#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; int skyrendernow; int skyrendermasked; static rtexture_t *solidskytexture; static rtexture_t *alphaskytexture; static int skyrendersphere; static int skyrenderbox; static rtexturepool_t *skytexturepool; static char skyname[256]; static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"}; static rtexture_t *skyboxside[6]; void R_SkyStartFrame(void) { skyrendernow = false; skyrendersphere = false; skyrenderbox = false; skyrendermasked = false; if (r_sky.integer && !fogenabled) { if (skyavailable_box) skyrenderbox = true; else if (skyavailable_quake) skyrendersphere = true; // for depth-masked sky, render the sky on the first sky surface encountered skyrendernow = true; skyrendermasked = true; } } /* ================== R_SetSkyBox ================== */ int R_SetSkyBox(const char *sky) { int i; char name[1024]; qbyte *image_rgba; if (strcmp(sky, skyname) == 0) // no change return true; skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL; skyavailable_box = false; skyname[0] = 0; if (!sky[0]) return true; if (strlen(sky) > 1000) { Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky)); return false; } for (i = 0;i < 6;i++) { sprintf (name, "env/%s%s", sky, suf[i]); if (!(image_rgba = loadimagepixels(name, false, 0, 0))) { sprintf (name, "gfx/env/%s%s", sky, suf[i]); if (!(image_rgba = loadimagepixels(name, false, 0, 0))) { Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]); continue; } } 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); } if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5]) { skyavailable_box = true; strcpy(skyname, sky); return true; } return false; } // LordHavoc: added LoadSky console command void LoadSky_f (void) { switch (Cmd_Argc()) { case 1: if (skyname[0]) Con_Printf("current sky: %s\n", skyname); else Con_Printf("no skybox has been set\n"); break; case 2: if (R_SetSkyBox(Cmd_Argv(1))) { if (skyname[0]) Con_Printf("skybox set to %s\n", skyname); else Con_Printf("skybox disabled\n"); } else Con_Printf("failed to load skybox %s\n", Cmd_Argv(1)); break; default: Con_Printf("usage: loadsky skyname\n"); break; } } static void R_SkyBox(void) { 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); } #define skygridx 32 #define skygridx1 (skygridx + 1) #define skygridxrecip (1.0f / (skygridx)) #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 void skyspherecalc(void) { 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; ax = cos(a * M_PI * 2); ay = -sin(a * M_PI * 2); for (i = 0;i <= skygridx;i++) { b = i * skygridxrecip; x = cos((b + 0.5) * M_PI); v[0] = ax*x * dx; 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; } } e = skysphere_elements; for (j = 0;j < skygridy;j++) { for (i = 0;i < skygridx;i++) { *e++ = j * skygridx1 + i; *e++ = j * skygridx1 + i + 1; *e++ = (j + 1) * skygridx1 + i; *e++ = j * skygridx1 + i + 1; *e++ = (j + 1) * skygridx1 + i + 1; *e++ = (j + 1) * skygridx1 + i; } i++; } } static void R_SkySphere(void) { int i; float speedscale, *t; static qboolean skysphereinitialized = false; rmeshstate_t m; if (!skysphereinitialized) { skysphereinitialized = true; 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; R_Mesh_ResizeCheck(skysphere_numverts); 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) { 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); // 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 R_SkySphere(); } else if (skyrenderbox) { // this does not modify depth buffer R_SkyBox(); } /* this will be skyroom someday else { // this modifies the depth buffer so we have to clear it afterward //R_SkyRoom(); // clear the depthbuffer that was used while rendering the skyroom //qglClear(GL_DEPTH_BUFFER_BIT); } */ } } //=============================================================== /* ============= R_InitSky A sky texture is 256*128, with the right side being a masked overlay ============== */ void R_InitSky (qbyte *src, int bytesperpixel) { int i, j, p, r, g, b; qbyte skyupperlayerpixels[128*128*4], skylowerlayerpixels[128*128*4]; unsigned trans[128*128], transpix, *rgba; skyavailable_quake = true; // flush skytexturepool so we won't build up a leak from uploading textures multiple times R_FreeTexturePool(&skytexturepool); skytexturepool = R_AllocTexturePool(); solidskytexture = NULL; alphaskytexture = NULL; if (bytesperpixel == 4) { for (i = 0;i < 128;i++) for (j = 0;j < 128;j++) trans[(i*128) + j] = src[i*256+j+128]; } else { // make an average value for the back to avoid // a fringe on the top level r = g = b = 0; for (i=0 ; i<128 ; i++) { for (j=0 ; j<128 ; j++) { p = src[i*256 + j + 128]; rgba = &palette_complete[p]; trans[(i*128) + j] = *rgba; r += ((qbyte *)rgba)[0]; g += ((qbyte *)rgba)[1]; b += ((qbyte *)rgba)[2]; } } ((qbyte *)&transpix)[0] = r/(128*128); ((qbyte *)&transpix)[1] = g/(128*128); ((qbyte *)&transpix)[2] = b/(128*128); ((qbyte *)&transpix)[3] = 0; } memcpy(skyupperlayerpixels, trans, 128*128*4); 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]; } else { for (i=0 ; i<128 ; i++) { for (j=0 ; j<128 ; j++) { p = src[i*256 + j]; if (p == 0) trans[(i*128) + j] = transpix; else trans[(i*128) + j] = palette_complete[p]; } } } memcpy(skylowerlayerpixels, trans, 128*128*4); alphaskytexture = R_LoadTexture2D(skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL); } void R_ResetQuakeSky(void) { skyavailable_quake = false; } void R_ResetSkyBox(void) { skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL; skyname[0] = 0; skyavailable_box = false; } static void r_sky_start(void) { skytexturepool = R_AllocTexturePool(); solidskytexture = NULL; alphaskytexture = NULL; } static void r_sky_shutdown(void) { R_FreeTexturePool(&skytexturepool); solidskytexture = NULL; alphaskytexture = NULL; } static void r_sky_newmap(void) { } void R_Sky_Init(void) { Cmd_AddCommand ("loadsky", &LoadSky_f); Cvar_RegisterVariable (&r_sky); R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap); }