int currentskypoly;
int currentskyvert;
-cvar_t gl_multitexture = {"gl_multitexture", "1"};
+void LoadSky_f(void);
+
+cvar_t r_multitexture = {"r_multitexture", "1"};
+cvar_t r_skyquality = {"r_skyquality", "2"};
+cvar_t r_mergesky = {"r_mergesky", "0"};
+
+char skyworldname[1024];
+rtexture_t *mergeskytexture;
+rtexture_t *solidskytexture;
+rtexture_t *alphaskytexture;
+qboolean skyavailable_quake;
+qboolean skyavailable_box;
+
+void R_BuildSky (int scrollupper, int scrolllower);
typedef struct translistitem_s
{
void gl_poly_newmap(void)
{
+ skyavailable_box = false;
+ skyavailable_quake = false;
+ if (!strcmp(skyworldname, cl.worldmodel->name))
+ skyavailable_quake = true;
}
void GL_Poly_Init(void)
{
- Cvar_RegisterVariable (&gl_multitexture);
+ Cmd_AddCommand ("loadsky", &LoadSky_f);
+ Cvar_RegisterVariable (&r_multitexture);
+ Cvar_RegisterVariable (&r_skyquality);
+ Cvar_RegisterVariable (&r_mergesky);
R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
}
// testing
//Con_DPrintf("wallpolyrender: %i polys %i vertices\n", currentwallpoly, currentwallvert);
if (!gl_mtexable)
- gl_multitexture.value = 0;
+ r_multitexture.value = 0;
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_FLAT);
glEnd ();
}
}
- else if (gl_multitexture.value)
+ else if (r_multitexture.value)
{
qglSelectTexture(gl_mtex_enum+0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDepthMask(1);
}
+int skyrendersphere;
+int skyrenderbox;
+int skyrenderglquakepolys;
+int skyrendertwolayers;
+
void skypolyclear(void)
{
currentskypoly = currentskyvert = 0;
+ skyrendersphere = false;
+ skyrenderbox = false;
+ skyrenderglquakepolys = false;
+ skyrendertwolayers = false;
+ if (r_skyquality.value >= 1 && !fogenabled)
+ {
+ if (skyavailable_box)
+ skyrenderbox = true;
+ else if (skyavailable_quake)
+ {
+ switch((int) r_skyquality.value)
+ {
+ case 1:
+ skyrenderglquakepolys = true;
+ break;
+ case 2:
+ skyrenderglquakepolys = true;
+ skyrendertwolayers = true;
+ break;
+ case 3:
+ skyrendersphere = true;
+ break;
+ default:
+ case 4:
+ skyrendersphere = true;
+ skyrendertwolayers = true;
+ break;
+ }
+ }
+ }
+ if (r_mergesky.value && (skyrenderglquakepolys || skyrendersphere))
+ {
+ skyrendertwolayers = false;
+// R_BuildSky((int) (cl.time * 8.0), (int) (cl.time * 16.0));
+// R_BuildSky((int) (cl.time * -8.0), 0);
+ R_BuildSky(0, (int) (cl.time * 8.0));
+ }
+
}
void skypolyrender(void)
return;
if (currentskypoly < 1)
return;
- // testing
-// Con_DPrintf("skypolyrender: %i polys %i vertices\n", currentskypoly, currentskyvert);
// glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
// make sure zbuffer is enabled
glEnable(GL_DEPTH_TEST);
glDepthMask(1);
- if (!fogenabled && !skyname[0]) // normal quake sky
+ if (skyrenderglquakepolys)
{
- glInterleavedArrays(GL_T2F_V3F, 0, skyvert);
-// glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
-// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-// glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
-// glEnableClientState(GL_VERTEX_ARRAY);
+ if (r_mergesky.value)
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
+ else
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+ glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+ glEnableClientState(GL_VERTEX_ARRAY);
if(lighthalf)
glColor3f(0.5f, 0.5f, 0.5f);
else
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
- speedscale = cl.time*8;
- speedscale -= (int)speedscale & ~127 ;
+ if (r_mergesky.value)
+ {
+ speedscale = cl.time * (8.0/128.0);
+ speedscale -= (int)speedscale;
+ }
+ else
+ {
+ speedscale = cl.time * (8.0/128.0);
+ speedscale -= (int)speedscale;
+ }
for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
{
vert = skyvert + p->firstvert;
for (j = 0;j < p->verts;j++, vert++)
{
VectorSubtract (vert->v, r_origin, dir);
- dir[2] *= 3; // flatten the sphere
+ // flatten the sphere
+ dir[2] *= 3;
- length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
- length = sqrt (length);
- length = 6*63/length;
+ length = 3.0f / sqrt(DotProduct(dir, dir));
- vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
- vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
+ vert->tex[0] = speedscale + dir[0] * length;
+ vert->tex[1] = speedscale + dir[1] * length;
}
}
GL_LockArray(0, currentskyvert);
for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
GL_UnlockArray();
- glEnable(GL_BLEND);
- glDepthMask(0);
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
- speedscale = cl.time*16;
- speedscale -= (int)speedscale & ~127 ;
- for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ if (skyrendertwolayers)
{
- vert = skyvert + p->firstvert;
- for (j = 0;j < p->verts;j++, vert++)
+ glEnable(GL_BLEND);
+ glDepthMask(0);
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+ speedscale = cl.time * (16.0 / 128.0);
+ speedscale -= (int)speedscale;
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
{
- VectorSubtract (vert->v, r_origin, dir);
- dir[2] *= 3; // flatten the sphere
+ vert = skyvert + p->firstvert;
+ for (j = 0;j < p->verts;j++, vert++)
+ {
+ VectorSubtract (vert->v, r_origin, dir);
+ // flatten the sphere
+ dir[2] *= 3;
- length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
- length = sqrt (length);
- length = 6*63/length;
+ length = 3.0f / sqrt(DotProduct(dir, dir));
- vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
- vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
+ vert->tex[0] = speedscale + dir[0] * length;
+ vert->tex[1] = speedscale + dir[1] * length;
+ }
}
+ GL_LockArray(0, currentskyvert);
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+ GL_UnlockArray();
+ glDisable(GL_BLEND);
}
- GL_LockArray(0, currentskyvert);
- for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
- glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
- GL_UnlockArray();
- glDisable(GL_BLEND);
glColor3f(1,1,1);
glDepthMask(1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glDisable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glColor3fv(fogcolor); // note: gets rendered over by skybox if fog is not enabled
+ // note: this color is not seen if skyrendersphere or skyrenderbox is on
+ glColor3fv(fogcolor);
GL_LockArray(0, currentskyvert);
for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
glDisableClientState(GL_VERTEX_ARRAY);
}
}
+
+char skyname[256];
+
+/*
+==================
+R_SetSkyBox
+==================
+*/
+char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
+rtexture_t *skyboxside[6];
+void R_SetSkyBox(char *sky)
+{
+ int i;
+ char name[1024];
+ byte* image_rgba;
+
+ if (strcmp(sky, skyname) == 0) // no change
+ return;
+
+ if (strlen(sky) > 1000)
+ {
+ Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
+ return;
+ }
+
+ skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
+ skyavailable_box = false;
+ skyname[0] = 0;
+
+ if (!sky[0])
+ return;
+
+ for (i = 0;i < 6;i++)
+ {
+ sprintf (name, "env/%s%s", skyname, suf[i]);
+ if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
+ {
+ sprintf (name, "gfx/env/%s%s", skyname, suf[i]);
+ if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
+ {
+ Con_Printf ("Couldn't load %s\n", name);
+ continue;
+ }
+ }
+ skyboxside[i] = R_LoadTexture(va("skyboxside%d", i), image_width, image_height, image_rgba, TEXF_RGBA | TEXF_PRECACHE);
+ qfree(image_rgba);
+ }
+
+ if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
+ {
+ skyavailable_box = true;
+ strcpy(skyname, sky);
+ }
+}
+
+// LordHavoc: added LoadSky console command
+void LoadSky_f (void)
+{
+ switch (Cmd_Argc())
+ {
+ case 1:
+ if (skyname[0])
+ Con_Printf("current sky: %s\n", skyname);
+ else
+ Con_Printf("no skybox has been set\n", skyname);
+ break;
+ case 2:
+ R_SetSkyBox(Cmd_Argv(1));
+ Con_Printf("skybox set to %s\n", skyname);
+ break;
+ default:
+ Con_Printf("usage: loadsky skyname\n");
+ break;
+ }
+}
+
+#define R_SkyBoxPolyVec(s,t,x,y,z) \
+ glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
+ glVertex3f((x) * 1024.0 + r_origin[0], (y) * 1024.0 + r_origin[1], (z) * 1024.0 + r_origin[2]);
+
+void R_SkyBox(void)
+{
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(0);
+ glDisable (GL_BLEND);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ if (lighthalf)
+ glColor3f(0.5,0.5,0.5);
+ else
+ glColor3f(1,1,1);
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[3])); // front
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, 1, -1, 1);
+ R_SkyBoxPolyVec(1, 1, 1, -1, -1);
+ R_SkyBoxPolyVec(0, 1, 1, 1, -1);
+ R_SkyBoxPolyVec(0, 0, 1, 1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[1])); // back
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, -1, 1, 1);
+ R_SkyBoxPolyVec(1, 1, -1, 1, -1);
+ R_SkyBoxPolyVec(0, 1, -1, -1, -1);
+ R_SkyBoxPolyVec(0, 0, -1, -1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[0])); // right
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, 1, 1, 1);
+ R_SkyBoxPolyVec(1, 1, 1, 1, -1);
+ R_SkyBoxPolyVec(0, 1, -1, 1, -1);
+ R_SkyBoxPolyVec(0, 0, -1, 1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[2])); // left
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, -1, -1, 1);
+ R_SkyBoxPolyVec(1, 1, -1, -1, -1);
+ R_SkyBoxPolyVec(0, 1, 1, -1, -1);
+ R_SkyBoxPolyVec(0, 0, 1, -1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[4])); // up
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, 1, -1, 1);
+ R_SkyBoxPolyVec(1, 1, 1, 1, 1);
+ R_SkyBoxPolyVec(0, 1, -1, 1, 1);
+ R_SkyBoxPolyVec(0, 0, -1, -1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[5])); // down
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, 1, 1, -1);
+ R_SkyBoxPolyVec(1, 1, 1, -1, -1);
+ R_SkyBoxPolyVec(0, 1, -1, -1, -1);
+ R_SkyBoxPolyVec(0, 0, -1, 1, -1);
+ glEnd();
+ glDepthMask(1);
+ glEnable (GL_DEPTH_TEST);
+ glColor3f (1,1,1);
+}
+
+float skysphereouter[33*33*5];
+float skysphereinner[33*33*5];
+int skysphereindices[32*32*6];
+void skyspherecalc(float *sphere, float dx, float dy, float dz)
+{
+ float a, b, x, ax, ay, v[3], length;
+ int i, j, *index;
+ for (a = 0;a <= 1;a += (1.0 / 32.0))
+ {
+ ax = cos(a * M_PI * 2);
+ ay = -sin(a * M_PI * 2);
+ for (b = 0;b <= 1;b += (1.0 / 32.0))
+ {
+ x = cos(b * M_PI * 2);
+ v[0] = ax*x * dx;
+ v[1] = ay*x * dy;
+ v[2] = -sin(b * M_PI * 2) * dz;
+ length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
+ *sphere++ = v[0] * length;
+ *sphere++ = v[1] * length;
+ *sphere++ = v[0];
+ *sphere++ = v[1];
+ *sphere++ = v[2];
+ }
+ }
+ index = skysphereindices;
+ for (j = 0;j < 32;j++)
+ {
+ for (i = 0;i < 32;i++)
+ {
+ *index++ = j * 33 + i;
+ *index++ = j * 33 + i + 1;
+ *index++ = (j + 1) * 33 + i;
+
+ *index++ = j * 33 + i + 1;
+ *index++ = (j + 1) * 33 + i + 1;
+ *index++ = (j + 1) * 33 + i;
+ }
+ i++;
+ }
+}
+
+void skysphere(float *source, float s)
+{
+ float vert[33*33][4], tex[33*33][2], *v, *t;
+ int i;
+ v = &vert[0][0];
+ t = &tex[0][0];
+ for (i = 0;i < (33*33);i++)
+ {
+ *t++ = *source++ + s;
+ *t++ = *source++ + s;
+ *v++ = *source++ + r_origin[0];
+ *v++ = *source++ + r_origin[1];
+ *v++ = *source++ + r_origin[2];
+ *v++ = 0;
+ }
+ glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex);
+ glVertexPointer(3, GL_FLOAT, sizeof(float) * 4, vert);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ GL_LockArray(0, 32*32*6);
+ glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+ GL_UnlockArray();
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+void R_SkySphere(void)
+{
+ float speedscale;
+ static qboolean skysphereinitialized = false;
+ if (!skysphereinitialized)
+ {
+ skysphereinitialized = true;
+ skyspherecalc(skysphereouter, 1024, 1024, 1024 / 3);
+ skyspherecalc(skysphereinner, 1024, 1024, 1024 / 3);
+ }
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(0);
+ glDisable (GL_BLEND);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (lighthalf)
+ glColor3f(0.5,0.5,0.5);
+ else
+ glColor3f(1,1,1);
+ if (r_mergesky.value)
+ {
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
+ speedscale = cl.time*8.0/128.0;
+ speedscale -= (int)speedscale;
+ skysphere(skysphereouter, speedscale);
+ }
+ else
+ {
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+ speedscale = cl.time*8.0/128.0;
+ speedscale -= (int)speedscale;
+ skysphere(skysphereouter, speedscale);
+ if (skyrendertwolayers)
+ {
+ glEnable (GL_BLEND);
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+ speedscale = cl.time*16.0/128.0;
+ speedscale -= (int)speedscale;
+ skysphere(skysphereinner, speedscale);
+ glDisable (GL_BLEND);
+ }
+ }
+ glDepthMask(1);
+ glEnable (GL_DEPTH_TEST);
+ glColor3f (1,1,1);
+}
+
+void R_Sky(void)
+{
+ if (!r_render.value)
+ return;
+ if (skyrendersphere)
+ R_SkySphere();
+ else if (skyrenderbox)
+ R_SkyBox();
+}
+
+//===============================================================
+
+byte skyupperlayerpixels[128*128*4];
+byte skylowerlayerpixels[128*128*4];
+byte skymergedpixels[128*128*4];
+
+void R_BuildSky (int scrollupper, int scrolllower)
+{
+ int x, y, ux, uy, lx, ly;
+ byte *m, *u, *l;
+ m = skymergedpixels;
+ for (y = 0;y < 128;y++)
+ {
+ uy = (y + scrollupper) & 127;
+ ly = (y + scrolllower) & 127;
+ for (x = 0;x < 128;x++)
+ {
+ ux = (x + scrollupper) & 127;
+ lx = (x + scrolllower) & 127;
+ u = &skyupperlayerpixels[(uy * 128 + ux) * 4];
+ l = &skylowerlayerpixels[(ly * 128 + lx) * 4];
+ if (l[3])
+ {
+ if (l[3] == 255)
+ *((int *)m) = *((int *)l);
+ else
+ {
+ m[0] = ((((int) l[0] - (int) u[0]) * (int) l[3]) >> 8) + (int) u[0];
+ m[1] = ((((int) l[1] - (int) u[1]) * (int) l[3]) >> 8) + (int) u[1];
+ m[2] = ((((int) l[2] - (int) u[2]) * (int) l[3]) >> 8) + (int) u[2];
+ m[3] = 255;
+ }
+ }
+ else
+ *((int *)m) = *((int *)u);
+ m += 4;
+ }
+ }
+ // FIXME: implement generated texture callbacks to speed this up? (skip identifier lookup, CRC, memcpy, etc)
+ if (mergeskytexture)
+ {
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture));
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, skymergedpixels);
+ }
+ else
+ mergeskytexture = R_LoadTexture("mergedskytexture", 128, 128, skymergedpixels, TEXF_RGBA | TEXF_ALWAYSPRECACHE);
+}
+
+/*
+=============
+R_InitSky
+
+A sky texture is 256*128, with the right side being a masked overlay
+==============
+*/
+void R_InitSky (byte *src, int bytesperpixel)
+{
+ int i, j, p;
+ unsigned trans[128*128];
+ unsigned transpix;
+ int r, g, b;
+ unsigned *rgba;
+
+ if (!isworldmodel)
+ return;
+
+ strcpy(skyworldname, loadmodel->name);
+ if (bytesperpixel == 4)
+ {
+ for (i = 0;i < 128;i++)
+ for (j = 0;j < 128;j++)
+ trans[(i*128) + j] = src[i*256+j+128];
+ }
+ else
+ {
+ // 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;
+ }
+
+ memcpy(skyupperlayerpixels, trans, 128*128*4);
+
+ solidskytexture = R_LoadTexture ("sky_solidtexture", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
+
+ if (bytesperpixel == 4)
+ {
+ for (i = 0;i < 128;i++)
+ for (j = 0;j < 128;j++)
+ trans[(i*128) + j] = src[i*256+j];
+ }
+ else
+ {
+ 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];
+ }
+ }
+ }
+
+ memcpy(skylowerlayerpixels, trans, 128*128*4);
+
+ alphaskytexture = R_LoadTexture ("sky_alphatexture", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+}
#include "quakedef.h"
-int skytexturenum;
-
-rtexture_t *solidskytexture;
-rtexture_t *alphaskytexture;
-float speedscale; // for top sky and bottom sky
-
msurface_t *warpface;
void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
SubdividePolygon (numverts, verts[0]);
}
-
-//=========================================================
-
-
-
-rtexture_t *skyboxside[6];
-
-char skyname[256];
-
-// LordHavoc: moved LoadTGA and LoadPCX to gl_draw.c
-
-/*
-==================
-R_LoadSkyBox
-==================
-*/
-char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
-void R_LoadSkyBox (void)
-{
- int i;
- char name[1024];
- byte* image_rgba;
-
- if (strlen(skyname) >= 1000)
- {
- Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(skyname));
- return;
- }
- for (i=0 ; i<6 ; i++)
- {
- sprintf (name, "env/%s%s", skyname, suf[i]);
- if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
- {
- sprintf (name, "gfx/env/%s%s", skyname, suf[i]);
- if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
- {
- Con_Printf ("Couldn't load %s\n", name);
- continue;
- }
- }
- skyboxside[i] = R_LoadTexture(va("skyboxside%d", i), image_width, image_height, image_rgba, TEXF_RGBA | TEXF_PRECACHE);
- qfree(image_rgba);
- }
-}
-
-void R_SetSkyBox (char *sky)
-{
- strcpy(skyname, sky);
- R_LoadSkyBox ();
-}
-
-// LordHavoc: added LoadSky console command
-void LoadSky_f (void)
-{
- switch (Cmd_Argc())
- {
- case 1:
- if (skyname[0])
- Con_Printf("current sky: %s\n", skyname);
- else
- Con_Printf("no skybox has been set\n", skyname);
- break;
- case 2:
- R_SetSkyBox(Cmd_Argv(1));
- Con_Printf("skybox set to %s\n", skyname);
- break;
- default:
- Con_Printf("usage: loadsky skyname\n");
- break;
- }
-}
-
-#define R_SkyBoxPolyVec(s,t,x,y,z) \
- glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
- glVertex3f((x) * 1024.0 + r_origin[0], (y) * 1024.0 + r_origin[1], (z) * 1024.0 + r_origin[2]);
-
-void R_SkyBox(void)
-{
- glDisable (GL_BLEND);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- if (lighthalf)
- glColor3f(0.5,0.5,0.5);
- else
- glColor3f(1,1,1);
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[3])); // front
- glBegin(GL_QUADS);
- R_SkyBoxPolyVec(1, 0, 1, -1, 1);
- R_SkyBoxPolyVec(1, 1, 1, -1, -1);
- R_SkyBoxPolyVec(0, 1, 1, 1, -1);
- R_SkyBoxPolyVec(0, 0, 1, 1, 1);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[1])); // back
- glBegin(GL_QUADS);
- R_SkyBoxPolyVec(1, 0, -1, 1, 1);
- R_SkyBoxPolyVec(1, 1, -1, 1, -1);
- R_SkyBoxPolyVec(0, 1, -1, -1, -1);
- R_SkyBoxPolyVec(0, 0, -1, -1, 1);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[0])); // right
- glBegin(GL_QUADS);
- R_SkyBoxPolyVec(1, 0, 1, 1, 1);
- R_SkyBoxPolyVec(1, 1, 1, 1, -1);
- R_SkyBoxPolyVec(0, 1, -1, 1, -1);
- R_SkyBoxPolyVec(0, 0, -1, 1, 1);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[2])); // left
- glBegin(GL_QUADS);
- R_SkyBoxPolyVec(1, 0, -1, -1, 1);
- R_SkyBoxPolyVec(1, 1, -1, -1, -1);
- R_SkyBoxPolyVec(0, 1, 1, -1, -1);
- R_SkyBoxPolyVec(0, 0, 1, -1, 1);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[4])); // up
- glBegin(GL_QUADS);
- R_SkyBoxPolyVec(1, 0, 1, -1, 1);
- R_SkyBoxPolyVec(1, 1, 1, 1, 1);
- R_SkyBoxPolyVec(0, 1, -1, 1, 1);
- R_SkyBoxPolyVec(0, 0, -1, -1, 1);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[5])); // down
- glBegin(GL_QUADS);
- R_SkyBoxPolyVec(1, 0, 1, 1, -1);
- R_SkyBoxPolyVec(1, 1, 1, -1, -1);
- R_SkyBoxPolyVec(0, 1, -1, -1, -1);
- R_SkyBoxPolyVec(0, 0, -1, 1, -1);
- glEnd();
-}
-
-/*
-float skydomeouter[33*33*3];
-float skydomeinner[33*33*3];
-unsigned short skydomeindices[32*66];
-qboolean skydomeinitialized = 0;
-void skydomecalc(float *dome, float dx, float dy, float dz)
-{
- float a, b, x, ax, ay;
- int i;
- unsigned short *index;
- for (a = 0;a <= 1;a += (1.0 / 32.0))
- {
- ax = cos(a * M_PI * 2);
- ay = -sin(a * M_PI * 2);
- for (b = 0;b <= 1;b += (1.0 / 32.0))
- {
- x = cos(b * M_PI * 2);
- *dome++ = ax*x * dx;
- *dome++ = ay*x * dy;
- *dome++ = -sin(b * M_PI * 2) * dz;
- }
- }
- index = skydomeindices;
- for (i = 0;i < (32*33);i++)
- {
- *index++ = i;
- *index++ = i + 33;
- }
-}
-
-void skydome(float *source, float s, float texscale)
-{
- vec_t vert[33*33][3], tex[33*33][2], *v, *t;
- int i, j;
- unsigned short *index;
- v = &vert[0][0];t = &tex[0][0];
- for (i = 0;i < (33*33);i++)
- {
- *t++ = source[0] * texscale + s;
- *t++ = source[1] * texscale + s;
- *v++ = *source++ + r_origin[0];
- *v++ = *source++ + r_origin[1];
- *v++ = *source++ + r_origin[2];
- }
- glTexCoordPointer(2, GL_FLOAT, 0, tex);
- glVertexPointer(3, GL_FLOAT, 0, vert);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_VERTEX_ARRAY);
-// glInterleavedArrays(GL_T2F_V3F, 0, vert);
- for (i = 0;i < (32*66);i+=66)
- glDrawElements(GL_TRIANGLE_STRIP, 66, GL_UNSIGNED_SHORT, &skydomeindices[i]);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-}
-
-void R_SkyDome(void)
-{
- glDisable (GL_BLEND);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- if (lighthalf)
- glColor3f(0.5,0.5,0.5);
- else
- glColor3f(1,1,1);
- glBindTexture(GL_TEXTURE_2D, solidskytexture); // upper clouds
- if (!skydomeinitialized)
- {
- skydomeinitialized = true;
- skydomecalc(skydomeouter, 1024, 1024, 256);
- skydomecalc(skydomeinner, 512, 512, 128);
- }
- speedscale = cl.time*8.0/256.0;
- speedscale -= (int)speedscale;
- skydome(skydomeouter, speedscale, 1.0 / 256.0);
- glEnable (GL_BLEND);
- glBindTexture(GL_TEXTURE_2D, alphaskytexture); // lower clouds
- speedscale = cl.time*8.0/128.0;
- speedscale -= (int)speedscale;
- skydome(skydomeinner, speedscale, 1.0 / 128.0);
- glDisable (GL_BLEND);
-}
-*/
-
-void R_Sky(void)
-{
- if (!r_render.value)
- return;
- if (!skyname[0])
- return;
- glDisable(GL_DEPTH_TEST);
- glDepthMask(0);
-// if (skyname[0])
- R_SkyBox();
-// else // classic quake sky
-// R_SkyDome();
- glDepthMask(1);
- glEnable (GL_DEPTH_TEST);
- glColor3f (1,1,1);
-}
-
-//===============================================================
-
-/*
-=============
-R_InitSky
-
-A sky texture is 256*128, with the right side being a masked overlay
-==============
-*/
-void R_InitSky (byte *src, int bytesperpixel)
-{
- int i, j, p;
- unsigned trans[128*128];
- unsigned transpix;
- int r, g, b;
- unsigned *rgba;
-
- if (bytesperpixel == 4)
- {
- for (i = 0;i < 128;i++)
- for (j = 0;j < 128;j++)
- trans[(i*128) + j] = src[i*256+j+128];
- }
- else
- {
- // 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;
- }
-
- solidskytexture = R_LoadTexture ("sky_solidtexture", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
-
- if (bytesperpixel == 4)
- {
- for (i = 0;i < 128;i++)
- for (j = 0;j < 128;j++)
- trans[(i*128) + j] = src[i*256+j];
- }
- else
- {
- 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];
- }
- }
-
- alphaskytexture = R_LoadTexture ("sky_alphatexture", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
-}
-