mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 13:11:20 +00:00
dc4cd343b5
as the black polygons (duh:) and not as nice looking as the sky dome, but also not as slow (fps when standing in the normal coridor looking at the sky in start: 26 for skydome, 37 for id skys, 44 for black). Good for when you want to see sky other than black but your card can't handle the fillrate requirements of skydome. I'll clean up the sqrt in there soonish.
792 lines
19 KiB
C
792 lines
19 KiB
C
/*
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gl_sky_clip.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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$Id$
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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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#include <stdlib.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 <stdarg.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/sys.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_sky.h"
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#include "QF/GL/qf_vid.h"
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#include "r_cvar.h"
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#include "r_shared.h"
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#include "view.h"
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#define BOX_WIDTH 2056
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/* cube face to sky texture offset conversion */
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static const int skytex_offs[] = { 3, 0, 4, 1, 2, 5 };
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/* clockwise loop through the cube faces adjoining the current face */
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static const int face_loop[6][5] = {
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{1, 2, 4, 5, 1},
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{0, 5, 3, 2, 0},
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{0, 1, 3, 4, 0},
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{1, 5, 4, 2, 1},
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{0, 2, 3, 5, 0},
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{0, 4, 3, 1, 0},
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};
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/* convert axis and face distance into face */
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static const int faces_table[3][6] = {
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{-1, 0, 0, -1, 3, 3},
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{-1, 4, 4, -1, 1, 1},
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{-1, 2, 2, -1, 5, 5},
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};
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/* convert face magic bit mask to index into visit array */
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static const int faces_bit_magic[] = { 2, 1, -1, 0, 3, -1, 4, -1 };
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/* axis the cube face cuts (also index into vec3_t and n % 3 for 0 <= n < 6) */
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static const int face_axis[] = { 0, 1, 2, 0, 1, 2 };
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/* offset on the axis the cube face cuts */
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static const vec_t face_offset[] = { 1024, 1024, 1024, -1024, -1024, -1024 };
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/* cube face */
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struct face_def {
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int tex; // texture to bind to
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glpoly_t poly; // describe the polygon of this face
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float verts[32][VERTEXSIZE];
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};
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struct visit_def {
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int face; // face being visited
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int leave; // vertex departed through
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};
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/* our cube */
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struct box_def {
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/* keep track of which cube faces we visit and in what order */
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struct visit_def visited_faces[9];
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int face_visits[6];
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int face_count;
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/* the cube faces */
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struct face_def face[6];
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};
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extern qboolean skyloaded;
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extern vec5_t skyvec[6][4];
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/*
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determine_face
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return the face of the cube which v hits first
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0 +x
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1 +y
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2 +z
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3 -x
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4 -y
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5 -z
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Also scales v so it touches that face.
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*/
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static int
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determine_face (vec3_t v)
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{
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float m;
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float a[3];
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int i = 0;
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m = a[0] = fabs (v[0]);
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a[1] = fabs (v[1]);
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a[2] = fabs (v[2]);
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if (a[1] > m) {
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m = a[1];
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i = 1;
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}
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if (a[2] > m) {
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m = a[2];
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i = 2;
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}
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if (!m) {
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Sys_Error ("You are speared by a sky poly edge\n");
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}
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if (v[i] < 0)
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i += 3;
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VectorScale (v, 1024 / m, v);
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return i;
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}
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/*
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find_intersect (for want of a better name)
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finds the point of intersection of the plane formed by the eye and the two
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points on the cube and the edge of the cube defined by the two faces.
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Currently, this will break if the two points are not on adjoining cube
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faces (ie either on opposing faces or the same face).
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The equation for the point of intersection of a line and a plane is:
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(x - p).n
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y = x - _________ v
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v.n
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where n is the normal to the plane, p is a point on the plane, x is a
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point on the line, and v is the direction vector of the line. n is found
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by (x1 - e) cross (x2 - e) and p is taken to be e (e = eye coords) for
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simplicity. However, because e is at 0,0,0, this simplifies to n = x1
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cross x2 and p = 0,0,0, so the equation above simplifies to:
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x.n
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y = x - ___ v
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v.n
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*/
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static int
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find_intersect (int face1, vec3_t x1, int face2, vec3_t x2, vec3_t y)
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{
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int axis;
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vec3_t n; // normal to the plane formed by the
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// eye and the two points on the cube.
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vec3_t x = { 0, 0, 0 }; // point on cube edge of adjoining
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// faces. always on an axis plane.
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vec3_t v = { 0, 0, 0 }; // direction vector of cube edge.
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// always +ve
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vec_t x_n, v_n; // x.n and v.n
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vec3_t t;
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x[face_axis[face1]] = face_offset[face1];
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x[face_axis[face2]] = face_offset[face2];
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axis = 3 - ((face_axis[face1]) + (face_axis[face2]));
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v[axis] = 1;
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CrossProduct (x1, x2, n);
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x_n = DotProduct (x, n);
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v_n = DotProduct (v, n);
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VectorScale (v, x_n / v_n, t);
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VectorSubtract (x, t, y);
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return axis;
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}
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/*
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find_cube_vertex
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get the coords of the vertex common to the three specified faces of the
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cube. NOTE: this WILL break if the three faces do not share a common
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vertex. ie works = ((face1 % 3 != face2 % 3)
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&& (face2 % 3 != face3 % 3)
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&& (face1 % 3 != face3 % 3))
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*/
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static void
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find_cube_vertex (int face1, int face2, int face3, vec3_t v)
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{
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v[face_axis[face1]] = face_offset[face1];
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v[face_axis[face2]] = face_offset[face2];
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v[face_axis[face3]] = face_offset[face3];
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}
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/*
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set_vertex
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add the vertex to the polygon describing the face of the cube. Offsets
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the vertex relative to r_refdef.vieworg so the cube is always centered
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on the player and also calculates the texture coordinates of the vertex
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(wish I could find a cleaner way of calculating s and t).
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*/
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static void
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set_vertex (struct box_def *box, int face, int ind, vec3_t v)
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{
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VectorCopy (v, box->face[face].poly.verts[ind]);
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VectorAdd (v, r_refdef.vieworg, box->face[face].poly.verts[ind]);
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switch (face) {
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case 0:
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box->face[face].poly.verts[ind][3] = (1024 - v[1] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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break;
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case 1:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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break;
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case 2:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 + v[1] + 4) / BOX_WIDTH;
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break;
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case 3:
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box->face[face].poly.verts[ind][3] = (1024 + v[1] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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break;
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case 4:
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box->face[face].poly.verts[ind][3] = (1024 - v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[2] + 4) / BOX_WIDTH;
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break;
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case 5:
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box->face[face].poly.verts[ind][3] = (1024 + v[0] + 4) / BOX_WIDTH;
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box->face[face].poly.verts[ind][4] = (1024 - v[1] + 4) / BOX_WIDTH;
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break;
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}
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}
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/*
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add_vertex
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append a vertex to the poly vertex list.
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*/
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static void
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add_vertex (struct box_def *box, int face, vec3_t v)
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{
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set_vertex (box, face, box->face[face].poly.numverts++, v);
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}
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/*
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insert_cube_vertices
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insert the given cube vertices into the vertex list of the poly in the
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correct location.
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*/
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static void
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insert_cube_vertices (struct box_def *box, struct visit_def visit, int count,
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...)
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{
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int i;
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int face = visit.face;
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int ind = visit.leave + 1;
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va_list args;
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vec3_t **v;
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#ifdef __BORLANDC__
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// This is fix for borland alloca "feature" which fails to restore stack
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// correcly if calling function doesn't have any references to local variables.
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char dummy[5];
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dummy[0]=0;
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#endif
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va_start (args, count);
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v = (vec3_t **) alloca (count * sizeof (vec3_t *));
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for (i = 0; i < count; i++) {
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v[i] = va_arg (args, vec3_t *);
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}
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va_end (args);
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if (ind == box->face[face].poly.numverts) {
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// the vertex the sky poly left this cube fase through is very
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// conveniently the last vertex of the face poly. this means we
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// can just append the vetexen
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for (i = 0; i < count; i++)
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add_vertex (box, face, *v[i]);
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} else {
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// we have to insert the cube vertices into the face poly
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// vertex list
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glpoly_t *p = &box->face[face].poly;
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int c = p->numverts - ind;
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const int vert_size = sizeof (p->verts[0]);
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memmove (p->verts[ind + count], p->verts[ind], c * vert_size);
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p->numverts += count;
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for (i = 0; i < count; i++)
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set_vertex (box, face, ind + i, *v[i]);
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}
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}
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/*
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cross_cube_edge
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add the vertex formed by the poly edge crossing the cube edge to the
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polygon for the two faces on that edge. Actually, the two faces define
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the edge :). The poly edge is going from face 1 to face 2 (for
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enter/leave purposes).
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*/
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static void
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cross_cube_edge (struct box_def *box, int face1, vec3_t v1, int face2,
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vec3_t v2)
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{
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int axis;
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int face = -1;
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vec3_t l;
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axis = find_intersect (face1, v1, face2, v2, l);
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if (l[axis] > 1024)
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face = axis;
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else if (l[axis] < -1024)
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face = axis + 3;
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if (face >= 0) {
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vec3_t x;
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VectorAdd (v1, v2, x);
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VectorScale (x, 0.5, x);
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cross_cube_edge (box, face1, v1, face, x);
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cross_cube_edge (box, face, x, face2, v2);
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} else {
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struct visit_def *visit = box->visited_faces;
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visit[box->face_count - 1].leave = box->face[face1].poly.numverts;
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visit[box->face_count].face = face2;
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box->face_count++;
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box->face_visits[face2]++;
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add_vertex (box, face1, l);
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add_vertex (box, face2, l);
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}
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}
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/*
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process_corners
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egad, veddy complicated :)
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*/
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static void
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process_corners (struct box_def *box)
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{
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int i;
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int center = -1, max_visit = 0;
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struct visit_def *visit = box->visited_faces;
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if (visit[box->face_count - 1].face == visit[0].face) {
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box->face_count--;
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}
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for (i = 0; i < 6; i++) {
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if (max_visit < box->face_visits[i]) {
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max_visit = box->face_visits[i];
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center = i;
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}
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}
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switch (box->face_count) {
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case 1:
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case 2:
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case 8:
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// no corners
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return;
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case 3:
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// one corner, no edges
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{
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vec3_t v;
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find_cube_vertex (visit[0].face, visit[1].face, visit[2].face,
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v);
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insert_cube_vertices (box, visit[0], 1, v);
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insert_cube_vertices (box, visit[1], 1, v);
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insert_cube_vertices (box, visit[2], 1, v);
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}
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break;
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case 4:
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if (max_visit > 1)
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return;
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if (abs (visit[2].face - visit[0].face) == 3
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&& abs (visit[3].face - visit[1].face) == 3) {
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// 4 vertices
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int sum, diff;
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vec3_t v[4];
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sum =
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visit[0].face + visit[1].face + visit[2].face +
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visit[3].face;
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diff = visit[1].face - visit[0].face;
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sum %= 3;
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diff = (diff + 6) % 6;
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center = faces_table[sum][diff];
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for (i = 0; i < 4; i++) {
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find_cube_vertex (visit[i].face, visit[(i + 1) & 3].face,
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center, v[i]);
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add_vertex (box, center, v[i]);
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}
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for (i = 0; i < 4; i++)
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insert_cube_vertices (box, visit[i], 2, v[i],
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v[(i - 1) & 3]);
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} else {
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// 2 vertices
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int l_f, t_f, r_f, b_f;
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vec3_t v_l, v_r;
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if (abs (visit[2].face - visit[0].face) == 3) {
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l_f = 0;
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t_f = 1;
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r_f = 2;
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b_f = 3;
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} else if (abs (visit[3].face - visit[1].face) == 3) {
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l_f = 1;
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t_f = 2;
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r_f = 3;
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b_f = 0;
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} else {
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return;
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}
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find_cube_vertex (visit[l_f].face, visit[t_f].face,
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visit[b_f].face, v_l);
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find_cube_vertex (visit[r_f].face, visit[t_f].face,
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visit[b_f].face, v_r);
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insert_cube_vertices (box, visit[t_f], 2, v_r, v_l);
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insert_cube_vertices (box, visit[b_f], 2, v_l, v_r);
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insert_cube_vertices (box, visit[l_f], 1, v_l);
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insert_cube_vertices (box, visit[r_f], 1, v_r);
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}
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break;
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case 5:
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if (max_visit > 1) {
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// one vertex
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vec3_t v;
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for (i = 0; i < 4; i++) {
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// don't need to check the 5th visit
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if (visit[(i + 2) % 5].face == visit[(i + 4) % 5].face)
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break;
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}
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find_cube_vertex (visit[i].face, visit[(i + 1) % 5].face,
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visit[(i + 2) % 5].face, v);
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insert_cube_vertices (box, visit[i], 1, v);
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insert_cube_vertices (box, visit[(i + 1) % 5], 1, v);
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insert_cube_vertices (box, visit[(i + 4) % 5], 1, v);
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} else {
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// 3 vertices
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unsigned int sel =
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(((abs (visit[2].face - visit[0].face) == 3) << 2) |
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((abs (visit[3].face - visit[1].face) == 3) << 1)
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| ((abs (visit[4].face - visit[2].face) == 3) << 0));
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vec3_t v[3];
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center = faces_bit_magic[sel];
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// printf ("%02o %d %d %d %d %d %d\n", sel, center,
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// visit[0].face,
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// visit[1].face, visit[2].face, visit[3].face,
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// visit[4].face);
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for (i = 0; i < 3; i++)
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find_cube_vertex (visit[center].face,
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visit[(center + 1 + i) % 5].face,
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visit[(center + 2 + i) % 5].face, v[i]);
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insert_cube_vertices (box, visit[center], 3, v[0], v[1], v[2]);
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insert_cube_vertices (box, visit[(center + 1) % 5], 1, v[0]);
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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:
|
|
if (max_visit > 2)
|
|
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
|
|
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 + 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[2], 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
|
|
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:
|
|
for (i = 0; i < 6; i++) {
|
|
// don't need to check the last point
|
|
if (visit[(i + 2) % 6].face == visit[(i + 4) % 6].face
|
|
&& visit[(i + 4) % 6].face == visit[(i + 6) % 6].face)
|
|
break;
|
|
}
|
|
{
|
|
vec3_t v;
|
|
|
|
find_cube_vertex (visit[i].face, visit[(i + 1) % 6].face,
|
|
visit[(i + 2) % 6].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 (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 ();
|
|
}
|
|
}
|
|
|
|
void
|
|
R_DrawSkyBoxPoly (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);
|
|
}
|
|
|
|
void
|
|
R_DrawSkyDomePoly (glpoly_t *poly)
|
|
{
|
|
int i;
|
|
|
|
qfglBegin (GL_POLYGON);
|
|
for (i = 0; i < poly->numverts; i++) {
|
|
qfglVertex3fv (poly->verts[i]);
|
|
}
|
|
qfglEnd ();
|
|
}
|
|
|
|
void
|
|
EmitSkyPolys (float speedscale, msurface_t *fa)
|
|
{
|
|
glpoly_t *p;
|
|
float *v;
|
|
int i;
|
|
float s, t;
|
|
vec3_t dir;
|
|
float length;
|
|
|
|
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; // flatten the sphere
|
|
|
|
length = DotProduct (dir, dir);
|
|
length = 6 * 63 / sqrt (length);
|
|
|
|
dir[0] *= length;
|
|
dir[1] *= length;
|
|
|
|
s = (speedscale + dir[0]) * (1.0/128);
|
|
t = (speedscale + dir[1]) * (1.0/128);
|
|
|
|
qfglTexCoord2f (s, t);
|
|
qfglVertex3fv (v);
|
|
}
|
|
qfglEnd ();
|
|
}
|
|
}
|
|
|
|
void
|
|
R_DrawSkyChain (msurface_t *sky_chain)
|
|
{
|
|
msurface_t *sc = sky_chain;
|
|
|
|
if (gl_sky_clip->int_val > 2) {
|
|
qfglDisable (GL_BLEND);
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
qfglColor3ubv (color_black);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
R_DrawSkyDomePoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
qfglEnable (GL_BLEND);
|
|
qfglColor3ubv (color_white);
|
|
return;
|
|
}
|
|
|
|
if (skyloaded) {
|
|
qfglDepthRange (gldepthmax, gldepthmax);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
R_DrawSkyBoxPoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
qfglDepthRange (gldepthmin, gldepthmax);
|
|
} else if (gl_sky_clip->int_val == 2) {
|
|
float speedscale;
|
|
|
|
speedscale = r_realtime*8;
|
|
speedscale -= (int)speedscale & ~127 ;
|
|
|
|
qfglBindTexture (GL_TEXTURE_2D, solidskytexture);
|
|
while (sc) {
|
|
EmitSkyPolys (speedscale, sc);
|
|
sc = sc->texturechain;
|
|
}
|
|
|
|
if (gl_skymultipass->int_val) {
|
|
sc = sky_chain;
|
|
|
|
speedscale = r_realtime*16;
|
|
speedscale -= (int)speedscale & ~127 ;
|
|
|
|
qfglBindTexture (GL_TEXTURE_2D, alphaskytexture);
|
|
while (sc) {
|
|
EmitSkyPolys (speedscale, sc);
|
|
sc = sc->texturechain;
|
|
}
|
|
}
|
|
} else {
|
|
// this code is duplicated from above because skydome is not yet
|
|
// clipped
|
|
qfglDisable (GL_BLEND);
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
qfglColor3ubv (color_black);
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
R_DrawSkyDomePoly (p);
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
qfglEnable (GL_BLEND);
|
|
qfglColor3ubv (color_white);
|
|
}
|
|
#if 0
|
|
// seems to work, but this is the wrong place to do it.
|
|
color_white[3] = 0;
|
|
qfglColor4ubv (color_white);
|
|
sc = sky_chain;
|
|
while (sc) {
|
|
glpoly_t *p = sc->polys;
|
|
|
|
while (p) {
|
|
int i;
|
|
qfglBegin (GL_POLYGON);
|
|
for (i = 0; i < p->numverts; i++) {
|
|
qfglVertex3fv (p->verts[i]);
|
|
}
|
|
qfglEnd ();
|
|
p = p->next;
|
|
}
|
|
sc = sc->texturechain;
|
|
}
|
|
#endif
|
|
}
|