5 cvar_t r_sky = {CVAR_SAVE, "r_sky", "1"};
6 qboolean skyavailable_quake;
7 qboolean skyavailable_box;
11 static rtexture_t *solidskytexture;
12 static rtexture_t *alphaskytexture;
13 static int skyrendersphere;
14 static int skyrenderbox;
15 static rtexturepool_t *skytexturepool;
16 static char skyname[256];
17 static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
18 static rtexture_t *skyboxside[6];
20 void R_SkyStartFrame(void)
23 skyrendersphere = false;
25 skyrendermasked = false;
26 if (r_sky.integer && !fogenabled)
30 else if (skyavailable_quake)
31 skyrendersphere = true;
32 // for depth-masked sky, render the sky on the first sky surface encountered
34 skyrendermasked = true;
43 int R_SetSkyBox(const char *sky)
49 if (strcmp(sky, skyname) == 0) // no change
52 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
53 skyavailable_box = false;
59 if (strlen(sky) > 1000)
61 Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
67 sprintf (name, "env/%s%s", sky, suf[i]);
68 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
70 sprintf (name, "gfx/env/%s%s", sky, suf[i]);
71 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
73 Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]);
77 skyboxside[i] = R_LoadTexture2D(skytexturepool, va("skyboxside%d", i), image_width, image_height, image_rgba, TEXTYPE_RGBA, TEXF_CLAMP | TEXF_PRECACHE, NULL);
81 if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
83 skyavailable_box = true;
90 // LordHavoc: added LoadSky console command
97 Con_Printf("current sky: %s\n", skyname);
99 Con_Printf("no skybox has been set\n");
102 if (R_SetSkyBox(Cmd_Argv(1)))
105 Con_Printf("skybox set to %s\n", skyname);
107 Con_Printf("skybox disabled\n");
110 Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
113 Con_Printf("usage: loadsky skyname\n");
118 static void R_SkyBox(void)
122 #define R_SkyBoxPolyVec(i,s,t,x,y,z) \
123 varray_vertex[i * 4 + 0] = (x) * 16.0f;\
124 varray_vertex[i * 4 + 1] = (y) * 16.0f;\
125 varray_vertex[i * 4 + 2] = (z) * 16.0f;\
126 varray_texcoord[0][i * 4 + 0] = (s);\
127 varray_texcoord[0][i * 4 + 1] = (t);
129 memset(&m, 0, sizeof(m));
130 m.blendfunc1 = GL_ONE;
131 m.blendfunc2 = GL_ZERO;
132 m.depthdisable = true; // don't modify or read zbuffer
133 m.tex[0] = R_GetTexture(skyboxside[3]); // front
136 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
138 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
139 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
140 R_SkyBoxPolyVec(2, 0, 1, 1, 1, -1);
141 R_SkyBoxPolyVec(3, 0, 0, 1, 1, 1);
142 R_Mesh_Draw(4, 2, polygonelements);
143 m.tex[0] = R_GetTexture(skyboxside[1]); // back
145 R_SkyBoxPolyVec(0, 1, 0, -1, 1, 1);
146 R_SkyBoxPolyVec(1, 1, 1, -1, 1, -1);
147 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
148 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
149 R_Mesh_Draw(4, 2, polygonelements);
150 m.tex[0] = R_GetTexture(skyboxside[0]); // right
152 R_SkyBoxPolyVec(0, 1, 0, 1, 1, 1);
153 R_SkyBoxPolyVec(1, 1, 1, 1, 1, -1);
154 R_SkyBoxPolyVec(2, 0, 1, -1, 1, -1);
155 R_SkyBoxPolyVec(3, 0, 0, -1, 1, 1);
156 R_Mesh_Draw(4, 2, polygonelements);
157 m.tex[0] = R_GetTexture(skyboxside[2]); // left
159 R_SkyBoxPolyVec(0, 1, 0, -1, -1, 1);
160 R_SkyBoxPolyVec(1, 1, 1, -1, -1, -1);
161 R_SkyBoxPolyVec(2, 0, 1, 1, -1, -1);
162 R_SkyBoxPolyVec(3, 0, 0, 1, -1, 1);
163 R_Mesh_Draw(4, 2, polygonelements);
164 m.tex[0] = R_GetTexture(skyboxside[4]); // up
166 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
167 R_SkyBoxPolyVec(1, 1, 1, 1, 1, 1);
168 R_SkyBoxPolyVec(2, 0, 1, -1, 1, 1);
169 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
170 R_Mesh_Draw(4, 2, polygonelements);
171 m.tex[0] = R_GetTexture(skyboxside[5]); // down
173 R_SkyBoxPolyVec(0, 1, 0, 1, 1, -1);
174 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
175 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
176 R_SkyBoxPolyVec(3, 0, 0, -1, 1, -1);
177 R_Mesh_Draw(4, 2, polygonelements);
181 #define skygridx1 (skygridx + 1)
182 #define skygridxrecip (1.0f / (skygridx))
184 #define skygridy1 (skygridy + 1)
185 #define skygridyrecip (1.0f / (skygridy))
186 #define skysphere_numverts (skygridx1 * skygridy1)
187 #define skysphere_numtriangles (skygridx * skygridy * 2)
188 static float skysphere_vertex[skysphere_numverts * 4];
189 static float skysphere_texcoord[skysphere_numverts * 4];
190 static int skysphere_elements[skysphere_numtriangles * 3];
192 static void skyspherecalc(void)
195 float a, b, x, ax, ay, v[3], length, *vertex, *texcoord;
200 vertex = skysphere_vertex;
201 texcoord = skysphere_texcoord;
202 for (j = 0;j <= skygridy;j++)
204 a = j * skygridyrecip;
205 ax = cos(a * M_PI * 2);
206 ay = -sin(a * M_PI * 2);
207 for (i = 0;i <= skygridx;i++)
209 b = i * skygridxrecip;
210 x = cos(b * M_PI * 2);
213 v[2] = -sin(b * M_PI * 2) * dz;
214 length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
215 *texcoord++ = v[0] * length;
216 *texcoord++ = v[1] * length;
225 e = skysphere_elements;
226 for (j = 0;j < skygridy;j++)
228 for (i = 0;i < skygridx;i++)
230 *e++ = j * skygridx1 + i;
231 *e++ = j * skygridx1 + i + 1;
232 *e++ = (j + 1) * skygridx1 + i;
234 *e++ = j * skygridx1 + i + 1;
235 *e++ = (j + 1) * skygridx1 + i + 1;
236 *e++ = (j + 1) * skygridx1 + i;
242 static void R_SkySphere(void)
245 float speedscale, *t;
246 static qboolean skysphereinitialized = false;
248 if (!skysphereinitialized)
250 skysphereinitialized = true;
254 // scroll speed for upper layer
255 speedscale = cl.time*8.0/128.0;
256 // wrap the scroll just to be extra kind to float accuracy
257 speedscale -= (int)speedscale;
259 R_Mesh_ResizeCheck(skysphere_numverts);
261 memset(&m, 0, sizeof(m));
262 m.blendfunc1 = GL_ONE;
263 m.blendfunc2 = GL_ZERO;
264 m.depthdisable = true; // don't modify or read zbuffer
265 m.tex[0] = R_GetTexture(solidskytexture);
268 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
270 memcpy(varray_vertex, skysphere_vertex, skysphere_numverts * sizeof(float[4]));
271 memcpy(varray_texcoord[0], skysphere_texcoord, skysphere_numverts * sizeof(float[4]));
272 for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
277 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
279 m.blendfunc1 = GL_SRC_ALPHA;
280 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
281 m.tex[0] = R_GetTexture(alphaskytexture);
284 // scroll it again, this makes the lower cloud layer scroll twice as fast (just like quake did)
285 for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
290 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
295 matrix4x4_t skymatrix;
298 Matrix4x4_CreateTranslate(&skymatrix, r_origin[0], r_origin[1], r_origin[2]);
299 R_Mesh_Matrix(&skymatrix);
302 // this does not modify depth buffer
305 else if (skyrenderbox)
307 // this does not modify depth buffer
310 /* this will be skyroom someday
313 // this modifies the depth buffer so we have to clear it afterward
315 // clear the depthbuffer that was used while rendering the skyroom
316 //qglClear(GL_DEPTH_BUFFER_BIT);
322 //===============================================================
328 A sky texture is 256*128, with the right side being a masked overlay
331 void R_InitSky (qbyte *src, int bytesperpixel)
333 int i, j, p, r, g, b;
334 qbyte skyupperlayerpixels[128*128*4], skylowerlayerpixels[128*128*4];
335 unsigned trans[128*128], transpix, *rgba;
337 skyavailable_quake = true;
339 // flush skytexturepool so we won't build up a leak from uploading textures multiple times
340 R_FreeTexturePool(&skytexturepool);
341 skytexturepool = R_AllocTexturePool();
342 solidskytexture = NULL;
343 alphaskytexture = NULL;
345 if (bytesperpixel == 4)
347 for (i = 0;i < 128;i++)
348 for (j = 0;j < 128;j++)
349 trans[(i*128) + j] = src[i*256+j+128];
353 // make an average value for the back to avoid
354 // a fringe on the top level
356 for (i=0 ; i<128 ; i++)
358 for (j=0 ; j<128 ; j++)
360 p = src[i*256 + j + 128];
361 rgba = &palette_complete[p];
362 trans[(i*128) + j] = *rgba;
363 r += ((qbyte *)rgba)[0];
364 g += ((qbyte *)rgba)[1];
365 b += ((qbyte *)rgba)[2];
369 ((qbyte *)&transpix)[0] = r/(128*128);
370 ((qbyte *)&transpix)[1] = g/(128*128);
371 ((qbyte *)&transpix)[2] = b/(128*128);
372 ((qbyte *)&transpix)[3] = 0;
375 memcpy(skyupperlayerpixels, trans, 128*128*4);
377 solidskytexture = R_LoadTexture2D(skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
379 if (bytesperpixel == 4)
381 for (i = 0;i < 128;i++)
382 for (j = 0;j < 128;j++)
383 trans[(i*128) + j] = src[i*256+j];
387 for (i=0 ; i<128 ; i++)
389 for (j=0 ; j<128 ; j++)
393 trans[(i*128) + j] = transpix;
395 trans[(i*128) + j] = palette_complete[p];
400 memcpy(skylowerlayerpixels, trans, 128*128*4);
402 alphaskytexture = R_LoadTexture2D(skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
405 void R_ResetQuakeSky(void)
407 skyavailable_quake = false;
410 void R_ResetSkyBox(void)
412 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
414 skyavailable_box = false;
417 static void r_sky_start(void)
419 skytexturepool = R_AllocTexturePool();
420 solidskytexture = NULL;
421 alphaskytexture = NULL;
424 static void r_sky_shutdown(void)
426 R_FreeTexturePool(&skytexturepool);
427 solidskytexture = NULL;
428 alphaskytexture = NULL;
431 static void r_sky_newmap(void)
435 void R_Sky_Init(void)
437 Cmd_AddCommand ("loadsky", &LoadSky_f);
438 Cvar_RegisterVariable (&r_sky);
439 R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);