]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sky.c
fix bug in skybox render + r_glsl_usegeneric + fog; add gamma to postprocessing shader
[xonotic/darkplaces.git] / r_sky.c
diff --git a/r_sky.c b/r_sky.c
index a4f5628c1f3f3f0a4cdaa0beabaabdd00977fbd8..63df9efb869cb026909d10a800cab38f57b691ee 100644 (file)
--- a/r_sky.c
+++ b/r_sky.c
@@ -60,7 +60,7 @@ void R_SkyStartFrame(void)
        {
                if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
                        skyrenderbox = true;
-               else if (r_refdef.worldmodel && r_refdef.worldmodel->brush.solidskytexture)
+               else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.solidskytexture)
                        skyrendersphere = true;
                // for depth-masked sky, render the sky on the first sky surface encountered
                skyrendernow = true;
@@ -280,6 +280,7 @@ static void R_SkyBox(void)
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        R_Mesh_TexCoordPointer(0, 2, skyboxtexcoord2f, 0, 0);
+       R_SetupGenericShader(true);
        GL_LockArrays(0, 6*4);
        for (i = 0;i < 6;i++)
        {
@@ -289,6 +290,7 @@ static void R_SkyBox(void)
 
        if(r_refdef.fogenabled)
        {
+               R_SetupGenericShader(false);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1 - r_refdef.fogmasktable[FOGMASKTABLEWIDTH-1]);
                for (i = 0;i < 6;i++)
@@ -373,11 +375,11 @@ static void R_SkySphere(void)
        // wrap the scroll values just to be extra kind to float accuracy
 
        // scroll speed for upper layer
-       speedscale = r_refdef.time*r_skyscroll1.value*8.0/128.0;
+       speedscale = r_refdef.scene.time*r_skyscroll1.value*8.0/128.0;
        speedscale -= (int)speedscale;
        Matrix4x4_CreateTranslate(&scroll1matrix, speedscale, speedscale, 0);
        // scroll speed for lower layer (transparent layer)
-       speedscale = r_refdef.time*r_skyscroll2.value*8.0/128.0;
+       speedscale = r_refdef.scene.time*r_skyscroll2.value*8.0/128.0;
        speedscale -= (int)speedscale;
        Matrix4x4_CreateTranslate(&scroll2matrix, speedscale, speedscale, 0);
 
@@ -392,14 +394,14 @@ static void R_SkySphere(void)
        R_Mesh_VertexPointer(skysphere_vertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_TexBind(0, R_GetTexture(r_refdef.worldmodel->brush.solidskytexture));
+       R_Mesh_TexBind(0, R_GetTexture(r_refdef.scene.worldmodel->brush.solidskytexture));
        R_Mesh_TexCoordPointer(0, 2, skysphere_texcoord2f, 0, 0);
        R_Mesh_TexMatrix(0, &scroll1matrix);
        if (r_textureunits.integer >= 2 && r_refdef.view.colorscale == 1)
        {
                // one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
-               R_Mesh_TexBind(1, R_GetTexture(r_refdef.worldmodel->brush.alphaskytexture));
-               R_Mesh_TexCombine(1, gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL, GL_MODULATE, 1, 1);
+               R_SetupGenericTwoTextureShader(GL_DECAL);
+               R_Mesh_TexBind(1, R_GetTexture(r_refdef.scene.worldmodel->brush.alphaskytexture));
                R_Mesh_TexCoordPointer(1, 2, skysphere_texcoord2f, 0, 0);
                R_Mesh_TexMatrix(1, &scroll2matrix);
                GL_LockArrays(0, skysphere_numverts);
@@ -410,11 +412,12 @@ static void R_SkySphere(void)
        else
        {
                // two pass
+               R_SetupGenericShader(true);
                GL_LockArrays(0, skysphere_numverts);
                R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
 
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               R_Mesh_TexBind(0, R_GetTexture(r_refdef.worldmodel->brush.alphaskytexture));
+               R_Mesh_TexBind(0, R_GetTexture(r_refdef.scene.worldmodel->brush.alphaskytexture));
                R_Mesh_TexMatrix(0, &scroll2matrix);
                GL_LockArrays(0, skysphere_numverts);
                R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
@@ -423,6 +426,7 @@ static void R_SkySphere(void)
 
        if(r_refdef.fogenabled)
        {
+               R_SetupGenericShader(false);
                R_Mesh_TexBind(0, 0);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1 - r_refdef.fogmasktable[FOGMASKTABLEWIDTH-1]);