static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
+ int i, j;
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
skyrenderlater = true;
RSurf_SetupDepthAndCulling();
GL_DepthMask(true);
- // LordHavoc: HalfLife maps have freaky skypolys so don't use
+
+ // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
+ if (r_sky_scissor.integer)
+ {
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+ for (i = 0; i < texturenumsurfaces; i++)
+ {
+ const msurface_t *surf = texturesurfacelist[i];
+ const float *v;
+ float p[3];
+ for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
+ {
+ Matrix4x4_Transform(&rsurface.matrix, v, p);
+ if (skyscissor)
+ {
+ if (skyscissormins[0] > p[0]) skyscissormins[0] = p[0];
+ if (skyscissormins[1] > p[1]) skyscissormins[1] = p[1];
+ if (skyscissormins[2] > p[2]) skyscissormins[2] = p[2];
+ if (skyscissormaxs[0] < p[0]) skyscissormaxs[0] = p[0];
+ if (skyscissormaxs[1] < p[1]) skyscissormaxs[1] = p[1];
+ if (skyscissormaxs[2] < p[2]) skyscissormaxs[2] = p[2];
+ }
+ else
+ {
+ VectorCopy(p, skyscissormins);
+ VectorCopy(p, skyscissormaxs);
+ skyscissor = true;
+ }
+ }
+ }
+ }
+
+ // LadyHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
// software Quake and software Quake2), so disable the sky masking
// in Quake3 maps as it causes problems with q3map2 sky tricks,
// and skymasking also looks very bad when noclipping outside the
// level, so don't use it then either.
- if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
{
R_Mesh_ResetTextureState();
if (skyrendermasked)
{
R_SetupShader_DepthOrShadow(false, false, false);
// depth-only (masking)
- GL_ColorMask(0,0,0,0);
+ GL_ColorMask(0, 0, 0, 0);
// just to make sure that braindead drivers don't draw
// anything despite that colormask...
GL_BlendFunc(GL_ZERO, GL_ONE);
mod->brush.isbsp2 = false;
mod->brush.isq2bsp = false;
mod->brush.isq3bsp = true;
+ mod->brush.skymasking = true;
mod->numframes = 2; // although alternate textures are not supported it is annoying to complain about no such frame 1
mod->numskins = 1;
cvar_t r_sky = {CVAR_SAVE, "r_sky", "1", "enables sky rendering (black otherwise)"};
cvar_t r_skyscroll1 = {CVAR_SAVE, "r_skyscroll1", "1", "speed at which upper clouds layer scrolls in quake sky"};
cvar_t r_skyscroll2 = {CVAR_SAVE, "r_skyscroll2", "2", "speed at which lower clouds layer scrolls in quake sky"};
+cvar_t r_sky_scissor = {0, "r_sky_scissor", "1", "limit rendering of sky to approximately the area of the sky surfaces"};
int skyrenderlater;
int skyrendermasked;
+int skyscissor;
+float skyscissormins[3];
+float skyscissormaxs[3];
static int skyrendersphere;
static int skyrenderbox;
skyrendermasked = false;
// for depth-masked sky, we need to know whether any sky was rendered
skyrenderlater = false;
+ // we can scissor the sky to just the relevant area
+ skyscissor = false;
+ VectorClear(skyscissormins);
+ VectorClear(skyscissormaxs);
if (r_sky.integer)
{
if (skyboxskinframe[0] || skyboxskinframe[1] || skyboxskinframe[2] || skyboxskinframe[3] || skyboxskinframe[4] || skyboxskinframe[5])
void R_Sky(void)
{
+ int scissor[4];
Matrix4x4_CreateFromQuakeEntity(&skymatrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, 0, 0, r_refdef.farclip * (0.5f / 16.0f));
Matrix4x4_Invert_Simple(&skyinversematrix, &skymatrix);
+ if (r_sky_scissor.integer && skyscissor)
+ {
+ // compute the scissor, if it's offscreen just return
+ if (R_ScissorForBBox(skyscissormins, skyscissormaxs, scissor))
+ return;
+ GL_Scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+ GL_ScissorTest(true);
+ }
if (skyrendersphere)
{
// this does not modify depth buffer
//GL_Clear(GL_DEPTH_BUFFER_BIT);
}
*/
+ GL_Scissor(0, 0, vid.width, vid.height);
}
//===============================================================
Cvar_RegisterVariable (&r_sky);
Cvar_RegisterVariable (&r_skyscroll1);
Cvar_RegisterVariable (&r_skyscroll2);
+ Cvar_RegisterVariable (&r_sky_scissor);
memset(&skyboxskinframe, 0, sizeof(skyboxskinframe));
skyname[0] = 0;
R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap, NULL, NULL);
extern cvar_t r_sky;
extern cvar_t r_skyscroll1;
extern cvar_t r_skyscroll2;
+extern cvar_t r_sky_scissor;
+extern cvar_t r_q3bsp_renderskydepth;
extern int skyrenderlater, skyrendermasked;
+extern int skyscissor;
+extern float skyscissormins[3];
+extern float skyscissormaxs[3];
int R_SetSkyBox(const char *sky);
void R_SkyStartFrame(void);
void R_Sky(void);