}
}
+float skyboxvertex3f[6*4*3] =
+{
+ // skyside[0]
+ 16, 16, 16,
+ 16, 16, -16,
+ -16, 16, -16,
+ -16, 16, 16,
+ // skyside[1]
+ -16, 16, 16,
+ -16, 16, -16,
+ -16, -16, -16,
+ -16, -16, 16,
+ // skyside[2]
+ -16, -16, 16,
+ -16, -16, -16,
+ 16, -16, -16,
+ 16, -16, 16,
+ // skyside[3]
+ 16, -16, 16,
+ 16, -16, -16,
+ 16, 16, -16,
+ 16, 16, 16,
+ // skyside[4]
+ 16, -16, 16,
+ 16, 16, 16,
+ -16, 16, 16,
+ -16, -16, 16,
+ // skyside[5]
+ 16, 16, -16,
+ 16, -16, -16,
+ -16, -16, -16,
+ -16, 16, -16
+};
+
+float skyboxtexcoord2f[6*4*2] =
+{
+ // skyside[0]
+ 1, 0,
+ 1, 1,
+ 0, 1,
+ 0, 0,
+ // skyside[1]
+ 1, 0,
+ 1, 1,
+ 0, 1,
+ 0, 0,
+ // skyside[2]
+ 1, 0,
+ 1, 1,
+ 0, 1,
+ 0, 0,
+ // skyside[3]
+ 1, 0,
+ 1, 1,
+ 0, 1,
+ 0, 0,
+ // skyside[4]
+ 1, 0,
+ 1, 1,
+ 0, 1,
+ 0, 0,
+ // skyside[5]
+ 1, 0,
+ 1, 1,
+ 0, 1,
+ 0, 0
+};
+
+int skyboxelements[6*2*3] =
+{
+ // skyside[0]
+ 8, 9, 10,
+ 8, 10, 11,
+ // skyside[1]
+ 4, 5, 6,
+ 4, 6, 7,
+ // skyside[2]
+ 12, 13, 14,
+ 12, 14, 15,
+ // skyside[3]
+ 0, 1, 2,
+ 0, 2, 3,
+ // skyside[4]
+ 16, 17, 18,
+ 16, 18, 19,
+ // skyside[5]
+ 20, 21, 22,
+ 20, 22, 23
+};
+
static void R_SkyBox(void)
{
+ int i;
rmeshstate_t m;
-
-#define R_SkyBoxPolyVec(i,s,t,x,y,z) \
- varray_vertex[i * 4 + 0] = (x) * 16.0f;\
- varray_vertex[i * 4 + 1] = (y) * 16.0f;\
- varray_vertex[i * 4 + 2] = (z) * 16.0f;\
- varray_texcoord[0][i * 4 + 0] = (s);\
- varray_texcoord[0][i * 4 + 1] = (t);
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.depthdisable = true; // don't modify or read zbuffer
- m.tex[0] = R_GetTexture(skyboxside[3]); // front
- R_Mesh_State(&m);
-
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-
- R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
- R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
- R_SkyBoxPolyVec(2, 0, 1, 1, 1, -1);
- R_SkyBoxPolyVec(3, 0, 0, 1, 1, 1);
- R_Mesh_Draw(4, 2, polygonelements);
- m.tex[0] = R_GetTexture(skyboxside[1]); // back
- R_Mesh_State(&m);
- R_SkyBoxPolyVec(0, 1, 0, -1, 1, 1);
- R_SkyBoxPolyVec(1, 1, 1, -1, 1, -1);
- R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
- R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
- R_Mesh_Draw(4, 2, polygonelements);
- m.tex[0] = R_GetTexture(skyboxside[0]); // right
- R_Mesh_State(&m);
- R_SkyBoxPolyVec(0, 1, 0, 1, 1, 1);
- R_SkyBoxPolyVec(1, 1, 1, 1, 1, -1);
- R_SkyBoxPolyVec(2, 0, 1, -1, 1, -1);
- R_SkyBoxPolyVec(3, 0, 0, -1, 1, 1);
- R_Mesh_Draw(4, 2, polygonelements);
- m.tex[0] = R_GetTexture(skyboxside[2]); // left
- R_Mesh_State(&m);
- R_SkyBoxPolyVec(0, 1, 0, -1, -1, 1);
- R_SkyBoxPolyVec(1, 1, 1, -1, -1, -1);
- R_SkyBoxPolyVec(2, 0, 1, 1, -1, -1);
- R_SkyBoxPolyVec(3, 0, 0, 1, -1, 1);
- R_Mesh_Draw(4, 2, polygonelements);
- m.tex[0] = R_GetTexture(skyboxside[4]); // up
- R_Mesh_State(&m);
- R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
- R_SkyBoxPolyVec(1, 1, 1, 1, 1, 1);
- R_SkyBoxPolyVec(2, 0, 1, -1, 1, 1);
- R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
- R_Mesh_Draw(4, 2, polygonelements);
- m.tex[0] = R_GetTexture(skyboxside[5]); // down
- R_Mesh_State(&m);
- R_SkyBoxPolyVec(0, 1, 0, 1, 1, -1);
- R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
- R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
- R_SkyBoxPolyVec(3, 0, 0, -1, 1, -1);
- R_Mesh_Draw(4, 2, polygonelements);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(false); // don't modify or read zbuffer
+ GL_VertexPointer(skyboxvertex3f);
+ m.pointer_texcoord[0] = skyboxtexcoord2f;
+ for (i = 0;i < 6;i++)
+ {
+ m.tex[0] = R_GetTexture(skyboxside[i]);
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(4, 2, skyboxelements + i * 6);
+ }
}
#define skygridx 32
#define skygridyrecip (1.0f / (skygridy))
#define skysphere_numverts (skygridx1 * skygridy1)
#define skysphere_numtriangles (skygridx * skygridy * 2)
-static float skysphere_vertex[skysphere_numverts * 4];
-static float skysphere_texcoord[skysphere_numverts * 4];
-static int skysphere_elements[skysphere_numtriangles * 3];
+static float skysphere_vertex3f[skysphere_numverts * 3];
+static float skysphere_texcoord2f[skysphere_numverts * 2];
+static int skysphere_element3i[skysphere_numtriangles * 3];
static void skyspherecalc(void)
{
int i, j, *e;
- float a, b, x, ax, ay, v[3], length, *vertex, *texcoord;
+ float a, b, x, ax, ay, v[3], length, *vertex3f, *texcoord2f;
float dx, dy, dz;
dx = 16;
dy = 16;
dz = 16 / 3;
- vertex = skysphere_vertex;
- texcoord = skysphere_texcoord;
+ vertex3f = skysphere_vertex3f;
+ texcoord2f = skysphere_texcoord2f;
for (j = 0;j <= skygridy;j++)
{
a = j * skygridyrecip;
v[1] = ay*x * dy;
v[2] = -sin((b + 0.5) * M_PI) * dz;
length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
- *texcoord++ = v[0] * length;
- *texcoord++ = v[1] * length;
- *texcoord++ = 0;
- *texcoord++ = 0;
- *vertex++ = v[0];
- *vertex++ = v[1];
- *vertex++ = v[2];
- *vertex++ = 1;
+ *texcoord2f++ = v[0] * length;
+ *texcoord2f++ = v[1] * length;
+ *vertex3f++ = v[0];
+ *vertex3f++ = v[1];
+ *vertex3f++ = v[2];
}
}
- e = skysphere_elements;
+ e = skysphere_element3i;
for (j = 0;j < skygridy;j++)
{
for (i = 0;i < skygridx;i++)
*e++ = (j + 1) * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
}
- i++;
}
}
static void R_SkySphere(void)
{
- int i;
- float speedscale, *t;
+ float speedscale;
static qboolean skysphereinitialized = false;
rmeshstate_t m;
+ matrix4x4_t scroll1matrix, scroll2matrix, identitymatrix;
if (!skysphereinitialized)
{
skysphereinitialized = true;
// wrap the scroll just to be extra kind to float accuracy
speedscale -= (int)speedscale;
- R_Mesh_ResizeCheck(skysphere_numverts);
+ // scroll the lower cloud layer twice as fast (just like quake did)
+ Matrix4x4_CreateTranslate(&scroll1matrix, speedscale, speedscale, 0);
+ Matrix4x4_CreateTranslate(&scroll2matrix, speedscale * 2, speedscale * 2, 0);
+ Matrix4x4_CreateIdentity(&identitymatrix);
+ GL_VertexPointer(skysphere_vertex3f);
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(false); // don't modify or read zbuffer
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.depthdisable = true; // don't modify or read zbuffer
m.tex[0] = R_GetTexture(solidskytexture);
- R_Mesh_State(&m);
-
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-
- memcpy(varray_vertex, skysphere_vertex, skysphere_numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], skysphere_texcoord, skysphere_numverts * sizeof(float[4]));
- for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
+ m.pointer_texcoord[0] = skysphere_texcoord2f;
+ R_Mesh_TextureMatrix(0, &scroll1matrix);
+ if (r_colorscale == 1 && r_textureunits.integer >= 2)
{
- t[0] += speedscale;
- t[1] += speedscale;
+ // one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
+ // LordHavoc: note that color is not set here because it does not
+ // matter with GL_REPLACE
+ m.tex[1] = R_GetTexture(alphaskytexture);
+ m.texcombinergb[1] = gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL;
+ m.pointer_texcoord[1] = skysphere_texcoord2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_TextureMatrix(1, &scroll2matrix);
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
+ R_Mesh_TextureMatrix(1, &identitymatrix);
}
- R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
-
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.tex[0] = R_GetTexture(alphaskytexture);
- R_Mesh_State(&m);
-
- // scroll it again, this makes the lower cloud layer scroll twice as fast (just like quake did)
- for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
+ else
{
- t[0] += speedscale;
- t[1] += speedscale;
+ // two pass
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
+
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ m.tex[0] = R_GetTexture(alphaskytexture);
+ R_Mesh_State_Texture(&m);
+ R_Mesh_TextureMatrix(0, &scroll2matrix);
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
}
- R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
+ R_Mesh_TextureMatrix(0, &identitymatrix);
}
void R_Sky(void)
Cvar_RegisterVariable (&r_sky);
R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);
}
+