quakeforge/libs/video/renderer/gl/gl_sky.c
Bill Currie 5a57280aa9 [gl] Use glGenTextures to allocate texture numbers
While the scheme of using our own allocated did work just fine, fisheye
rendering uses glGenTextures which caused a texture id clash and thus
invalid operations (the cube map texture happened to be the same as the
console background texture). Sure, I could have just "fixed" the fisheye
init code, but this brings gl closer in line with glsl (which makes
extensive use of glGenTextures and glDeleteTextures). This doesn't fix
any texture leaks gl has (plenty, I imagine), but it's a step in the
right direction.
2022-03-15 13:29:05 +09:00

463 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
#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" };
GLuint gl_solidskytexture;
GLuint 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.frame.position[0] + v[2],
r_refdef.frame.position[1] + v[3],
r_refdef.frame.position[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.frame.position, 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.frame.position, 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.frame.position, 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.frame.position, 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.frame.position, 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.frame.position, 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.frame.position, 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) {
qfglGenTextures (1, &gl_solidskytexture);
}
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) {
qfglGenTextures (1, &gl_alphaskytexture);
}
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);
}