]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sky.c
texcoord arrays are now 3 component (padded to 4 floats)
[xonotic/darkplaces.git] / r_sky.c
diff --git a/r_sky.c b/r_sky.c
index e73d3672bbacd77596d07ea68d885dcb4dac378f..6f1cb06ac2074c853c5f36b7420b15cad15a1a43 100644 (file)
--- a/r_sky.c
+++ b/r_sky.c
@@ -122,8 +122,8 @@ static void R_SkyBox(void)
        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) * (254.0f/256.0f) + (1.0f/256.0f);\
+       varray_texcoord[0][i * 4 + 1] = (t) * (254.0f/256.0f) + (1.0f/256.0f);
 
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
@@ -182,13 +182,22 @@ static void R_SkyBox(void)
 #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;
@@ -202,64 +211,51 @@ static void skyspherecalc(float *sphere, float dx, float dy, float dz)
                        v[1] = ay*x * dy;
                        v[2] = -sin(b * M_PI * 2) * 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 *source, float s)
-{
-       int i;
-       for (i = 0;i < (skygridx1*skygridy1);i++, t += 2, v += 4, source += 5)
-       {
-               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);
+       R_Mesh_ResizeCheck(skysphere_numverts);
 
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
@@ -270,16 +266,27 @@ static void R_SkySphere(void)
 
        GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
 
-       skyspherearrays(varray_vertex, varray_texcoord[0], skysphere, speedscale);
-       R_Mesh_Draw(numverts, numtriangles, skysphereindices);
+       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);
 
-       skyspherearrays(varray_vertex, varray_texcoord[0], skysphere, speedscale2);
-       R_Mesh_Draw(numverts, numtriangles, skysphereindices);
+       // 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)