Fix sky over Yavin Swamp

The only significant part of this change is the removal of r_fastsky check, since Yavin Swamp doesn't have a skybox.
This commit is contained in:
Simon 2022-11-23 22:17:58 +00:00
parent 52061d9040
commit 0d3d244157
3 changed files with 512 additions and 501 deletions

View File

@ -495,7 +495,7 @@ static void RB_BeginDrawingView (void) {
}
else
{
if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && !g_bRenderGlowingObjects )
if ( !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) && !g_bRenderGlowingObjects )
{
if (tr.world && tr.world->globalFog != -1)
{
@ -1135,179 +1135,165 @@ const void *RB_StretchPic ( const void *data ) {
/*
=============
RB_RotatePic
RB_DrawRotatePic
=============
*/
const void *RB_RotatePic ( const void *data )
{
//LOGI("RB_RotatePic");
const rotatePicCommand_t *cmd;
image_t *image;
jk_shader_t *shader;
cmd = (const rotatePicCommand_t *)data;
shader = cmd->shader;
image = &shader->stages[0].bundle[0].image[0];
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
shader = cmd->shader;
if ( shader != tess.shader ) {
if ( tess.numIndexes ) {
RB_EndSurface();
if ( image ) {
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
backEnd.currentEntity = &backEnd.entity2D;
RB_BeginSurface( shader, 0 );
qglColor4ubv( backEnd.color2D );
qglPushMatrix();
qglTranslatef(cmd->x+cmd->w,cmd->y,0);
qglRotatef(cmd->a, 0.0, 0.0, 1.0);
GL_Bind( image );
#ifdef HAVE_GLES
GLfloat tex[] = {
cmd->s1, cmd->t1,
cmd->s2, cmd->t1,
cmd->s2, cmd->t2,
cmd->s1, cmd->t2
};
GLfloat vtx[] = {
-cmd->w, 0,
0, 0,
0, cmd->h,
-cmd->w, cmd->h
};
GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY);
GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY);
if (glcol)
qglDisableClientState(GL_COLOR_ARRAY);
if (!text)
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 2, GL_FLOAT, 0, tex );
qglVertexPointer ( 2, GL_FLOAT, 0, vtx );
qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
if (glcol)
qglEnableClientState(GL_COLOR_ARRAY);
if (!text)
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#else
qglBegin (GL_QUADS);
qglTexCoord2f( cmd->s1, cmd->t1);
qglVertex2f( -cmd->w, 0 );
qglTexCoord2f( cmd->s2, cmd->t1 );
qglVertex2f( 0, 0 );
qglTexCoord2f( cmd->s2, cmd->t2 );
qglVertex2f( 0, cmd->h );
qglTexCoord2f( cmd->s1, cmd->t2 );
qglVertex2f( -cmd->w, cmd->h );
qglEnd();
#endif
qglPopMatrix();
}
RB_CHECKOVERFLOW( 4, 6 );
int numVerts = tess.numVertexes;
int numIndexes = tess.numIndexes;
float angle = DEG2RAD( cmd-> a );
float s = sinf( angle );
float c = cosf( angle );
matrix3_t m = {
{ c, s, 0.0f },
{ -s, c, 0.0f },
{ cmd->x + cmd->w, cmd->y, 1.0f }
};
tess.numVertexes += 4;
tess.numIndexes += 6;
tess.indexes[ numIndexes ] = numVerts + 3;
tess.indexes[ numIndexes + 1 ] = numVerts + 0;
tess.indexes[ numIndexes + 2 ] = numVerts + 2;
tess.indexes[ numIndexes + 3 ] = numVerts + 2;
tess.indexes[ numIndexes + 4 ] = numVerts + 0;
tess.indexes[ numIndexes + 5 ] = numVerts + 1;
byteAlias_t *baDest = NULL, *baSource = (byteAlias_t *)&backEnd.color2D;
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 0]; baDest->ui = baSource->ui;
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 1]; baDest->ui = baSource->ui;
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 2]; baDest->ui = baSource->ui;
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 3]; baDest->ui = baSource->ui;
tess.xyz[ numVerts ][0] = m[0][0] * (-cmd->w) + m[2][0];
tess.xyz[ numVerts ][1] = m[0][1] * (-cmd->w) + m[2][1];
tess.xyz[ numVerts ][2] = 0;
tess.texCoords[ numVerts ][0][0] = cmd->s1;
tess.texCoords[ numVerts ][0][1] = cmd->t1;
tess.xyz[ numVerts + 1 ][0] = m[2][0];
tess.xyz[ numVerts + 1 ][1] = m[2][1];
tess.xyz[ numVerts + 1 ][2] = 0;
tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2;
tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1;
tess.xyz[ numVerts + 2 ][0] = m[1][0] * (cmd->h) + m[2][0];
tess.xyz[ numVerts + 2 ][1] = m[1][1] * (cmd->h) + m[2][1];
tess.xyz[ numVerts + 2 ][2] = 0;
tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2;
tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2;
tess.xyz[ numVerts + 3 ][0] = m[0][0] * (-cmd->w) + m[1][0] * (cmd->h) + m[2][0];
tess.xyz[ numVerts + 3 ][1] = m[0][1] * (-cmd->w) + m[1][1] * (cmd->h) + m[2][1];
tess.xyz[ numVerts + 3 ][2] = 0;
tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1;
tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2;
return (const void *)(cmd + 1);
}
/*
=============
RB_RotatePic2
RB_DrawRotatePic2
=============
*/
const void *RB_RotatePic2 ( const void *data )
{
//LOGI("RB_RotatePic2");
const rotatePicCommand_t *cmd;
image_t *image;
jk_shader_t *shader;
cmd = (const rotatePicCommand_t *)data;
shader = cmd->shader;
// FIXME is this needed
if ( shader->numUnfoggedPasses )
{
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
image = &shader->stages[0].bundle[0].image[0];
shader = cmd->shader;
if ( shader != tess.shader ) {
if ( tess.numIndexes ) {
RB_EndSurface();
if ( image )
{
if ( !backEnd.projection2D )
{
RB_SetGL2D();
}
backEnd.currentEntity = &backEnd.entity2D;
RB_BeginSurface( shader, 0 );
// Get our current blend mode, etc.
GL_State( shader->stages[0].stateBits );
qglColor4ubv( backEnd.color2D );
qglPushMatrix();
// rotation point is going to be around the center of the passed in coordinates
qglTranslatef( cmd->x, cmd->y, 0 );
qglRotatef( cmd->a, 0.0, 0.0, 1.0 );
GL_Bind( image );
#ifdef HAVE_GLES
GLfloat tex[] = {
cmd->s1, cmd->t1,
cmd->s2, cmd->t1,
cmd->s2, cmd->t2,
cmd->s1, cmd->t2
};
GLfloat vtx[] = {
-cmd->w * 0.5f, -cmd->h * 0.5f,
cmd->w * 0.5f, -cmd->h * 0.5f,
cmd->w * 0.5f, cmd->h * 0.5f,
-cmd->w * 0.5f, cmd->h * 0.5f
};
GLboolean text = qglIsEnabled(GL_TEXTURE_COORD_ARRAY);
GLboolean glcol = qglIsEnabled(GL_COLOR_ARRAY);
if (glcol)
qglDisableClientState(GL_COLOR_ARRAY);
if (!text)
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 2, GL_FLOAT, 0, tex );
qglVertexPointer ( 2, GL_FLOAT, 0, vtx );
qglDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
if (glcol)
qglEnableClientState(GL_COLOR_ARRAY);
if (!text)
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#else
qglBegin( GL_QUADS );
qglTexCoord2f( cmd->s1, cmd->t1);
qglVertex2f( -cmd->w * 0.5f, -cmd->h * 0.5f );
qglTexCoord2f( cmd->s2, cmd->t1 );
qglVertex2f( cmd->w * 0.5f, -cmd->h * 0.5f );
qglTexCoord2f( cmd->s2, cmd->t2 );
qglVertex2f( cmd->w * 0.5f, cmd->h * 0.5f );
qglTexCoord2f( cmd->s1, cmd->t2 );
qglVertex2f( -cmd->w * 0.5f, cmd->h * 0.5f );
qglEnd();
#endif
qglPopMatrix();
// Hmmm, this is not too cool
GL_State( GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
}
RB_CHECKOVERFLOW( 4, 6 );
int numVerts = tess.numVertexes;
int numIndexes = tess.numIndexes;
float angle = DEG2RAD( cmd-> a );
float s = sinf( angle );
float c = cosf( angle );
matrix3_t m = {
{ c, s, 0.0f },
{ -s, c, 0.0f },
{ cmd->x, cmd->y, 1.0f }
};
tess.numVertexes += 4;
tess.numIndexes += 6;
tess.indexes[ numIndexes ] = numVerts + 3;
tess.indexes[ numIndexes + 1 ] = numVerts + 0;
tess.indexes[ numIndexes + 2 ] = numVerts + 2;
tess.indexes[ numIndexes + 3 ] = numVerts + 2;
tess.indexes[ numIndexes + 4 ] = numVerts + 0;
tess.indexes[ numIndexes + 5 ] = numVerts + 1;
byteAlias_t *baDest = NULL, *baSource = (byteAlias_t *)&backEnd.color2D;
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 0]; baDest->ui = baSource->ui;
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 1]; baDest->ui = baSource->ui;
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 2]; baDest->ui = baSource->ui;
baDest = (byteAlias_t *)&tess.vertexColors[numVerts + 3]; baDest->ui = baSource->ui;
tess.xyz[ numVerts ][0] = m[0][0] * (-cmd->w * 0.5f) + m[1][0] * (-cmd->h * 0.5f) + m[2][0];
tess.xyz[ numVerts ][1] = m[0][1] * (-cmd->w * 0.5f) + m[1][1] * (-cmd->h * 0.5f) + m[2][1];
tess.xyz[ numVerts ][2] = 0;
tess.texCoords[ numVerts ][0][0] = cmd->s1;
tess.texCoords[ numVerts ][0][1] = cmd->t1;
tess.xyz[ numVerts + 1 ][0] = m[0][0] * (cmd->w * 0.5f) + m[1][0] * (-cmd->h * 0.5f) + m[2][0];
tess.xyz[ numVerts + 1 ][1] = m[0][1] * (cmd->w * 0.5f) + m[1][1] * (-cmd->h * 0.5f) + m[2][1];
tess.xyz[ numVerts + 1 ][2] = 0;
tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2;
tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1;
tess.xyz[ numVerts + 2 ][0] = m[0][0] * (cmd->w * 0.5f) + m[1][0] * (cmd->h * 0.5f) + m[2][0];
tess.xyz[ numVerts + 2 ][1] = m[0][1] * (cmd->w * 0.5f) + m[1][1] * (cmd->h * 0.5f) + m[2][1];
tess.xyz[ numVerts + 2 ][2] = 0;
tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2;
tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2;
tess.xyz[ numVerts + 3 ][0] = m[0][0] * (-cmd->w * 0.5f) + m[1][0] * (cmd->h * 0.5f) + m[2][0];
tess.xyz[ numVerts + 3 ][1] = m[0][1] * (-cmd->w * 0.5f) + m[1][1] * (cmd->h * 0.5f) + m[2][1];
tess.xyz[ numVerts + 3 ][2] = 0;
tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1;
tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2;
}
return (const void *)(cmd + 1);

File diff suppressed because it is too large Load Diff

View File

@ -1338,7 +1338,8 @@ model_t *R_AllocModel( void );
void R_Init( void );
image_t *R_FindImageFile( const char *name, qboolean mipmap, qboolean allowPicmip, qboolean allowTC, int glWrapClampMode );
image_t *R_CreateImage( const char *name, const byte *pic, int width, int height, GLenum format, qboolean mipmap, qboolean allowPicmip, qboolean allowTC, int wrapClampMode);
image_t *R_CreateImage( const char *name, const byte *pic, int width, int height,
GLenum format, qboolean mipmap, qboolean allowPicmip, qboolean allowTC, int glWrapClampMode, bool bRectangle = false );
qboolean R_GetModeInfo( int *width, int *height, int mode );