quakeforge/libs/video/renderer/gl/gl_sky.c
Bill Currie 73e6e1684f FINALLY, the nq and qw renderers are merged. the view and particle subsystems
are not yet merged due to their dependence on the client, but that will come
soon.
2001-05-24 19:22:35 +00:00

336 lines
7.9 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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/compat.h"
#include "QF/console.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/tga.h"
#include "QF/vid.h"
#include "glquake.h"
#include "r_shared.h"
#include "view.h"
extern model_t *loadmodel;
extern int skytexturenum;
extern qboolean lighthalf;
int solidskytexture;
int alphaskytexture;
float speedscale; // for top sky and bottom sky
// Set to true if a valid skybox is loaded --KB
qboolean skyloaded = false;
char *suf[6] = { "rt", "bk", "lf", "ft", "up", "dn" };
void
R_LoadSkys (const char *skyname)
{
int i;
QFile *f;
char name[64];
if (strcasecmp (skyname, "none") == 0) {
skyloaded = false;
return;
}
skyloaded = true;
for (i = 0; i < 6; i++) {
byte *targa_rgba;
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
snprintf (name, sizeof (name), "env/%s%s.tga", skyname, suf[i]);
COM_FOpenFile (name, &f);
if (!f) {
Con_DPrintf ("Couldn't load %s\n", name);
skyloaded = false;
continue;
}
targa_rgba = LoadTGA (f);
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA,
GL_UNSIGNED_BYTE, targa_rgba);
free (targa_rgba);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (!skyloaded)
Con_Printf ("Unable to load skybox %s, using normal sky\n", skyname);
}
void
R_SkyBoxPolyVec (vec5_t v)
{
// avoid interpolation seams
// s = s * (254.0/256.0) + (1.0/256.0);
// t = t * (254.0/256.0) + (1.0/256.0);
glTexCoord2fv (v);
glVertex3f (r_refdef.vieworg[0] + v[2],
r_refdef.vieworg[1] + v[3], r_refdef.vieworg[2] + v[4]);
}
#define ftc(x) (x * (254.0/256.0) + (1.0/256.0))
vec5_t skyvec[6][4] = {
{
// right +y
{ftc (1), ftc (0), 1024, 1024, 1024},
{ftc (1), ftc (1), 1024, 1024, -1024},
{ftc (0), ftc (1), -1024, 1024, -1024},
{ftc (0), ftc (0), -1024, 1024, 1024}
},
{
// back -x
{ftc (1), ftc (0), -1024, 1024, 1024},
{ftc (1), ftc (1), -1024, 1024, -1024},
{ftc (0), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (0), -1024, -1024, 1024}
},
{
// left -y
{ftc (1), ftc (0), -1024, -1024, 1024},
{ftc (1), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (0), 1024, -1024, 1024}
},
{
// front +x
{ftc (1), ftc (0), 1024, -1024, 1024},
{ftc (1), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (1), 1024, 1024, -1024},
{ftc (0), ftc (0), 1024, 1024, 1024}
},
{
// up +z
{ftc (1), ftc (0), 1024, -1024, 1024},
{ftc (1), ftc (1), 1024, 1024, 1024},
{ftc (0), ftc (1), -1024, 1024, 1024},
{ftc (0), ftc (0), -1024, -1024, 1024}
},
{
// down -z
{ftc (1), ftc (0), 1024, 1024, -1024},
{ftc (1), ftc (1), 1024, -1024, -1024},
{ftc (0), ftc (1), -1024, -1024, -1024},
{ftc (0), ftc (0), -1024, 1024, -1024}
}
};
#undef ftc
void
R_DrawSkyBox (void)
{
int i, j;
glDisable (GL_DEPTH_TEST);
glDepthRange (gldepthmax, gldepthmax);
for (i = 0; i < 6; i++) {
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
glBegin (GL_QUADS);
for (j = 0; j < 4; j++)
R_SkyBoxPolyVec (skyvec[i][j]);
glEnd ();
}
glEnable (GL_DEPTH_TEST);
glDepthRange (gldepthmin, gldepthmax);
}
vec3_t domescale;
void
R_DrawSkyLayer (float s)
{
int a, b;
float x, y, a1x, a1y, a2x, a2y;
vec3_t v;
for (a = 0; a < 16; a++) {
a1x = bubble_costable[a * 2] * domescale[0];
a1y = -bubble_sintable[a * 2] * domescale[1];
a2x = bubble_costable[(a + 1) * 2] * domescale[0];
a2y = -bubble_sintable[(a + 1) * 2] * domescale[1];
glBegin (GL_TRIANGLE_STRIP);
glTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
glVertex3f (r_refdef.vieworg[0],
r_refdef.vieworg[1], r_refdef.vieworg[2] + domescale[2]);
for (b = 1; b < 8; b++) {
x = bubble_costable[b * 2 + 16];
y = -bubble_sintable[b * 2 + 16];
v[0] = a1x * x;
v[1] = a1y * x;
v[2] = y * domescale[2];
glTexCoord2f ((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
glVertex3f (v[0] + r_refdef.vieworg[0],
v[1] + r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
v[0] = a2x * x;
v[1] = a2y * x;
v[2] = y * domescale[2];
glTexCoord2f ((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
glVertex3f (v[0] + r_refdef.vieworg[0],
v[1] + r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
}
glTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
glVertex3f (r_refdef.vieworg[0],
r_refdef.vieworg[1], r_refdef.vieworg[2] - domescale[2]);
glEnd ();
}
}
void
R_DrawSkyDome (void)
{
glDisable (GL_DEPTH_TEST);
glDepthRange (gldepthmax, gldepthmax);
glDisable (GL_BLEND);
// base sky
glBindTexture (GL_TEXTURE_2D, solidskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = r_realtime * 8;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
glEnable (GL_BLEND);
// clouds
if (gl_skymultipass->int_val) {
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = r_realtime * 16;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
}
glEnable (GL_DEPTH_TEST);
glDepthRange (gldepthmin, gldepthmax);
}
void
R_DrawSky (void)
{
if (skyloaded)
R_DrawSkyBox ();
else
R_DrawSkyDome ();
}
/*
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
*/
void
R_InitSky (texture_t *mt)
{
int i, j, p;
byte *src;
unsigned int trans[128 * 128];
unsigned int transpix;
int r, g, b;
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 (!solidskytexture)
solidskytexture = texture_extension_number++;
glBindTexture (GL_TEXTURE_2D, solidskytexture);
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA,
GL_UNSIGNED_BYTE, trans);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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 (!alphaskytexture)
alphaskytexture = texture_extension_number++;
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA,
GL_UNSIGNED_BYTE, trans);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}