#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;
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);
+ varray_vertex3f[i * 3 + 0] = (x) * 16.0f;\
+ varray_vertex3f[i * 3 + 1] = (y) * 16.0f;\
+ varray_vertex3f[i * 3 + 2] = (z) * 16.0f;\
+ varray_texcoord2f[0][i * 2 + 0] = (s);\
+ varray_texcoord2f[0][i * 2 + 1] = (t);
+
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
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_Mesh_GetSpace(4);
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_Mesh_TextureState(&m);
+ R_Mesh_GetSpace(4);
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_Mesh_TextureState(&m);
+ R_Mesh_GetSpace(4);
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_Mesh_TextureState(&m);
+ R_Mesh_GetSpace(4);
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_Mesh_TextureState(&m);
+ R_Mesh_GetSpace(4);
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_Mesh_TextureState(&m);
+ R_Mesh_GetSpace(4);
R_SkyBoxPolyVec(0, 1, 0, 1, 1, -1);
R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
R_SkyBoxPolyVec(2, 0, 1, -1, -1, -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 float skysphere_vertex3f[skysphere_numverts * 3];
+static float skysphere_texcoord2f[skysphere_numverts * 2];
+static int skysphere_element3i[skysphere_numtriangles * 3];
static void skyspherecalc(void)
{
int i, j, *e;
- float a, b, x, ax, ay, v[3], length, *vertex, *texcoord;
+ float a, b, x, ax, ay, v[3], length, *vertex3f, *texcoord2f;
float dx, dy, dz;
dx = 16;
dy = 16;
dz = 16 / 3;
- vertex = skysphere_vertex;
- texcoord = skysphere_texcoord;
+ vertex3f = skysphere_vertex3f;
+ texcoord2f = skysphere_texcoord2f;
for (j = 0;j <= skygridy;j++)
{
a = j * skygridyrecip;
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;
+ *texcoord2f++ = v[0] * length;
+ *texcoord2f++ = v[1] * length;
+ *vertex3f++ = v[0];
+ *vertex3f++ = v[1];
+ *vertex3f++ = v[2];
}
}
- e = skysphere_elements;
+ e = skysphere_element3i;
for (j = 0;j < skygridy;j++)
{
for (i = 0;i < skygridx;i++)
static void R_SkySphere(void)
{
int i;
- float speedscale, *t;
+ float speedscale, *out2f;
+ const float *in2f;
static qboolean skysphereinitialized = false;
rmeshstate_t m;
if (!skysphereinitialized)
// 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;
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)
+ R_Mesh_GetSpace(skysphere_numverts);
+ R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
+ for (i = 0, out2f = varray_texcoord2f[0], in2f = skysphere_texcoord2f;i < skysphere_numverts;i++)
{
- t[0] += speedscale;
- t[1] += speedscale;
+ *out2f++ = *in2f++ + speedscale;
+ *out2f++ = *in2f++ + speedscale;
}
- R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
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)
+ // scroll the lower cloud layer twice as fast (just like quake did)
+ speedscale *= 2;
+
+ R_Mesh_GetSpace(skysphere_numverts);
+ R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
+ for (i = 0, out2f = varray_texcoord2f[0], in2f = skysphere_texcoord2f;i < skysphere_numverts;i++)
{
- t[0] += speedscale;
- t[1] += speedscale;
+ *out2f++ = *in2f++ + speedscale;
+ *out2f++ = *in2f++ + speedscale;
}
- R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
}
void R_Sky(void)
{
for (i = 0;i < 128;i++)
for (j = 0;j < 128;j++)
- trans[(i*128) + j] = src[i*256+j+128];
+ trans[(i*128) + j] = ((unsigned *)src)[i*256+j+128];
}
else
{
{
for (i = 0;i < 128;i++)
for (j = 0;j < 128;j++)
- trans[(i*128) + j] = src[i*256+j];
+ trans[(i*128) + j] = ((unsigned *)src)[i*256+j];
}
else
{