cvar_t r_sky = {CVAR_SAVE, "r_sky", "1", "enables sky rendering (black otherwise)"};
cvar_t r_skyscroll1 = {CVAR_SAVE, "r_skyscroll1", "1", "speed at which upper clouds layer scrolls in quake sky"};
cvar_t r_skyscroll2 = {CVAR_SAVE, "r_skyscroll2", "2", "speed at which lower clouds layer scrolls in quake sky"};
+cvar_t r_sky_scissor = {0, "r_sky_scissor", "1", "limit rendering of sky to approximately the area of the sky surfaces"};
int skyrenderlater;
int skyrendermasked;
+int skyscissor;
+float skyscissormins[3];
+float skyscissormaxs[3];
static int skyrendersphere;
static int skyrenderbox;
skyrendermasked = false;
// for depth-masked sky, we need to know whether any sky was rendered
skyrenderlater = false;
+ // we can scissor the sky to just the relevant area
+ skyscissor = false;
+ VectorClear(skyscissormins);
+ VectorClear(skyscissormaxs);
if (r_sky.integer)
{
if (skyboxskinframe[0] || skyboxskinframe[1] || skyboxskinframe[2] || skyboxskinframe[3] || skyboxskinframe[4] || skyboxskinframe[5])
void R_Sky(void)
{
+ int scissor[4];
Matrix4x4_CreateFromQuakeEntity(&skymatrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, 0, 0, r_refdef.farclip * (0.5f / 16.0f));
Matrix4x4_Invert_Simple(&skyinversematrix, &skymatrix);
+ if (r_sky_scissor.integer && skyscissor)
+ {
+ // compute the scissor, if it's offscreen just return
+ if (R_ScissorForBBox(skyscissormins, skyscissormaxs, scissor))
+ return;
+ GL_Scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+ GL_ScissorTest(true);
+ }
if (skyrendersphere)
{
// this does not modify depth buffer
//GL_Clear(GL_DEPTH_BUFFER_BIT);
}
*/
+ GL_Scissor(0, 0, vid.width, vid.height);
}
//===============================================================
Cvar_RegisterVariable (&r_sky);
Cvar_RegisterVariable (&r_skyscroll1);
Cvar_RegisterVariable (&r_skyscroll2);
+ Cvar_RegisterVariable (&r_sky_scissor);
memset(&skyboxskinframe, 0, sizeof(skyboxskinframe));
skyname[0] = 0;
R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap, NULL, NULL);