5 // FIXME: fix skybox after vid_restart
6 cvar_t r_sky = {CVAR_SAVE, "r_sky", "1"};
7 qboolean skyavailable_quake;
8 qboolean skyavailable_box;
12 static rtexture_t *solidskytexture;
13 static rtexture_t *alphaskytexture;
14 static int skyrendersphere;
15 static int skyrenderbox;
16 static rtexturepool_t *skytexturepool;
17 static char skyname[256];
18 static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
19 static rtexture_t *skyboxside[6];
21 void R_SkyStartFrame(void)
24 skyrendersphere = false;
26 skyrendermasked = false;
27 if (r_sky.integer && !fogenabled)
31 else if (skyavailable_quake)
32 skyrendersphere = true;
33 // for depth-masked sky, render the sky on the first sky surface encountered
35 skyrendermasked = true;
44 int R_SetSkyBox(const char *sky)
50 if (strcmp(sky, skyname) == 0) // no change
53 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
54 skyavailable_box = false;
60 if (strlen(sky) > 1000)
62 Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
68 sprintf (name, "env/%s%s", sky, suf[i]);
69 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
71 sprintf (name, "gfx/env/%s%s", sky, suf[i]);
72 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
74 Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]);
78 skyboxside[i] = R_LoadTexture2D(skytexturepool, va("skyboxside%d", i), image_width, image_height, image_rgba, TEXTYPE_RGBA, TEXF_CLAMP | TEXF_PRECACHE, NULL);
82 if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
84 skyavailable_box = true;
91 // LordHavoc: added LoadSky console command
98 Con_Printf("current sky: %s\n", skyname);
100 Con_Printf("no skybox has been set\n");
103 if (R_SetSkyBox(Cmd_Argv(1)))
106 Con_Printf("skybox set to %s\n", skyname);
108 Con_Printf("skybox disabled\n");
111 Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
114 Con_Printf("usage: loadsky skyname\n");
119 static void R_SkyBox(void)
123 #define R_SkyBoxPolyVec(i,s,t,x,y,z) \
124 varray_vertex3f[i * 3 + 0] = (x) * 16.0f;\
125 varray_vertex3f[i * 3 + 1] = (y) * 16.0f;\
126 varray_vertex3f[i * 3 + 2] = (z) * 16.0f;\
127 varray_texcoord2f[0][i * 2 + 0] = (s);\
128 varray_texcoord2f[0][i * 2 + 1] = (t);
130 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
132 memset(&m, 0, sizeof(m));
133 m.blendfunc1 = GL_ONE;
134 m.blendfunc2 = GL_ZERO;
135 m.depthdisable = true; // don't modify or read zbuffer
137 m.tex[0] = R_GetTexture(skyboxside[3]); // front
140 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
141 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
142 R_SkyBoxPolyVec(2, 0, 1, 1, 1, -1);
143 R_SkyBoxPolyVec(3, 0, 0, 1, 1, 1);
144 R_Mesh_Draw(4, 2, polygonelements);
146 m.tex[0] = R_GetTexture(skyboxside[1]); // back
147 R_Mesh_TextureState(&m);
149 R_SkyBoxPolyVec(0, 1, 0, -1, 1, 1);
150 R_SkyBoxPolyVec(1, 1, 1, -1, 1, -1);
151 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
152 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
153 R_Mesh_Draw(4, 2, polygonelements);
155 m.tex[0] = R_GetTexture(skyboxside[0]); // right
156 R_Mesh_TextureState(&m);
158 R_SkyBoxPolyVec(0, 1, 0, 1, 1, 1);
159 R_SkyBoxPolyVec(1, 1, 1, 1, 1, -1);
160 R_SkyBoxPolyVec(2, 0, 1, -1, 1, -1);
161 R_SkyBoxPolyVec(3, 0, 0, -1, 1, 1);
162 R_Mesh_Draw(4, 2, polygonelements);
164 m.tex[0] = R_GetTexture(skyboxside[2]); // left
165 R_Mesh_TextureState(&m);
167 R_SkyBoxPolyVec(0, 1, 0, -1, -1, 1);
168 R_SkyBoxPolyVec(1, 1, 1, -1, -1, -1);
169 R_SkyBoxPolyVec(2, 0, 1, 1, -1, -1);
170 R_SkyBoxPolyVec(3, 0, 0, 1, -1, 1);
171 R_Mesh_Draw(4, 2, polygonelements);
173 m.tex[0] = R_GetTexture(skyboxside[4]); // up
174 R_Mesh_TextureState(&m);
176 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
177 R_SkyBoxPolyVec(1, 1, 1, 1, 1, 1);
178 R_SkyBoxPolyVec(2, 0, 1, -1, 1, 1);
179 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
180 R_Mesh_Draw(4, 2, polygonelements);
182 m.tex[0] = R_GetTexture(skyboxside[5]); // down
183 R_Mesh_TextureState(&m);
185 R_SkyBoxPolyVec(0, 1, 0, 1, 1, -1);
186 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
187 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
188 R_SkyBoxPolyVec(3, 0, 0, -1, 1, -1);
189 R_Mesh_Draw(4, 2, polygonelements);
193 #define skygridx1 (skygridx + 1)
194 #define skygridxrecip (1.0f / (skygridx))
196 #define skygridy1 (skygridy + 1)
197 #define skygridyrecip (1.0f / (skygridy))
198 #define skysphere_numverts (skygridx1 * skygridy1)
199 #define skysphere_numtriangles (skygridx * skygridy * 2)
200 static float skysphere_vertex3f[skysphere_numverts * 3];
201 static float skysphere_texcoord2f[skysphere_numverts * 2];
202 static int skysphere_element3i[skysphere_numtriangles * 3];
204 static void skyspherecalc(void)
207 float a, b, x, ax, ay, v[3], length, *vertex3f, *texcoord2f;
212 vertex3f = skysphere_vertex3f;
213 texcoord2f = skysphere_texcoord2f;
214 for (j = 0;j <= skygridy;j++)
216 a = j * skygridyrecip;
217 ax = cos(a * M_PI * 2);
218 ay = -sin(a * M_PI * 2);
219 for (i = 0;i <= skygridx;i++)
221 b = i * skygridxrecip;
222 x = cos((b + 0.5) * M_PI);
225 v[2] = -sin((b + 0.5) * M_PI) * dz;
226 length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
227 *texcoord2f++ = v[0] * length;
228 *texcoord2f++ = v[1] * length;
234 e = skysphere_element3i;
235 for (j = 0;j < skygridy;j++)
237 for (i = 0;i < skygridx;i++)
239 *e++ = j * skygridx1 + i;
240 *e++ = j * skygridx1 + i + 1;
241 *e++ = (j + 1) * skygridx1 + i;
243 *e++ = j * skygridx1 + i + 1;
244 *e++ = (j + 1) * skygridx1 + i + 1;
245 *e++ = (j + 1) * skygridx1 + i;
251 static void R_SkySphere(void)
254 float speedscale, *out2f;
256 static qboolean skysphereinitialized = false;
258 if (!skysphereinitialized)
260 skysphereinitialized = true;
264 // scroll speed for upper layer
265 speedscale = cl.time*8.0/128.0;
266 // wrap the scroll just to be extra kind to float accuracy
267 speedscale -= (int)speedscale;
269 memset(&m, 0, sizeof(m));
270 m.blendfunc1 = GL_ONE;
271 m.blendfunc2 = GL_ZERO;
272 m.depthdisable = true; // don't modify or read zbuffer
273 m.tex[0] = R_GetTexture(solidskytexture);
276 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
278 R_Mesh_GetSpace(skysphere_numverts);
279 R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
280 for (i = 0, out2f = varray_texcoord2f[0], in2f = skysphere_texcoord2f;i < skysphere_numverts;i++)
282 *out2f++ = *in2f++ + speedscale;
283 *out2f++ = *in2f++ + speedscale;
285 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
287 m.blendfunc1 = GL_SRC_ALPHA;
288 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
289 m.tex[0] = R_GetTexture(alphaskytexture);
292 // scroll the lower cloud layer twice as fast (just like quake did)
295 R_Mesh_GetSpace(skysphere_numverts);
296 R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
297 for (i = 0, out2f = varray_texcoord2f[0], in2f = skysphere_texcoord2f;i < skysphere_numverts;i++)
299 *out2f++ = *in2f++ + speedscale;
300 *out2f++ = *in2f++ + speedscale;
302 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
307 matrix4x4_t skymatrix;
310 Matrix4x4_CreateTranslate(&skymatrix, r_origin[0], r_origin[1], r_origin[2]);
311 R_Mesh_Matrix(&skymatrix);
314 // this does not modify depth buffer
317 else if (skyrenderbox)
319 // this does not modify depth buffer
322 /* this will be skyroom someday
325 // this modifies the depth buffer so we have to clear it afterward
327 // clear the depthbuffer that was used while rendering the skyroom
329 //qglClear(GL_DEPTH_BUFFER_BIT);
335 //===============================================================
341 A sky texture is 256*128, with the right side being a masked overlay
344 void R_InitSky (qbyte *src, int bytesperpixel)
346 int i, j, p, r, g, b;
347 qbyte skyupperlayerpixels[128*128*4], skylowerlayerpixels[128*128*4];
348 unsigned trans[128*128], transpix, *rgba;
350 skyavailable_quake = true;
352 // flush skytexturepool so we won't build up a leak from uploading textures multiple times
353 R_FreeTexturePool(&skytexturepool);
354 skytexturepool = R_AllocTexturePool();
355 solidskytexture = NULL;
356 alphaskytexture = NULL;
358 if (bytesperpixel == 4)
360 for (i = 0;i < 128;i++)
361 for (j = 0;j < 128;j++)
362 trans[(i*128) + j] = ((unsigned *)src)[i*256+j+128];
366 // make an average value for the back to avoid
367 // a fringe on the top level
369 for (i=0 ; i<128 ; i++)
371 for (j=0 ; j<128 ; j++)
373 p = src[i*256 + j + 128];
374 rgba = &palette_complete[p];
375 trans[(i*128) + j] = *rgba;
376 r += ((qbyte *)rgba)[0];
377 g += ((qbyte *)rgba)[1];
378 b += ((qbyte *)rgba)[2];
382 ((qbyte *)&transpix)[0] = r/(128*128);
383 ((qbyte *)&transpix)[1] = g/(128*128);
384 ((qbyte *)&transpix)[2] = b/(128*128);
385 ((qbyte *)&transpix)[3] = 0;
388 memcpy(skyupperlayerpixels, trans, 128*128*4);
390 solidskytexture = R_LoadTexture2D(skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
392 if (bytesperpixel == 4)
394 for (i = 0;i < 128;i++)
395 for (j = 0;j < 128;j++)
396 trans[(i*128) + j] = ((unsigned *)src)[i*256+j];
400 for (i=0 ; i<128 ; i++)
402 for (j=0 ; j<128 ; j++)
406 trans[(i*128) + j] = transpix;
408 trans[(i*128) + j] = palette_complete[p];
413 memcpy(skylowerlayerpixels, trans, 128*128*4);
415 alphaskytexture = R_LoadTexture2D(skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
418 void R_ResetQuakeSky(void)
420 skyavailable_quake = false;
423 void R_ResetSkyBox(void)
425 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
427 skyavailable_box = false;
430 static void r_sky_start(void)
432 skytexturepool = R_AllocTexturePool();
433 solidskytexture = NULL;
434 alphaskytexture = NULL;
437 static void r_sky_shutdown(void)
439 R_FreeTexturePool(&skytexturepool);
440 solidskytexture = NULL;
441 alphaskytexture = NULL;
444 static void r_sky_newmap(void)
448 void R_Sky_Init(void)
450 Cmd_AddCommand ("loadsky", &LoadSky_f);
451 Cvar_RegisterVariable (&r_sky);
452 R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);