#include "quakedef.h"
+#include "image.h"
+// FIXME: fix skybox after vid_restart
cvar_t r_sky = {CVAR_SAVE, "r_sky", "1"};
qboolean skyavailable_quake;
qboolean skyavailable_box;
static char skyname[256];
static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
static rtexture_t *skyboxside[6];
-int R_SetSkyBox(char *sky);
void R_SkyStartFrame(void)
{
R_SetSkyBox
==================
*/
-int R_SetSkyBox(char *sky)
+int R_SetSkyBox(const char *sky)
{
int i;
char name[1024];
continue;
}
}
- skyboxside[i] = R_LoadTexture(skytexturepool, va("skyboxside%d", i), image_width, image_height, image_rgba, TEXTYPE_RGBA, TEXF_PRECACHE);
+ skyboxside[i] = R_LoadTexture2D(skytexturepool, va("skyboxside%d", i), image_width, image_height, image_rgba, TEXTYPE_RGBA, TEXF_CLAMP | TEXF_PRECACHE, NULL);
Mem_Free(image_rgba);
}
}
}
-int skyboxindex[6] = {0, 1, 2, 0, 2, 3};
-
static void R_SkyBox(void)
{
rmeshstate_t m;
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 * 2 + 0] = (s) * (254.0f/256.0f) + (1.0f/256.0f);\
- varray_texcoord[0][i * 2 + 1] = (t) * (254.0f/256.0f) + (1.0f/256.0f);
+ 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.wantoverbright = false;
m.depthdisable = true; // don't modify or read zbuffer
m.tex[0] = R_GetTexture(skyboxside[3]); // front
- Matrix4x4_CreateTranslate(&m.matrix, r_origin[0], r_origin[1], r_origin[2]);
R_Mesh_State(&m);
- memcpy(varray_element, skyboxindex, sizeof(int[6]));
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
- varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 1;
+ 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);
+ R_Mesh_Draw(4, 2, polygonelements);
m.tex[0] = R_GetTexture(skyboxside[1]); // back
R_Mesh_State(&m);
- memcpy(varray_element, skyboxindex, sizeof(int[6]));
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
- varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 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);
+ R_Mesh_Draw(4, 2, polygonelements);
m.tex[0] = R_GetTexture(skyboxside[0]); // right
R_Mesh_State(&m);
- memcpy(varray_element, skyboxindex, sizeof(int[6]));
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
- varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 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);
+ R_Mesh_Draw(4, 2, polygonelements);
m.tex[0] = R_GetTexture(skyboxside[2]); // left
R_Mesh_State(&m);
- memcpy(varray_element, skyboxindex, sizeof(int[6]));
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
- varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 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);
+ R_Mesh_Draw(4, 2, polygonelements);
m.tex[0] = R_GetTexture(skyboxside[4]); // up
R_Mesh_State(&m);
- memcpy(varray_element, skyboxindex, sizeof(int[6]));
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
- varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 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);
+ R_Mesh_Draw(4, 2, polygonelements);
m.tex[0] = R_GetTexture(skyboxside[5]); // down
R_Mesh_State(&m);
- memcpy(varray_element, skyboxindex, sizeof(int[6]));
- varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
- varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
- varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
- varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 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);
+ R_Mesh_Draw(4, 2, polygonelements);
}
#define skygridx 32
#define skygridy 32
#define skygridy1 (skygridy + 1)
#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[skygridx1*skygridy1*5];
-static int skysphereindices[skygridx*skygridy*6];
-static void skyspherecalc(float *sphere, float dx, float dy, float dz)
+static void skyspherecalc(void)
{
- float a, b, x, ax, ay, v[3], length;
- int i, j, *index;
+ int i, j, *e;
+ float a, b, x, ax, ay, v[3], length, *vertex, *texcoord;
+ float dx, dy, dz;
+ dx = 16;
+ dy = 16;
+ dz = 16 / 3;
+ vertex = skysphere_vertex;
+ texcoord = skysphere_texcoord;
for (j = 0;j <= skygridy;j++)
{
a = j * skygridyrecip;
for (i = 0;i <= skygridx;i++)
{
b = i * skygridxrecip;
- x = cos(b * M_PI * 2);
+ x = cos((b + 0.5) * M_PI);
v[0] = ax*x * dx;
v[1] = ay*x * dy;
- v[2] = -sin(b * M_PI * 2) * dz;
+ 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));
- *sphere++ = v[0] * length;
- *sphere++ = v[1] * length;
- *sphere++ = v[0];
- *sphere++ = v[1];
- *sphere++ = v[2];
+ *texcoord++ = v[0] * length;
+ *texcoord++ = v[1] * length;
+ *texcoord++ = 0;
+ *texcoord++ = 0;
+ *vertex++ = v[0];
+ *vertex++ = v[1];
+ *vertex++ = v[2];
+ *vertex++ = 1;
}
}
- index = skysphereindices;
+ e = skysphere_elements;
for (j = 0;j < skygridy;j++)
{
for (i = 0;i < skygridx;i++)
{
- *index++ = j * skygridx1 + i;
- *index++ = j * skygridx1 + i + 1;
- *index++ = (j + 1) * skygridx1 + i;
+ *e++ = j * skygridx1 + i;
+ *e++ = j * skygridx1 + i + 1;
+ *e++ = (j + 1) * skygridx1 + i;
- *index++ = j * skygridx1 + i + 1;
- *index++ = (j + 1) * skygridx1 + i + 1;
- *index++ = (j + 1) * skygridx1 + i;
+ *e++ = j * skygridx1 + i + 1;
+ *e++ = (j + 1) * skygridx1 + i + 1;
+ *e++ = (j + 1) * skygridx1 + i;
}
i++;
}
}
-static void skyspherearrays(float *v, float *t, float *c, float *source, float s, float colorscale)
-{
- int i;
- for (i = 0;i < (skygridx1*skygridy1);i++, c += 4, t += 2, v += 4, source += 5)
- {
- c[0] = colorscale;
- c[1] = colorscale;
- c[2] = colorscale;
- c[3] = 1;
- t[0] = source[0] + s;
- t[1] = source[1] + s;
- v[0] = source[2];
- v[1] = source[3];
- v[2] = source[4];
- }
-}
-
static void R_SkySphere(void)
{
- int numverts, numtriangles;
- float speedscale, speedscale2;
+ int i;
+ float speedscale, *t;
static qboolean skysphereinitialized = false;
rmeshstate_t m;
if (!skysphereinitialized)
{
skysphereinitialized = true;
- skyspherecalc(skysphere, 16, 16, 16 / 3);
+ skyspherecalc();
}
+ // scroll speed for upper layer
speedscale = cl.time*8.0/128.0;
+ // wrap the scroll just to be extra kind to float accuracy
speedscale -= (int)speedscale;
- speedscale2 = cl.time*16.0/128.0;
- speedscale2 -= (int)speedscale2;
-
- numverts = skygridx1*skygridy1;
- numtriangles = skygridx*skygridy*2;
- R_Mesh_ResizeCheck(numverts, numtriangles);
+ R_Mesh_ResizeCheck(skysphere_numverts);
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.wantoverbright = false;
m.depthdisable = true; // don't modify or read zbuffer
m.tex[0] = R_GetTexture(solidskytexture);
- Matrix4x4_CreateTranslate(&m.matrix, r_origin[0], r_origin[1], r_origin[2]);
R_Mesh_State(&m);
- memcpy(varray_element, skysphereindices, numtriangles * sizeof(int[3]));
- skyspherearrays(varray_vertex, varray_texcoord[0], varray_color, skysphere, speedscale, mesh_colorscale);
- R_Mesh_Draw(numverts, numtriangles);
+ 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)
+ {
+ t[0] += speedscale;
+ t[1] += speedscale;
+ }
+ 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);
- memcpy(varray_element, skysphereindices, numtriangles * sizeof(int[3]));
- skyspherearrays(varray_vertex, varray_texcoord[0], varray_color, skysphere, speedscale2, mesh_colorscale);
- R_Mesh_Draw(numverts, numtriangles);
+ // 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)
+ {
+ t[0] += speedscale;
+ t[1] += speedscale;
+ }
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
}
void R_Sky(void)
{
+ matrix4x4_t skymatrix;
if (skyrendermasked)
{
+ Matrix4x4_CreateTranslate(&skymatrix, r_origin[0], r_origin[1], r_origin[2]);
+ R_Mesh_Matrix(&skymatrix);
if (skyrendersphere)
{
// this does not modify depth buffer
// this modifies the depth buffer so we have to clear it afterward
//R_SkyRoom();
// clear the depthbuffer that was used while rendering the skyroom
- //R_Mesh_ClearDepth();
+ //qglClear(GL_DEPTH_BUFFER_BIT);
}
*/
}
{
for (i = 0;i < 128;i++)
for (j = 0;j < 128;j++)
- trans[(i*128) + j] = src[i*256+j+128];
+ trans[(i*128) + j] = ((unsigned *)src)[i*256+j+128];
}
else
{
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j + 128];
- rgba = &d_8to24table[p];
+ rgba = &palette_complete[p];
trans[(i*128) + j] = *rgba;
r += ((qbyte *)rgba)[0];
g += ((qbyte *)rgba)[1];
memcpy(skyupperlayerpixels, trans, 128*128*4);
- solidskytexture = R_LoadTexture (skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_PRECACHE);
+ solidskytexture = R_LoadTexture2D(skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
if (bytesperpixel == 4)
{
for (i = 0;i < 128;i++)
for (j = 0;j < 128;j++)
- trans[(i*128) + j] = src[i*256+j];
+ trans[(i*128) + j] = ((unsigned *)src)[i*256+j];
}
else
{
if (p == 0)
trans[(i*128) + j] = transpix;
else
- trans[(i*128) + j] = d_8to24table[p];
+ trans[(i*128) + j] = palette_complete[p];
}
}
}
memcpy(skylowerlayerpixels, trans, 128*128*4);
- alphaskytexture = R_LoadTexture (skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+ alphaskytexture = R_LoadTexture2D(skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
}
void R_ResetQuakeSky(void)