quakeforge/libs/video/renderer/gl/gl_sky.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +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;
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) {
qfglBindTexture (GL_TEXTURE_2D, gl_alphaskytexture);
speedscale = vr_data.realtime / 8.0;
speedscale -= floor (speedscale);
R_DrawSkyLayer (speedscale);
}
if (gl_sky_debug) {
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);
}