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;
+ rcachearrayrequest_t request;
if (!skysphereinitialized)
{
skysphereinitialized = true;
// 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;
- m.depthdisable = true; // don't modify or read zbuffer
- m.tex[0] = R_GetTexture(solidskytexture);
- R_Mesh_State(&m);
-
- 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)
+ if (r_colorscale == 1 && r_textureunits.integer >= 2)
{
- t[0] += speedscale;
- t[1] += speedscale;
+ // one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
+ // LordHavoc: note that color is not set here because it does not
+ // matter with GL_REPLACE
+ 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(solidskytexture);
+ m.tex[1] = R_GetTexture(alphaskytexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL;
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Mesh_State(&m);
+ R_Mesh_GetSpace(skysphere_numverts);
+ R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
+ R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ R_ScrollTexCoord2f(varray_texcoord2f[1], skysphere_texcoord2f, skysphere_numverts, speedscale*2, speedscale*2);
+ }
+ else
+ {
+ m.pointervertexcount = skysphere_numverts;
+ m.pointer_vertex = skysphere_vertex3f;
+ memset(&request, 0, sizeof(request));
+ request.data_size = skysphere_numverts * sizeof(float[2]);
+ request.id_pointer1 = skysphere_texcoord2f;
+ request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
+ if (R_Mesh_CacheArray(&request))
+ R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ m.pointer_texcoord[0] = request.data;
+ speedscale *= 2;
+ request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
+ if (R_Mesh_CacheArray(&request))
+ R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ m.pointer_texcoord[1] = request.data;
+ R_Mesh_State(&m);
+ }
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
}
- R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
+ else
+ {
+ // two pass
+ 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(solidskytexture);
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Mesh_State(&m);
+ R_Mesh_GetSpace(skysphere_numverts);
+ R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
+ R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ }
+ else
+ {
+ m.pointervertexcount = skysphere_numverts;
+ m.pointer_vertex = skysphere_vertex3f;
+ memset(&request, 0, sizeof(request));
+ request.data_size = skysphere_numverts * sizeof(float[2]);
+ request.id_pointer1 = skysphere_texcoord2f;
+ request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
+ if (R_Mesh_CacheArray(&request))
+ R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ m.pointer_texcoord[0] = request.data;
+ R_Mesh_State(&m);
+ }
+ 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 the lower cloud layer twice as fast (just like quake did)
+ speedscale *= 2;
- // 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)
- {
- t[0] += speedscale;
- t[1] += speedscale;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.tex[0] = R_GetTexture(alphaskytexture);
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Mesh_State(&m);
+ R_Mesh_GetSpace(skysphere_numverts);
+ R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
+ R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ }
+ else
+ {
+ m.pointervertexcount = skysphere_numverts;
+ m.pointer_vertex = skysphere_vertex3f;
+ request.data_size = skysphere_numverts * sizeof(float[2]);
+ request.id_pointer1 = skysphere_texcoord2f;
+ request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
+ if (R_Mesh_CacheArray(&request))
+ R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ m.pointer_texcoord[0] = request.data;
+ R_Mesh_State(&m);
+ }
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
}
- R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
}
void R_Sky(void)
// 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_EndBatch();
//qglClear(GL_DEPTH_BUFFER_BIT);
}
*/