X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sky.c;h=8f63cabe7750bc99e332a9a5ea24e5ee4cefb553;hp=b870bdaaf83ef9fe362b9859df3e8c252d1c2c81;hb=621e9a6a36d11a2906817008ef4233cff86657cb;hpb=4eddff1519f73d32d72031d3b1011c72dfdd9802 diff --git a/r_sky.c b/r_sky.c index b870bdaa..8f63cabe 100644 --- 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); } //===============================================================