/* ** gl_sky.cpp ** ** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky. ** **--------------------------------------------------------------------------- ** Copyright 2003 Tim Stump ** Copyright 2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "doomtype.h" #include "g_level.h" #include "sc_man.h" #include "w_wad.h" #include "r_state.h" //#include "gl/gl_intern.h" #include "gl/system/gl_interface.h" #include "gl/data/gl_data.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_bitmap.h" #include "gl/textures/gl_texture.h" #include "gl/textures/gl_skyboxtexture.h" #include "gl/textures/gl_material.h" //----------------------------------------------------------------------------- // // Shamelessly lifted from Doomsday (written by Jaakko Keränen) // also shamelessly lifted from ZDoomGL! ;) // //----------------------------------------------------------------------------- CVAR (Int, gl_sky_detail, 16, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) EXTERN_CVAR (Bool, r_stretchsky) extern int skyfog; // The texture offset to be applied to the texture coordinates in SkyVertex(). static angle_t maxSideAngle = ANGLE_180 / 3; static int rows, columns; static fixed_t scale = 10000 << FRACBITS; static bool yflip; static int texw; static float yAdd; static bool foglayer; static bool secondlayer; static bool skymirror; #define SKYHEMI_UPPER 0x1 #define SKYHEMI_LOWER 0x2 //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- static void SkyVertex(int r, int c) { angle_t topAngle= (angle_t)(c / (float)columns * ANGLE_MAX); angle_t sideAngle = maxSideAngle * (rows - r) / rows; fixed_t height = finesine[sideAngle>>ANGLETOFINESHIFT]; fixed_t realRadius = FixedMul(scale, finecosine[sideAngle>>ANGLETOFINESHIFT]); fixed_t x = FixedMul(realRadius, finecosine[topAngle>>ANGLETOFINESHIFT]); fixed_t y = (!yflip) ? FixedMul(scale, height) : FixedMul(scale, height) * -1; fixed_t z = FixedMul(realRadius, finesine[topAngle>>ANGLETOFINESHIFT]); float fx, fy, fz; float color = r * 1.f / rows; float u, v; float timesRepeat; timesRepeat = (short)(4 * (256.f / texw)); if (timesRepeat == 0.f) timesRepeat = 1.f; if (!foglayer) { // this must not use the renderstate because it's inside a primitive. glColor4f(1.f, 1.f, 1.f, r==0? 0.0f : 1.0f); // And the texture coordinates. if(!yflip) // Flipped Y is for the lower hemisphere. { u = (-timesRepeat * c / (float)columns) ; v = (r / (float)rows) + yAdd; } else { u = (-timesRepeat * c / (float)columns) ; v = 1.0f + ((rows-r)/(float)rows) + yAdd; } glTexCoord2f(skymirror? -u:u, v); } if (r != 4) y+=FRACUNIT*300; // And finally the vertex. fx =-FIXED2FLOAT(x); // Doom mirrors the sky vertically! fy = FIXED2FLOAT(y); fz = FIXED2FLOAT(z); glVertex3f(fx, fy - 1.f, fz); } //----------------------------------------------------------------------------- // // Hemi is Upper or Lower. Zero is not acceptable. // The current texture is used. SKYHEMI_NO_TOPCAP can be used. // //----------------------------------------------------------------------------- static void RenderSkyHemisphere(int hemi, bool mirror) { int r, c; if (hemi & SKYHEMI_LOWER) { yflip = true; } else { yflip = false; } skymirror = mirror; // The top row (row 0) is the one that's faded out. // There must be at least 4 columns. The preferable number // is 4n, where n is 1, 2, 3... There should be at least // two rows because the first one is always faded. rows = 4; // Draw the cap as one solid color polygon if (!foglayer) { columns = 4 * (gl_sky_detail > 0 ? gl_sky_detail : 1); foglayer=true; gl_RenderState.EnableTexture(false); gl_RenderState.Apply(); if (!secondlayer) { glBegin(GL_TRIANGLE_FAN); for(c = 0; c < columns; c++) { SkyVertex(1, c); } glEnd(); gl_RenderState.SetObjectColor(0xffffffff); // unset the cap's color } gl_RenderState.EnableTexture(true); foglayer=false; gl_RenderState.Apply(); } else { gl_RenderState.Apply(); columns=4; // no need to do more! glBegin(GL_TRIANGLE_FAN); for(c = 0; c < columns; c++) { SkyVertex(0, c); } glEnd(); } // The total number of triangles per hemisphere can be calculated // as follows: rows * columns * 2 + 2 (for the top cap). for(r = 0; r < rows; r++) { if (yflip) { glBegin(GL_TRIANGLE_STRIP); SkyVertex(r + 1, 0); SkyVertex(r, 0); for(c = 1; c <= columns; c++) { SkyVertex(r + 1, c); SkyVertex(r, c); } glEnd(); } else { glBegin(GL_TRIANGLE_STRIP); SkyVertex(r, 0); SkyVertex(r + 1, 0); for(c = 1; c <= columns; c++) { SkyVertex(r, c); SkyVertex(r + 1, c); } glEnd(); } } } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- CVAR(Float, skyoffset, 0, 0) // for testing static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float y_offset, bool mirror) { int texh = 0; bool texscale = false; // 57 world units roughly represent one sky texel for the glTranslate call. const float skyoffsetfactor = 57; if (tex) { glPushMatrix(); tex->Bind(0, 0); texw = tex->TextureWidth(GLUSE_TEXTURE); texh = tex->TextureHeight(GLUSE_TEXTURE); glRotatef(-180.0f+x_offset, 0.f, 1.f, 0.f); yAdd = y_offset/texh; if (texh < 200) { glTranslatef(0.f, -1250.f, 0.f); glScalef(1.f, texh/230.f, 1.f); } else if (texh <= 240) { glTranslatef(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f); glScalef(1.f, 1.f + ((texh-200.f)/200.f) * 1.17f, 1.f); } else { glTranslatef(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f); glScalef(1.f, 1.2f * 1.17f, 1.f); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glScalef(1.f, 240.f / texh, 1.f); glMatrixMode(GL_MODELVIEW); texscale = true; } } if (tex && !secondlayer) { PalEntry pe = tex->tex->GetSkyCapColor(false); gl_RenderState.SetObjectColor(pe); } RenderSkyHemisphere(SKYHEMI_UPPER, mirror); if (tex && !secondlayer) { PalEntry pe = tex->tex->GetSkyCapColor(true); gl_RenderState.SetObjectColor(pe); } RenderSkyHemisphere(SKYHEMI_LOWER, mirror); if (texscale) { glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_MODELVIEW); } if (tex) glPopMatrix(); } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool sky2) { FSkyBox * sb = static_cast(gltex->tex); int faces; FMaterial * tex; if (!sky2) glRotatef(-180.0f+x_offset, glset.skyrotatevector.X, glset.skyrotatevector.Z, glset.skyrotatevector.Y); else glRotatef(-180.0f+x_offset, glset.skyrotatevector2.X, glset.skyrotatevector2.Z, glset.skyrotatevector2.Y); if (sb->faces[5]) { faces=4; // north tex = FMaterial::ValidateTexture(sb->faces[0]); tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0, 0); glVertex3f(128.f, 128.f, -128.f); glTexCoord2f(1, 0); glVertex3f(-128.f, 128.f, -128.f); glTexCoord2f(1, 1); glVertex3f(-128.f, -128.f, -128.f); glTexCoord2f(0, 1); glVertex3f(128.f, -128.f, -128.f); glEnd(); // east tex = FMaterial::ValidateTexture(sb->faces[1]); tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0, 0); glVertex3f(-128.f, 128.f, -128.f); glTexCoord2f(1, 0); glVertex3f(-128.f, 128.f, 128.f); glTexCoord2f(1, 1); glVertex3f(-128.f, -128.f, 128.f); glTexCoord2f(0, 1); glVertex3f(-128.f, -128.f, -128.f); glEnd(); // south tex = FMaterial::ValidateTexture(sb->faces[2]); tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0, 0); glVertex3f(-128.f, 128.f, 128.f); glTexCoord2f(1, 0); glVertex3f(128.f, 128.f, 128.f); glTexCoord2f(1, 1); glVertex3f(128.f, -128.f, 128.f); glTexCoord2f(0, 1); glVertex3f(-128.f, -128.f, 128.f); glEnd(); // west tex = FMaterial::ValidateTexture(sb->faces[3]); tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0, 0); glVertex3f(128.f, 128.f, 128.f); glTexCoord2f(1, 0); glVertex3f(128.f, 128.f, -128.f); glTexCoord2f(1, 1); glVertex3f(128.f, -128.f, -128.f); glTexCoord2f(0, 1); glVertex3f(128.f, -128.f, 128.f); glEnd(); } else { faces=1; // all 4 sides tex = FMaterial::ValidateTexture(sb->faces[0]); tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0, 0); glVertex3f(128.f, 128.f, -128.f); glTexCoord2f(.25f, 0); glVertex3f(-128.f, 128.f, -128.f); glTexCoord2f(.25f, 1); glVertex3f(-128.f, -128.f, -128.f); glTexCoord2f(0, 1); glVertex3f(128.f, -128.f, -128.f); glEnd(); // east glBegin(GL_TRIANGLE_FAN); glTexCoord2f(.25f, 0); glVertex3f(-128.f, 128.f, -128.f); glTexCoord2f(.5f, 0); glVertex3f(-128.f, 128.f, 128.f); glTexCoord2f(.5f, 1); glVertex3f(-128.f, -128.f, 128.f); glTexCoord2f(.25f, 1); glVertex3f(-128.f, -128.f, -128.f); glEnd(); // south glBegin(GL_TRIANGLE_FAN); glTexCoord2f(.5f, 0); glVertex3f(-128.f, 128.f, 128.f); glTexCoord2f(.75f, 0); glVertex3f(128.f, 128.f, 128.f); glTexCoord2f(.75f, 1); glVertex3f(128.f, -128.f, 128.f); glTexCoord2f(.5f, 1); glVertex3f(-128.f, -128.f, 128.f); glEnd(); // west glBegin(GL_TRIANGLE_FAN); glTexCoord2f(.75f, 0); glVertex3f(128.f, 128.f, 128.f); glTexCoord2f(1, 0); glVertex3f(128.f, 128.f, -128.f); glTexCoord2f(1, 1); glVertex3f(128.f, -128.f, -128.f); glTexCoord2f(.75f, 1); glVertex3f(128.f, -128.f, 128.f); glEnd(); } // top tex = FMaterial::ValidateTexture(sb->faces[faces]); tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); if (!sb->fliptop) { glTexCoord2f(0, 0); glVertex3f(128.f, 128.f, -128.f); glTexCoord2f(1, 0); glVertex3f(-128.f, 128.f, -128.f); glTexCoord2f(1, 1); glVertex3f(-128.f, 128.f, 128.f); glTexCoord2f(0, 1); glVertex3f(128.f, 128.f, 128.f); } else { glTexCoord2f(0, 0); glVertex3f(128.f, 128.f, 128.f); glTexCoord2f(1, 0); glVertex3f(-128.f, 128.f, 128.f); glTexCoord2f(1, 1); glVertex3f(-128.f, 128.f, -128.f); glTexCoord2f(0, 1); glVertex3f(128.f, 128.f, -128.f); } glEnd(); // bottom tex = FMaterial::ValidateTexture(sb->faces[faces+1]); tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0, 0); glVertex3f(128.f, -128.f, -128.f); glTexCoord2f(1, 0); glVertex3f(-128.f, -128.f, -128.f); glTexCoord2f(1, 1); glVertex3f(-128.f, -128.f, 128.f); glTexCoord2f(0, 1); glVertex3f(128.f, -128.f, 128.f); glEnd(); } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void GLSkyPortal::DrawContents() { bool drawBoth = false; PalEntry FadeColor(0,0,0,0); // We have no use for Doom lighting special handling here, so disable it for this function. int oldlightmode = glset.lightmode; if (glset.lightmode == 8) glset.lightmode = 2; if (!gl_fixedcolormap) { FadeColor = origin->fadecolor; } gl_RenderState.ResetColor(); gl_RenderState.EnableFog(false); gl_RenderState.EnableAlphaTest(false); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_MODELVIEW); glPushMatrix(); GLRenderer->SetupView(0, 0, 0, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox) { RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2); gl_RenderState.EnableAlphaTest(true); } else { if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false; if (origin->texture[0]) { gl_RenderState.SetTextureMode(TM_OPAQUE); RenderDome(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored); gl_RenderState.SetTextureMode(TM_MODULATE); } gl_RenderState.EnableAlphaTest(true); gl_RenderState.AlphaFunc(GL_GEQUAL,0.05f); if (origin->doublesky && origin->texture[1]) { secondlayer=true; RenderDome(FNullTextureID(), origin->texture[1], origin->x_offset[1], origin->y_offset, false); secondlayer=false; } if (skyfog>0 && (FadeColor.r ||FadeColor.g || FadeColor.b)) { gl_RenderState.EnableTexture(false); foglayer=true; gl_RenderState.SetColorAlpha(FadeColor, skyfog / 255.0f); RenderDome(FNullTextureID(), NULL, 0, 0, false); gl_RenderState.EnableTexture(true); foglayer=false; } } glPopMatrix(); glset.lightmode = oldlightmode; }