]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sky.c
changed sky rendering to occur after depthmask polygons, instead of before
[xonotic/darkplaces.git] / r_sky.c
diff --git a/r_sky.c b/r_sky.c
index b870bdaaf83ef9fe362b9859df3e8c252d1c2c81..8f63cabe7750bc99e332a9a5ea24e5ee4cefb553 100644 (file)
--- a/r_sky.c
+++ b/r_sky.c
@@ -6,21 +6,23 @@
 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"};
-int skyrendernow;
+int skyrenderlater;
 int skyrendermasked;
 
 static int skyrendersphere;
 static int skyrenderbox;
 static rtexturepool_t *skytexturepool;
 static char skyname[MAX_QPATH];
+static matrix4x4_t skymatrix;
+static matrix4x4_t skyinversematrix;
 
 typedef struct suffixinfo_s
 {
-       char *suffix;
+       const char *suffix;
        qboolean flipx, flipy, flipdiagonal;
 }
 suffixinfo_t;
-static suffixinfo_t suffix[3][6] =
+static const suffixinfo_t suffix[3][6] =
 {
        {
                {"px",   false, false, false},
@@ -52,18 +54,17 @@ static rtexture_t *skyboxside[6];
 
 void R_SkyStartFrame(void)
 {
-       skyrendernow = false;
        skyrendersphere = false;
        skyrenderbox = false;
        skyrendermasked = false;
-       if (r_sky.integer && !(r_refdef.fogenabled && r_refdef.fog_end >= 1000000000))
+       // for depth-masked sky, we need to know whether any sky was rendered
+       skyrenderlater = false;
+       if (r_sky.integer && !(r_refdef.fogenabled && r_refdef.fogmasktable[FOGMASKTABLEWIDTH-1] < (1.0f / 256.0f)))
        {
                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;
                skyrendermasked = true;
        }
 }
@@ -76,12 +77,18 @@ R_SetSkyBox
 void R_UnloadSkyBox(void)
 {
        int i;
+       int c = 0;
        for (i = 0;i < 6;i++)
        {
                if (skyboxside[i])
+               {
                        R_FreeTexture(skyboxside[i]);
+                       c++;
+               }
                skyboxside[i] = NULL;
        }
+       if (c && developer_loading.integer)
+               Con_Printf("unloading skybox\n");
 }
 
 int R_LoadSkyBox(void)
@@ -128,6 +135,9 @@ int R_LoadSkyBox(void)
        if (j == 3)
                return false;
 
+       if (developer_loading.integer)
+               Con_Printf("loading skybox \"%s\"\n", name);
+
        return true;
 }
 
@@ -175,7 +185,7 @@ void LoadSky_f (void)
        }
 }
 
-float skyboxvertex3f[6*4*3] =
+static const float skyboxvertex3f[6*4*3] =
 {
        // skyside[0]
         16, -16,  16,
@@ -209,7 +219,7 @@ float skyboxvertex3f[6*4*3] =
         16,  16, -16
 };
 
-float skyboxtexcoord2f[6*4*2] =
+static const float skyboxtexcoord2f[6*4*2] =
 {
        // skyside[0]
        0, 1,
@@ -243,7 +253,7 @@ float skyboxtexcoord2f[6*4*2] =
        0, 0
 };
 
-int skyboxelements[6*2*3] =
+static const unsigned short skyboxelements[6*2*3] =
 {
        // skyside[3]
         0,  1,  2,
@@ -268,8 +278,8 @@ int skyboxelements[6*2*3] =
 static void R_SkyBox(void)
 {
        int i;
-       // FIXME: fixed function path can't properly handle r_view.colorscale > 1
-       GL_Color(1 * r_view.colorscale, 1 * r_view.colorscale, 1 * r_view.colorscale, 1);
+       // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
+       GL_Color(1 * r_refdef.view.colorscale, 1 * r_refdef.view.colorscale, 1 * r_refdef.view.colorscale, 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_CullFace(GL_NONE);
        GL_DepthMask(false);
@@ -280,21 +290,23 @@ 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++)
        {
                R_Mesh_TexBind(0, R_GetTexture(skyboxside[i]));
-               R_Mesh_Draw(0, 6*4, 2, skyboxelements + i * 6, 0, 0);
+               R_Mesh_Draw(0, 6*4, i*2, 2, NULL, skyboxelements, 0, 0);
        }
 
        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 - FogForDistance(r_refdef.fog_end));
+               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++)
                {
                        R_Mesh_TexBind(0, 0);
-                       R_Mesh_Draw(0, 6*4, 2, skyboxelements + i * 6, 0, 0);
+                       R_Mesh_Draw(0, 6*4, i*2, 2, NULL, skyboxelements, 0, 0);
                }
        }
 
@@ -311,16 +323,17 @@ static void R_SkyBox(void)
 #define skysphere_numtriangles (skygridx * skygridy * 2)
 static float skysphere_vertex3f[skysphere_numverts * 3];
 static float skysphere_texcoord2f[skysphere_numverts * 2];
-static int skysphere_element3i[skysphere_numtriangles * 3];
+static unsigned short skysphere_elements[skysphere_numtriangles * 3];
 
 static void skyspherecalc(void)
 {
-       int i, j, *e;
+       int i, j;
+       unsigned short *e;
        float a, b, x, ax, ay, v[3], length, *vertex3f, *texcoord2f;
        float dx, dy, dz;
-       dx = 16;
-       dy = 16;
-       dz = 16 / 3;
+       dx = 16.0f;
+       dy = 16.0f;
+       dz = 16.0f / 3.0f;
        vertex3f = skysphere_vertex3f;
        texcoord2f = skysphere_texcoord2f;
        for (j = 0;j <= skygridy;j++)
@@ -343,7 +356,7 @@ static void skyspherecalc(void)
                        *vertex3f++ = v[2];
                }
        }
-       e = skysphere_element3i;
+       e = skysphere_elements;
        for (j = 0;j < skygridy;j++)
        {
                for (i = 0;i < skygridx;i++)
@@ -361,7 +374,7 @@ static void skyspherecalc(void)
 
 static void R_SkySphere(void)
 {
-       float speedscale;
+       double speedscale;
        static qboolean skysphereinitialized = false;
        matrix4x4_t scroll1matrix, scroll2matrix;
        if (!skysphereinitialized)
@@ -373,16 +386,16 @@ 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 -= (int)speedscale;
+       speedscale = r_refdef.scene.time*r_skyscroll1.value*8.0/128.0;
+       speedscale -= floor(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 -= (int)speedscale;
+       speedscale = r_refdef.scene.time*r_skyscroll2.value*8.0/128.0;
+       speedscale -= floor(speedscale);
        Matrix4x4_CreateTranslate(&scroll2matrix, speedscale, speedscale, 0);
 
-       // FIXME: fixed function path can't properly handle r_view.colorscale > 1
-       GL_Color(1 * r_view.colorscale, 1 * r_view.colorscale, 1 * r_view.colorscale, 1);
+       // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
+       GL_Color(1 * r_refdef.view.colorscale, 1 * r_refdef.view.colorscale, 1 * r_refdef.view.colorscale, 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_CullFace(GL_NONE);
        GL_DepthMask(true);
@@ -392,76 +405,76 @@ 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_view.colorscale == 1)
+       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);
-               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
+               R_Mesh_Draw(0, skysphere_numverts, 0, skysphere_numtriangles, NULL, skysphere_elements, 0, 0);
                GL_LockArrays(0, 0);
                R_Mesh_TexBind(1, 0);
        }
        else
        {
                // two pass
+               R_SetupGenericShader(true);
                GL_LockArrays(0, skysphere_numverts);
-               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
+               R_Mesh_Draw(0, skysphere_numverts, 0, skysphere_numtriangles, NULL, skysphere_elements, 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);
+               R_Mesh_Draw(0, skysphere_numverts, 0, skysphere_numtriangles, NULL, skysphere_elements, 0, 0);
                GL_LockArrays(0, 0);
        }
 
        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 - FogForDistance(r_refdef.fog_end));
+               GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1 - r_refdef.fogmasktable[FOGMASKTABLEWIDTH-1]);
                GL_LockArrays(0, skysphere_numverts);
-               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
+               R_Mesh_Draw(0, skysphere_numverts, 0, skysphere_numtriangles, NULL, skysphere_elements, 0, 0);
                GL_LockArrays(0, 0);
        }
 }
 
 void R_Sky(void)
 {
-       matrix4x4_t skymatrix;
-       if (skyrendermasked)
+       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);
+
+       R_Mesh_Matrix(&skymatrix);
+       if (skyrendersphere)
        {
-               Matrix4x4_CreateTranslate(&skymatrix, r_view.origin[0], r_view.origin[1], r_view.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
-                       //GL_Clear(GL_DEPTH_BUFFER_BIT);
-               }
-               */
-               GL_DepthRange(0, 1);
-               GL_DepthTest(true);
-               GL_DepthMask(true);
+               // 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
+               //GL_Clear(GL_DEPTH_BUFFER_BIT);
+       }
+       */
+       GL_DepthRange(0, 1);
+       GL_DepthTest(true);
+       GL_DepthMask(true);
 }
 
 //===============================================================