void LoadSky_f(void);
-cvar_t r_skyquality = {CVAR_SAVE, "r_skyquality", "2"};
-cvar_t r_skyflush = {0, "r_skyflush", "0"};
+cvar_t r_sky = {CVAR_SAVE, "r_sky", "1"};
static char skyworldname[1024];
rtexture_t *solidskytexture;
int skyrendernow;
int skyrendermasked;
-int skyrenderglquake;
static void r_sky_start(void)
{
void R_Sky_Init(void)
{
Cmd_AddCommand ("loadsky", &LoadSky_f);
- Cvar_RegisterVariable (&r_skyquality);
- Cvar_RegisterVariable (&r_skyflush);
+ Cvar_RegisterVariable (&r_sky);
R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);
}
skyrendernow = false;
skyrendersphere = false;
skyrenderbox = false;
- skyrenderglquake = false;
skyrendermasked = false;
- if (r_skyquality.integer >= 1 && !fogenabled)
+ if (r_sky.integer && !fogenabled)
{
if (skyavailable_box)
skyrenderbox = true;
else if (skyavailable_quake)
- {
- switch(r_skyquality.integer)
- {
- case 1:
- skyrenderglquake = true;
- break;
- default:
- case 2:
- skyrendersphere = true;
- break;
- }
- }
- if (skyrenderbox || skyrendersphere)
- {
- // for depth-masked sky, render the sky on the first sky surface encountered
- skyrendernow = true;
- skyrendermasked = true;
- }
+ skyrendersphere = true;
+ // for depth-masked sky, render the sky on the first sky surface encountered
+ skyrendernow = true;
+ skyrendermasked = true;
}
}
m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
+ m.depthdisable = true; // don't modify or read zbuffer
m.numtriangles = 2;
m.numverts = 4;
m.tex[0] = R_GetTexture(skyboxside[3]); // front
}
}
-static void skyspherearrays(float *vert, float *tex, float *tex2, float *source, float s, float s2)
+static void skyspherearrays(float *v, float *t, float *c, float *source, float s, float colorscale)
{
- float *v, *t, *t2, radius;
int i;
- v = vert;
- t = tex;
- t2 = tex2;
- radius = r_farclip - 8;
- for (i = 0;i < (skygridx1*skygridy1);i++)
+ for (i = 0;i < (skygridx1*skygridy1);i++, c += 4, t += 2, v += 4, source += 5)
{
- *t++ = source[0] + s;
- *t++ = source[1] + s;
- *t2++ = source[0] + s2;
- *t2++ = source[1] + s2;
- *v++ = source[2] + r_origin[0];
- *v++ = source[3] + r_origin[1];
- *v++ = source[4] + r_origin[2];
- *v++ = 0;
- source += 5;
+ c[0] = colorscale;
+ c[1] = colorscale;
+ c[2] = colorscale;
+ c[3] = 1;
+ t[0] = source[0] + s;
+ t[1] = source[1] + s;
+ v[0] = source[2] + r_origin[0];
+ v[1] = source[3] + r_origin[1];
+ v[2] = source[4] + r_origin[2];
}
}
static void R_SkySphere(void)
{
float speedscale, speedscale2;
- float vert[skygridx1*skygridy1*4], tex[skygridx1*skygridy1*2], tex2[skygridx1*skygridy1*2];
static qboolean skysphereinitialized = false;
- rmeshinfo_t m;
+ rmeshbufferinfo_t m;
if (!skysphereinitialized)
{
skysphereinitialized = true;
skyspherecalc(skysphere, 16, 16, 16 / 3);
}
+
+ speedscale = cl.time*8.0/128.0;
+ speedscale -= (int)speedscale;
+ speedscale2 = cl.time*16.0/128.0;
+ speedscale2 -= (int)speedscale2;
+
memset(&m, 0, sizeof(m));
m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
+ m.depthdisable = true; // don't modify or read zbuffer
m.numtriangles = skygridx*skygridy*2;
m.numverts = skygridx1*skygridy1;
- m.index = skysphereindices;
- m.vertex = vert;
- m.vertexstep = sizeof(float[4]);
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = 1;
- m.texcoords[0] = tex;
- m.texcoordstep[0] = sizeof(float[2]);
- speedscale = cl.time*8.0/128.0;
- speedscale -= (int)speedscale;
- speedscale2 = cl.time*16.0/128.0;
- speedscale2 -= (int)speedscale2;
- skyspherearrays(vert, tex, tex2, skysphere, speedscale, speedscale2);
m.tex[0] = R_GetTexture(solidskytexture);
- R_Mesh_Draw(&m);
-
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ memcpy(m.index, skysphereindices, m.numtriangles * sizeof(int[3]));
+ skyspherearrays(m.vertex, m.texcoords[0], m.color, skysphere, speedscale, m.colorscale);
+ }
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
m.tex[0] = R_GetTexture(alphaskytexture);
- m.texcoords[0] = tex2;
- R_Mesh_Draw(&m);
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ memcpy(m.index, skysphereindices, m.numtriangles * sizeof(int[3]));
+ skyspherearrays(m.vertex, m.texcoords[0], m.color, skysphere, speedscale2, m.colorscale);
+ }
}
void R_Sky(void)
if (skyrendermasked)
{
if (skyrendersphere)
+ {
+ // this does not modify depth buffer
R_SkySphere();
+ }
else if (skyrenderbox)
+ {
+ // this does not modify depth buffer
R_SkyBox();
-
- // clear the zbuffer that was used while rendering the sky
- R_Mesh_ClearDepth();
+ }
+ /* 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
+ //R_Mesh_ClearDepth();
+ }
+ */
}
}