const msurface_t *surf = texturesurfacelist[i];
const float *v;
float p[3];
+ float mins[3], maxs[3];
+ int scissor[4];
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 (j > 0)
{
- 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];
+ if (mins[0] > p[0]) mins[0] = p[0];
+ if (mins[1] > p[1]) mins[1] = p[1];
+ if (mins[2] > p[2]) mins[2] = p[2];
+ if (maxs[0] < p[0]) maxs[0] = p[0];
+ if (maxs[1] < p[1]) maxs[1] = p[1];
+ if (maxs[2] < p[2]) maxs[2] = p[2];
}
else
{
- VectorCopy(p, skyscissormins);
- VectorCopy(p, skyscissormaxs);
- skyscissor = true;
+ VectorCopy(p, mins);
+ VectorCopy(p, maxs);
}
}
+ if (!R_ScissorForBBox(mins, maxs, scissor))
+ {
+ if (skyscissor[2])
+ {
+ if (skyscissor[0] > scissor[0])
+ {
+ skyscissor[2] += skyscissor[0] - scissor[0];
+ skyscissor[0] = scissor[0];
+ }
+ if (skyscissor[1] > scissor[1])
+ {
+ skyscissor[3] += skyscissor[1] - scissor[1];
+ skyscissor[1] = scissor[1];
+ }
+ if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
+ skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
+ if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
+ skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
+ }
+ else
+ Vector4Copy(scissor, skyscissor);
+ }
}
}
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];
+int skyscissor[4];
static int skyrendersphere;
static int skyrenderbox;
// 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);
+ Vector4Clear(skyscissor);
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)
+ if (r_sky_scissor.integer)
{
- // compute the scissor, if it's offscreen just return
- if (R_ScissorForBBox(skyscissormins, skyscissormaxs, scissor))
+ // if the scissor is empty just return
+ if (skyscissor[2] == 0 || skyscissor[3] == 0)
return;
- GL_Scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+ GL_Scissor(skyscissor[0], skyscissor[1], skyscissor[2], skyscissor[3]);
GL_ScissorTest(true);
}
if (skyrendersphere)
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];
+extern int skyscissor[4];
int R_SetSkyBox(const char *sky);
void R_SkyStartFrame(void);
void R_Sky(void);