bubble_sintable[b + 8];
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v[0] = a1x * x;
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v[1] = a1y * x;
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v[2] = y * domescale[2];
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skydome_vertex (v, speedscale);
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v[0] = a2x * x;
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v[1] = a2y * x;
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v[2] = y * domescale[2];
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skydome_vertex (v, speedscale);
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}
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qfglEnd ();
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qfglBegin (GL_TRIANGLE_STRIP);
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skydome_vertex (nadir, speedscale);
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for (b = 15; b >= 8; b--) {
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x = gl_bubble_costable[b + 8];
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y = -gl_bubble_sintable[b + 8];
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v[0] = a2x * x;
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v[1] = a2y * x;
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v[2] = y * domescale[2];
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skydome_vertex (v, speedscale);
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v[0] = a1x * x;
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v[1] = a1y * x;
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v[2] = y * domescale[2];
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skydome_vertex (v, speedscale);
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}
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qfglEnd ();
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}
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}
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static void
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R_DrawSkyDome (void)
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{
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float speedscale; // for top sky and bottom sky
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// base sky
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qfglDisable (GL_BLEND);
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qfglBindTexture (GL_TEXTURE_2D, gl_solidskytexture);
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speedscale = vr_data.realtime / 16.0;
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speedscale -= floor (speedscale);
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R_DrawSkyLayer (speedscale);
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qfglEnable (GL_BLEND);
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// clouds
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if (gl_sky_multipass->int_val) {
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qfglBindTexture (GL_TEXTURE_2D, gl_alphaskytexture);
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speedscale = vr_data.realtime / 8.0;
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speedscale -= floor (speedscale);
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R_DrawSkyLayer (speedscale);
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}
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if (gl_sky_debug->int_val) {
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skydome_debug ();
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}
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}
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void
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gl_R_DrawSky (void)
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{
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qfglDisable (GL_DEPTH_TEST);
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qfglDepthMask (GL_FALSE);
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if (gl_skyloaded)
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R_DrawSkyBox ();
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else
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R_DrawSkyDome ();
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qfglDepthMask (GL_TRUE);
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qfglEnable (GL_DEPTH_TEST);
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}
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/*
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R_InitSky
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A sky texture is 256*128, with the right side being a masked overlay
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*/
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void
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gl_R_InitSky (texture_t *mt)
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{
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byte *src;
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int i, j, p, r, g, b;
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unsigned int transpix;
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unsigned int trans[128 * 128];
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unsigned int *rgba;
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src = (byte *) mt + mt->offsets[0];
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// make an average value for the back to avoid a fringe on the top level
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r = g = b = 0;
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for (i = 0; i < 128; i++)
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for (j = 0; j < 128; j++) {
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p = src[i * 256 + j + 128];
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rgba = &d_8to24table[p];
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trans[(i * 128) + j] = *rgba;
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r += ((byte *) rgba)[0];
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g += ((byte *) rgba)[1];
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b += ((byte *) rgba)[2];
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}
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((byte *) & transpix)[0] = r / (128 * 128);
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((byte *) & transpix)[1] = g / (128 * 128);
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((byte *) & transpix)[2] = b / (128 * 128);
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((byte *) & transpix)[3] = 0;
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if (!gl_solidskytexture)
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gl_solidskytexture = gl_texture_number++;
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qfglBindTexture (GL_TEXTURE_2D, gl_solidskytexture);
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qfglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, trans);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (gl_Anisotropy)
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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gl_aniso);
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for (i = 0; i < 128; i++)
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for (j = 0; j < 128; j++) {
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p = src[i * 256 + j];
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if (p == 0)
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trans[(i * 128) + j] = transpix;
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else
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trans[(i * 128) + j] = d_8to24table[p];
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}
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if (!gl_alphaskytexture)
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gl_alphaskytexture = gl_texture_number++;
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qfglBindTexture (GL_TEXTURE_2D, gl_alphaskytexture);
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qfglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, trans);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (gl_Anisotropy)
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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gl_aniso);
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}
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