/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // gl_warp.c -- sky and water polygons #include "quakedef.h" #if defined(GLQUAKE) || defined(D3DQUAKE) #include "glquake.h" #include "shader.h" #include static void R_CalcSkyChainBounds (batch_t *s); static void GL_DrawSkyGrid (texnums_t *tex); static void GL_DrawSkySphere (batch_t *fa, shader_t *shader); static void GL_SkyForceDepth(batch_t *fa); static void GL_DrawSkyBox (texid_t *texnums, batch_t *s); static float speedscale; // for top sky and bottom sky extern cvar_t gl_skyboxdist; extern cvar_t r_fastsky; extern cvar_t r_fastskycolour; static shader_t *forcedskyshader; static shader_t *skyboxface; //========================================================= void R_SetSky(char *skyname) { if (*skyname) forcedskyshader = R_RegisterCustom(va("skybox_%s", skyname), SUF_NONE, Shader_DefaultSkybox, NULL); else forcedskyshader = NULL; skyboxface = R_RegisterShader("skyboxface", SUF_NONE, "{\n" "program default2d\n" "{\n" "map $diffuse\n" "nodepth\n" //don't write depth. this stuff is meant to be an infiniteish distance away. "}\n" "}\n" ); } /* ================= GL_DrawSkyChain ================= */ qboolean R_DrawSkyChain (batch_t *batch) { shader_t *skyshader; texid_t *skyboxtex; if (forcedskyshader) skyshader = forcedskyshader; else skyshader = batch->shader; if (skyshader->prog) return false; if (skyshader->skydome) skyboxtex = skyshader->skydome->farbox_textures; else skyboxtex = NULL; if (skyboxtex && TEXVALID(*skyboxtex)) { R_CalcSkyChainBounds(batch); GL_DrawSkyBox (skyboxtex, batch); } if (skyshader->numpasses) { #if defined(GLQUAKE) && !defined(ANDROID) if (*r_fastsky.string && qrenderer == QR_OPENGL && !gl_config_gles && !gl_config_nofixedfunc && TEXVALID(batch->shader->defaulttextures->base) && TEXVALID(batch->shader->defaulttextures->fullbright)) { R_CalcSkyChainBounds(batch); R_IBrokeTheArrays(); GL_DrawSkyGrid(skyshader->defaulttextures); R_IBrokeTheArrays(); } else #endif GL_DrawSkySphere(batch, skyshader); } //neither skydomes nor skyboxes will have been drawn with the correct depth values for the sky. //this can result in rooms behind the sky surfaces being visible. //so make sure they're correct where they're expected to be. //don't do it on q3 bsp, because q3map2 can't do skyrooms without being weird about it. or something. anyway, we get different (buggy) behaviour from q3 if we don't skip this. //See: The Edge Of Forever (motef, by sock) for an example of where this needs to be skipped. //See dm3 for an example of where the depth needs to be correct (OMG THERE'S PLAYERS IN MY SKYBOX! WALLHAXX!). //you can't please them all. if (r_worldentity.model->fromgame != fg_quake3) GL_SkyForceDepth(batch); return true; } /* ================================================================= Quake 2 environment sky ================================================================= */ static vec3_t skyclip[6] = { {1,1,0}, {1,-1,0}, {0,-1,1}, {0,1,1}, {1,0,1}, {-1,0,1} }; // 1 = s, 2 = t, 3 = 2048 static int st_to_vec[6][3] = { {3,-1,2}, {-3,1,2}, {1,3,2}, {-1,-3,2}, {-2,-1,3}, // 0 degrees yaw, look straight up {2,-1,-3} // look straight down // {-1,2,3}, // {1,2,-3} }; // s = [0]/[2], t = [1]/[2] static int vec_to_st[6][3] = { {-2,3,1}, {2,3,-1}, {1,3,2}, {-1,3,-2}, {-2,-1,3}, {-2,1,-3} // {-1,2,3}, // {1,2,-3} }; static float skymins[2][6], skymaxs[2][6]; static void DrawSkyPolygon (int nump, vec3_t vecs) { int i,j; vec3_t v, av; float s, t, dv; int axis; float *vp; // decide which face it maps to VectorClear (v); for (i=0, vp=vecs ; i av[1] && av[0] > av[2]) { if (v[0] < 0) axis = 1; else axis = 0; } else if (av[1] > av[2] && av[1] > av[0]) { if (v[1] < 0) axis = 3; else axis = 2; } else { if (v[2] < 0) axis = 5; else axis = 4; } // project new texture coords for (i=0 ; i 0) dv = vecs[j - 1]; else dv = -vecs[-j - 1]; if (dv < 0.001) continue; // don't divide by zero j = vec_to_st[axis][0]; if (j < 0) s = -vecs[-j -1] / dv; else s = vecs[j-1] / dv; j = vec_to_st[axis][1]; if (j < 0) t = -vecs[-j -1] / dv; else t = vecs[j-1] / dv; if (s < skymins[0][axis]) skymins[0][axis] = s; if (t < skymins[1][axis]) skymins[1][axis] = t; if (s > skymaxs[0][axis]) skymaxs[0][axis] = s; if (t > skymaxs[1][axis]) skymaxs[1][axis] = t; } } #define MAX_CLIP_VERTS 64 static void ClipSkyPolygon (int nump, vec3_t vecs, int stage) { float *norm; float *v; qboolean front, back; float d, e; float dists[MAX_CLIP_VERTS]; int sides[MAX_CLIP_VERTS]; vec3_t newv[2][MAX_CLIP_VERTS]; int newc[2]; int i, j; if (nump > MAX_CLIP_VERTS-2) Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS"); if (stage == 6) { // fully clipped, so draw it DrawSkyPolygon (nump, vecs); return; } front = back = false; norm = skyclip[stage]; for (i=0, v = vecs ; i ON_EPSILON) { front = true; sides[i] = SIDE_FRONT; } else if (d < -ON_EPSILON) { back = true; sides[i] = SIDE_BACK; } else sides[i] = SIDE_ON; dists[i] = d; } if (!front || !back) { // not clipped ClipSkyPolygon (nump, vecs, stage+1); return; } // clip it sides[i] = sides[0]; dists[i] = dists[0]; VectorCopy (vecs, (vecs+(i*3)) ); newc[0] = newc[1] = 0; for (i=0, v = vecs ; ifirstmesh; m < batch->meshes; m++) { mesh = batch->mesh[m]; if (!mesh->xyz_array) continue; //triangulate for (i=2 ; inumvertexes ; i++) { VectorSubtract (mesh->xyz_array[0], r_origin, verts[0]); VectorSubtract (mesh->xyz_array[i-1], r_origin, verts[1]); VectorSubtract (mesh->xyz_array[i], r_origin, verts[2]); ClipSkyPolygon (3, verts[0], 0); } } } #define skygridx 16 #define skygridx1 (skygridx + 1) #define skygridxrecip (1.0f / (skygridx)) #define skygridy 16 #define skygridy1 (skygridy + 1) #define skygridyrecip (1.0f / (skygridy)) #define skysphere_numverts (skygridx1 * skygridy1) #define skysphere_numtriangles (skygridx * skygridy * 2) static int skymade; static index_t skysphere_element3i[skysphere_numtriangles * 3]; static float skysphere_texcoord2f[skysphere_numverts * 2]; static vecV_t skysphere_vertex3f[skysphere_numverts]; static mesh_t skymesh; static void gl_skyspherecalc(int skytype) { //yes, this is basically stolen from DarkPlaces int i, j; index_t *e; float a, b, x, ax, ay, v[3], length, *texcoord2f; vecV_t* vertex; float dx, dy, dz; float texscale; if (skymade == skytype) return; skymade = skytype; if (skymade == 2) texscale = 1/16.0f; else texscale = 1/1.5f; texscale*=3; skymesh.indexes = skysphere_element3i; skymesh.st_array = (void*)skysphere_texcoord2f; skymesh.lmst_array[0] = (void*)skysphere_texcoord2f; skymesh.xyz_array = (void*)skysphere_vertex3f; skymesh.numindexes = skysphere_numtriangles * 3; skymesh.numvertexes = skysphere_numverts; dx = 1; dy = 1; dz = 1 / 3.0; vertex = skysphere_vertex3f; texcoord2f = skysphere_texcoord2f; for (j = 0;j <= skygridy;j++) { a = j * skygridyrecip; ax = cos(a * M_PI * 2); ay = -sin(a * M_PI * 2); for (i = 0;i <= skygridx;i++) { b = i * skygridxrecip; x = cos((b + 0.5) * M_PI); v[0] = ax*x * dx; v[1] = ay*x * dy; v[2] = -sin((b + 0.5) * M_PI) * dz; length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9)); *texcoord2f++ = v[0] * length; *texcoord2f++ = v[1] * length; (*vertex)[0] = v[0]; (*vertex)[1] = v[1]; (*vertex)[2] = v[2]; vertex++; } } e = skysphere_element3i; for (j = 0;j < skygridy;j++) { for (i = 0;i < skygridx;i++) { *e++ = j * skygridx1 + i; *e++ = j * skygridx1 + i + 1; *e++ = (j + 1) * skygridx1 + i; *e++ = j * skygridx1 + i + 1; *e++ = (j + 1) * skygridx1 + i + 1; *e++ = (j + 1) * skygridx1 + i; } } } static void GL_SkyForceDepth(batch_t *batch) { if (!cls.allow_skyboxes && batch->texture) //allow a little extra fps. { BE_SelectMode(BEM_DEPTHONLY); BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, batch->vbo, NULL, batch->flags); BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/ } } static void R_DrawSkyMesh(batch_t *batch, mesh_t *m, shader_t *shader) { static entity_t skyent; batch_t b; float skydist = gl_skyboxdist.value; if (skydist<1) skydist=gl_maxdist.value * 0.577; if (skydist<1) skydist = 10000000; VectorCopy(r_refdef.vieworg, skyent.origin); skyent.axis[0][0] = skydist; skyent.axis[0][1] = 0; skyent.axis[0][2] = 0; skyent.axis[1][0] = 0; skyent.axis[1][1] = skydist; skyent.axis[1][2] = 0; skyent.axis[2][0] = 0; skyent.axis[2][1] = 0; skyent.axis[2][2] = skydist; skyent.scale = 1; //FIXME: We should use the skybox clipping code and split the sphere into 6 sides. b = *batch; b.meshes = 1; b.firstmesh = 0; b.mesh = &m; b.ent = &skyent; b.shader = shader; b.skin = NULL; b.texture = NULL; b.vbo = NULL; BE_SubmitBatch(&b); } static void GL_DrawSkySphere (batch_t *batch, shader_t *shader) { //FIXME: We should use the skybox clipping code and split the sphere into 6 sides. gl_skyspherecalc(2); R_DrawSkyMesh(batch, &skymesh, shader); } static void GL_MakeSkyVec (float s, float t, int axis, float *vc, float *tc) { vec3_t b; int j, k; b[0] = s; b[1] = t; b[2] = 1; for (j=0 ; j<3 ; j++) { k = st_to_vec[axis][j]; if (k < 0) vc[j] = -b[-k - 1]; else vc[j] = b[k - 1]; } // avoid bilerp seam s = (s+1)*0.5; t = (t+1)*0.5; if (s < 1.0/512) s = 1.0/512; else if (s > 511.0/512) s = 511.0/512; if (t < 1.0/512) t = 1.0/512; else if (t > 511.0/512) t = 511.0/512; tc[0] = s; tc[1] = 1.0 - t; } #ifdef GLQUAKE static void EmitSkyGridVert (vec3_t v) { vec3_t dir; float s, t; float length; VectorSubtract (v, r_origin, dir); dir[2] *= 3; // flatten the sphere length = VectorLength (dir); length = 6*63/length; dir[0] *= length; dir[1] *= length; s = (speedscale + dir[0]) * (1.0/128); t = (speedscale + dir[1]) * (1.0/128); qglTexCoord2f (s, t); qglVertex3fv (v); } // s and t range from -1 to 1 static void MakeSkyGridVec2 (float s, float t, int axis, vec3_t v) { vec3_t b; int j, k; float skydist = gl_skyboxdist.value; if (skydist<1) skydist=gl_maxdist.value * 0.577; if (skydist<1) skydist = 10000000; b[0] = s*skydist; b[1] = t*skydist; b[2] = skydist; for (j=0 ; j<3 ; j++) { k = st_to_vec[axis][j]; if (k < 0) v[j] = -b[-k - 1]; else v[j] = b[k - 1]; v[j] += r_origin[j]; } } #define SUBDIVISIONS 10 static void GL_DrawSkyGridFace (int axis) { int i, j; vec3_t vecs[4]; float s, t; float fstep = 2.0 / SUBDIVISIONS; qglBegin (GL_QUADS); for (i = 0; i < SUBDIVISIONS; i++) { s = (float)(i*2 - SUBDIVISIONS) / SUBDIVISIONS; if (s + fstep < skymins[0][axis] || s > skymaxs[0][axis]) continue; for (j = 0; j < SUBDIVISIONS; j++) { t = (float)(j*2 - SUBDIVISIONS) / SUBDIVISIONS; if (t + fstep < skymins[1][axis] || t > skymaxs[1][axis]) continue; MakeSkyGridVec2 (s, t, axis, vecs[0]); MakeSkyGridVec2 (s, t + fstep, axis, vecs[1]); MakeSkyGridVec2 (s + fstep, t + fstep, axis, vecs[2]); MakeSkyGridVec2 (s + fstep, t, axis, vecs[3]); EmitSkyGridVert (vecs[0]); EmitSkyGridVert (vecs[1]); EmitSkyGridVert (vecs[2]); EmitSkyGridVert (vecs[3]); } } qglEnd (); } static void GL_DrawSkyGrid (texnums_t *tex) { int i; float time = cl.gametime+realtime-cl.gametimemark; GL_LazyBind(0, GL_TEXTURE_2D, tex->base); speedscale = time*8; speedscale -= (int)speedscale & ~127; for (i = 0; i < 6; i++) { if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i])) continue; GL_DrawSkyGridFace (i); } if (tex->fullbright) { qglEnable (GL_BLEND); GL_LazyBind(0, GL_TEXTURE_2D, tex->fullbright); speedscale = time*16; speedscale -= (int)speedscale & ~127; for (i = 0; i < 6; i++) { if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i])) continue; GL_DrawSkyGridFace (i); } qglDisable (GL_BLEND); } } #endif /* ============== R_DrawSkyBox ============== */ static int skytexorder[6] = {0,2,1,3,4,5}; static void GL_DrawSkyBox (texid_t *texnums, batch_t *s) { int i; vecV_t skyface_vertex[4]; vec2_t skyface_texcoord[4]; index_t skyface_index[6] = {0, 1, 2, 0, 2, 3}; vec4_t skyface_colours[4] = {{1,1,1,1},{1,1,1,1},{1,1,1,1},{1,1,1,1}}; mesh_t skyfacemesh = {0}; if (cl.skyrotate) { for (i=0 ; i<6 ; i++) { if (skymins[0][i] < skymaxs[0][i] && skymins[1][i] < skymaxs[1][i]) break; skymins[0][i] = -1; //fully visible skymins[1][i] = -1; skymaxs[0][i] = 1; skymaxs[1][i] = 1; } if (i == 6) return; //can't see anything for ( ; i<6 ; i++) { skymins[0][i] = -1; skymins[1][i] = -1; skymaxs[0][i] = 1; skymaxs[1][i] = 1; } } skyfacemesh.indexes = skyface_index; skyfacemesh.st_array = skyface_texcoord; skyfacemesh.xyz_array = skyface_vertex; skyfacemesh.colors4f_array[0] = skyface_colours; skyfacemesh.numindexes = 6; skyfacemesh.numvertexes = 4; for (i=0 ; i<6 ; i++) { if (skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]) continue; GL_MakeSkyVec (skymins[0][i], skymins[1][i], i, skyface_vertex[0], skyface_texcoord[0]); GL_MakeSkyVec (skymins[0][i], skymaxs[1][i], i, skyface_vertex[1], skyface_texcoord[1]); GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i, skyface_vertex[2], skyface_texcoord[2]); GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i, skyface_vertex[3], skyface_texcoord[3]); skyboxface->defaulttextures->base = texnums[skytexorder[i]]; R_DrawSkyMesh(s, &skyfacemesh, skyboxface); } } //=============================================================== /* ============= R_InitSky A sky texture is 256*128, with the right side being a masked overlay ============== */ void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height) { int i, j, p; unsigned trans[128*128]; unsigned transpix, alphamask; int r, g, b; unsigned *rgba; char name[MAX_QPATH]; unsigned int stride = width; width /= 2; if (width < 1 || height < 1 || stride != width*2 || !src) return; if (width*height > countof(trans)) { unsigned int wibuf[16] = {0}; shader->defaulttextures->base = R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA); shader->defaulttextures->base = R_LoadReplacementTexture(skyname, NULL, 0, src, stride, height, TF_SOLID8); shader->defaulttextures->fullbright = shader->defaulttextures->base; return; } // make an average value for the back to avoid // a fringe on the top level r = g = b = 0; for (i=0 ; idefaulttextures->base) { Q_snprintfz(name, sizeof(name), "%s_solid", skyname); Q_strlwr(name); shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, trans, width, height, TF_RGBX32); } if (!shader->defaulttextures->fullbright) { ((qbyte *)&transpix)[0] = r/(width*height); ((qbyte *)&transpix)[1] = g/(width*height); ((qbyte *)&transpix)[2] = b/(width*height); ((qbyte *)&transpix)[3] = 0; alphamask = LittleLong(0x7fffffff); for (i=0 ; idefaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, trans, width, height, TF_RGBA32); } } #endif