}
}
+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_vertex3f[i * 3 + 0] = (x) * 16.0f;\
- varray_vertex3f[i * 3 + 1] = (y) * 16.0f;\
- varray_vertex3f[i * 3 + 2] = (z) * 16.0f;\
- varray_texcoord2f[0][i * 2 + 0] = (s);\
- varray_texcoord2f[0][i * 2 + 1] = (t);
-
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-
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);
- R_Mesh_GetSpace(4);
- 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_TextureState(&m);
- R_Mesh_GetSpace(4);
- 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_TextureState(&m);
- R_Mesh_GetSpace(4);
- 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_TextureState(&m);
- R_Mesh_GetSpace(4);
- 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_TextureState(&m);
- R_Mesh_GetSpace(4);
- 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_TextureState(&m);
- R_Mesh_GetSpace(4);
- 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);
+ 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
float speedscale;
static qboolean skysphereinitialized = false;
rmeshstate_t m;
- rcachearrayrequest_t request;
+ matrix4x4_t scroll1matrix, scroll2matrix, identitymatrix;
if (!skysphereinitialized)
{
skysphereinitialized = true;
// wrap the scroll just to be extra kind to float accuracy
speedscale -= (int)speedscale;
+ // 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.tex[0] = R_GetTexture(solidskytexture);
+ m.pointer_texcoord[0] = skysphere_texcoord2f;
+ R_Mesh_TextureMatrix(0, &scroll1matrix);
if (r_colorscale == 1 && r_textureunits.integer >= 2)
{
// 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
- 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);
m.tex[1] = R_GetTexture(alphaskytexture);
- m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL;
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_State(&m);
- R_Mesh_GetSpace(skysphere_numverts);
- R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
- R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
- R_ScrollTexCoord2f(varray_texcoord2f[1], skysphere_texcoord2f, skysphere_numverts, speedscale*2, speedscale*2);
- }
- else
- {
- m.pointervertexcount = skysphere_numverts;
- m.pointer_vertex = skysphere_vertex3f;
- memset(&request, 0, sizeof(request));
- request.data_size = skysphere_numverts * sizeof(float[2]);
- request.id_pointer1 = skysphere_texcoord2f;
- request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
- if (R_Mesh_CacheArray(&request))
- R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
- m.pointer_texcoord[0] = request.data;
- speedscale *= 2;
- request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
- if (R_Mesh_CacheArray(&request))
- R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
- m.pointer_texcoord[1] = request.data;
- R_Mesh_State(&m);
- }
+ 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);
}
else
{
// two pass
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
- 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);
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_State(&m);
- R_Mesh_GetSpace(skysphere_numverts);
- R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
- R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
- }
- else
- {
- m.pointervertexcount = skysphere_numverts;
- m.pointer_vertex = skysphere_vertex3f;
- memset(&request, 0, sizeof(request));
- request.data_size = skysphere_numverts * sizeof(float[2]);
- request.id_pointer1 = skysphere_texcoord2f;
- request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
- if (R_Mesh_CacheArray(&request))
- R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
- m.pointer_texcoord[0] = request.data;
- R_Mesh_State(&m);
- }
+ R_Mesh_State_Texture(&m);
R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
- // scroll the lower cloud layer twice as fast (just like quake did)
- speedscale *= 2;
-
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m.tex[0] = R_GetTexture(alphaskytexture);
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_State(&m);
- R_Mesh_GetSpace(skysphere_numverts);
- R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
- R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
- }
- else
- {
- m.pointervertexcount = skysphere_numverts;
- m.pointer_vertex = skysphere_vertex3f;
- request.data_size = skysphere_numverts * sizeof(float[2]);
- request.id_pointer1 = skysphere_texcoord2f;
- request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
- if (R_Mesh_CacheArray(&request))
- R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
- m.pointer_texcoord[0] = request.data;
- R_Mesh_State(&m);
- }
+ R_Mesh_State_Texture(&m);
+ R_Mesh_TextureMatrix(0, &scroll2matrix);
R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
}
+ R_Mesh_TextureMatrix(0, &identitymatrix);
}
void R_Sky(void)
// 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_EndBatch();
//qglClear(GL_DEPTH_BUFFER_BIT);
}
*/
Cvar_RegisterVariable (&r_sky);
R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);
}
+