2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // gl_warp.c -- sky and water polygons
26 rtexture_t *solidskytexture;
27 rtexture_t *alphaskytexture;
28 float speedscale; // for top sky and bottom sky
32 void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
37 mins[0] = mins[1] = mins[2] = 9999;
38 maxs[0] = maxs[1] = maxs[2] = -9999;
40 for (i=0 ; i<numverts ; i++)
41 for (j=0 ; j<3 ; j++, v++)
50 void SubdividePolygon (int numverts, float *verts)
56 vec3_t front[64], back[64];
64 Sys_Error ("numverts = %i", numverts);
66 BoundPoly (numverts, verts, mins, maxs);
70 m = (mins[i] + maxs[i]) * 0.5;
71 m = gl_subdivide_size.value * floor (m/gl_subdivide_size.value + 0.5);
79 for (j=0 ; j<numverts ; j++, v+= 3)
85 VectorCopy (verts, v);
89 for (j=0 ; j<numverts ; j++, v+= 3)
93 VectorCopy (v, front[f]);
98 VectorCopy (v, back[b]);
101 if (dist[j] == 0 || dist[j+1] == 0)
103 if ( (dist[j] > 0) != (dist[j+1] > 0) )
106 frac = dist[j] / (dist[j] - dist[j+1]);
107 for (k=0 ; k<3 ; k++)
108 front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
114 SubdividePolygon (f, front[0]);
115 SubdividePolygon (b, back[0]);
119 poly = Hunk_AllocName (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
120 poly->next = warpface->polys;
121 warpface->polys = poly;
122 poly->numverts = numverts;
123 for (i=0 ; i<numverts ; i++, verts+= 3)
125 VectorCopy (verts, poly->verts[i]);
126 s = DotProduct (verts, warpface->texinfo->vecs[0]);
127 t = DotProduct (verts, warpface->texinfo->vecs[1]);
128 poly->verts[i][3] = s;
129 poly->verts[i][4] = t;
137 Breaks a polygon up along axial 64 unit
138 boundaries so that turbulent and sky warps
139 can be done reasonably.
142 void GL_SubdivideSurface (msurface_t *fa)
153 // convert edges back to a normal polygon
156 for (i=0 ; i<fa->numedges ; i++)
158 lindex = loadmodel->surfedges[fa->firstedge + i];
161 vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
163 vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
164 VectorCopy (vec, verts[numverts]);
168 SubdividePolygon (numverts, verts[0]);
171 //=========================================================
175 rtexture_t *skyboxside[6];
179 // LordHavoc: moved LoadTGA and LoadPCX to gl_draw.c
186 char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
187 void R_LoadSkyBox (void)
193 if (strlen(skyname) >= 1000)
195 Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(skyname));
198 for (i=0 ; i<6 ; i++)
200 sprintf (name, "env/%s%s", skyname, suf[i]);
201 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
203 sprintf (name, "gfx/env/%s%s", skyname, suf[i]);
204 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
206 Con_Printf ("Couldn't load %s\n", name);
210 skyboxside[i] = R_LoadTexture(va("skyboxside%d", i), image_width, image_height, image_rgba, TEXF_RGBA | TEXF_PRECACHE);
215 void R_SetSkyBox (char *sky)
217 strcpy(skyname, sky);
221 // LordHavoc: added LoadSky console command
222 void LoadSky_f (void)
228 Con_Printf("current sky: %s\n", skyname);
230 Con_Printf("no skybox has been set\n", skyname);
233 R_SetSkyBox(Cmd_Argv(1));
234 Con_Printf("skybox set to %s\n", skyname);
237 Con_Printf("usage: loadsky skyname\n");
242 #define R_SkyBoxPolyVec(s,t,x,y,z) \
243 glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
244 glVertex3f((x) * 1024.0 + r_origin[0], (y) * 1024.0 + r_origin[1], (z) * 1024.0 + r_origin[2]);
248 glDisable (GL_BLEND);
249 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
251 glColor3f(0.5,0.5,0.5);
254 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[3])); // front
256 R_SkyBoxPolyVec(1, 0, 1, -1, 1);
257 R_SkyBoxPolyVec(1, 1, 1, -1, -1);
258 R_SkyBoxPolyVec(0, 1, 1, 1, -1);
259 R_SkyBoxPolyVec(0, 0, 1, 1, 1);
261 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[1])); // back
263 R_SkyBoxPolyVec(1, 0, -1, 1, 1);
264 R_SkyBoxPolyVec(1, 1, -1, 1, -1);
265 R_SkyBoxPolyVec(0, 1, -1, -1, -1);
266 R_SkyBoxPolyVec(0, 0, -1, -1, 1);
268 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[0])); // right
270 R_SkyBoxPolyVec(1, 0, 1, 1, 1);
271 R_SkyBoxPolyVec(1, 1, 1, 1, -1);
272 R_SkyBoxPolyVec(0, 1, -1, 1, -1);
273 R_SkyBoxPolyVec(0, 0, -1, 1, 1);
275 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[2])); // left
277 R_SkyBoxPolyVec(1, 0, -1, -1, 1);
278 R_SkyBoxPolyVec(1, 1, -1, -1, -1);
279 R_SkyBoxPolyVec(0, 1, 1, -1, -1);
280 R_SkyBoxPolyVec(0, 0, 1, -1, 1);
282 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[4])); // up
284 R_SkyBoxPolyVec(1, 0, 1, -1, 1);
285 R_SkyBoxPolyVec(1, 1, 1, 1, 1);
286 R_SkyBoxPolyVec(0, 1, -1, 1, 1);
287 R_SkyBoxPolyVec(0, 0, -1, -1, 1);
289 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[5])); // down
291 R_SkyBoxPolyVec(1, 0, 1, 1, -1);
292 R_SkyBoxPolyVec(1, 1, 1, -1, -1);
293 R_SkyBoxPolyVec(0, 1, -1, -1, -1);
294 R_SkyBoxPolyVec(0, 0, -1, 1, -1);
299 float skydomeouter[33*33*3];
300 float skydomeinner[33*33*3];
301 unsigned short skydomeindices[32*66];
302 qboolean skydomeinitialized = 0;
303 void skydomecalc(float *dome, float dx, float dy, float dz)
305 float a, b, x, ax, ay;
307 unsigned short *index;
308 for (a = 0;a <= 1;a += (1.0 / 32.0))
310 ax = cos(a * M_PI * 2);
311 ay = -sin(a * M_PI * 2);
312 for (b = 0;b <= 1;b += (1.0 / 32.0))
314 x = cos(b * M_PI * 2);
317 *dome++ = -sin(b * M_PI * 2) * dz;
320 index = skydomeindices;
321 for (i = 0;i < (32*33);i++)
328 void skydome(float *source, float s, float texscale)
330 vec_t vert[33*33][3], tex[33*33][2], *v, *t;
332 unsigned short *index;
333 v = &vert[0][0];t = &tex[0][0];
334 for (i = 0;i < (33*33);i++)
336 *t++ = source[0] * texscale + s;
337 *t++ = source[1] * texscale + s;
338 *v++ = *source++ + r_origin[0];
339 *v++ = *source++ + r_origin[1];
340 *v++ = *source++ + r_origin[2];
342 glTexCoordPointer(2, GL_FLOAT, 0, tex);
343 glVertexPointer(3, GL_FLOAT, 0, vert);
344 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
345 glEnableClientState(GL_VERTEX_ARRAY);
346 // glInterleavedArrays(GL_T2F_V3F, 0, vert);
347 for (i = 0;i < (32*66);i+=66)
348 glDrawElements(GL_TRIANGLE_STRIP, 66, GL_UNSIGNED_SHORT, &skydomeindices[i]);
349 glDisableClientState(GL_VERTEX_ARRAY);
350 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
355 glDisable (GL_BLEND);
356 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
357 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
359 glColor3f(0.5,0.5,0.5);
362 glBindTexture(GL_TEXTURE_2D, solidskytexture); // upper clouds
363 if (!skydomeinitialized)
365 skydomeinitialized = true;
366 skydomecalc(skydomeouter, 1024, 1024, 256);
367 skydomecalc(skydomeinner, 512, 512, 128);
369 speedscale = cl.time*8.0/256.0;
370 speedscale -= (int)speedscale;
371 skydome(skydomeouter, speedscale, 1.0 / 256.0);
373 glBindTexture(GL_TEXTURE_2D, alphaskytexture); // lower clouds
374 speedscale = cl.time*8.0/128.0;
375 speedscale -= (int)speedscale;
376 skydome(skydomeinner, speedscale, 1.0 / 128.0);
377 glDisable (GL_BLEND);
387 glDisable(GL_DEPTH_TEST);
391 // else // classic quake sky
394 glEnable (GL_DEPTH_TEST);
398 //===============================================================
404 A sky texture is 256*128, with the right side being a masked overlay
407 void R_InitSky (byte *src, int bytesperpixel)
410 unsigned trans[128*128];
415 if (bytesperpixel == 4)
417 for (i = 0;i < 128;i++)
418 for (j = 0;j < 128;j++)
419 trans[(i*128) + j] = src[i*256+j+128];
423 // make an average value for the back to avoid
424 // a fringe on the top level
426 for (i=0 ; i<128 ; i++)
427 for (j=0 ; j<128 ; j++)
429 p = src[i*256 + j + 128];
430 rgba = &d_8to24table[p];
431 trans[(i*128) + j] = *rgba;
432 r += ((byte *)rgba)[0];
433 g += ((byte *)rgba)[1];
434 b += ((byte *)rgba)[2];
437 ((byte *)&transpix)[0] = r/(128*128);
438 ((byte *)&transpix)[1] = g/(128*128);
439 ((byte *)&transpix)[2] = b/(128*128);
440 ((byte *)&transpix)[3] = 0;
443 solidskytexture = R_LoadTexture ("sky_solidtexture", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
445 if (bytesperpixel == 4)
447 for (i = 0;i < 128;i++)
448 for (j = 0;j < 128;j++)
449 trans[(i*128) + j] = src[i*256+j];
453 for (i=0 ; i<128 ; i++)
454 for (j=0 ; j<128 ; j++)
458 trans[(i*128) + j] = transpix;
460 trans[(i*128) + j] = d_8to24table[p];
464 alphaskytexture = R_LoadTexture ("sky_alphatexture", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);