4 cvar_t r_sky = {CVAR_SAVE, "r_sky", "1"};
5 qboolean skyavailable_quake;
6 qboolean skyavailable_box;
10 static rtexture_t *solidskytexture;
11 static rtexture_t *alphaskytexture;
12 static int skyrendersphere;
13 static int skyrenderbox;
14 static rtexturepool_t *skytexturepool;
15 static char skyname[256];
16 static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
17 static rtexture_t *skyboxside[6];
19 void R_SkyStartFrame(void)
22 skyrendersphere = false;
24 skyrendermasked = false;
25 if (r_sky.integer && !fogenabled)
29 else if (skyavailable_quake)
30 skyrendersphere = true;
31 // for depth-masked sky, render the sky on the first sky surface encountered
33 skyrendermasked = true;
42 int R_SetSkyBox(const char *sky)
48 if (strcmp(sky, skyname) == 0) // no change
51 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
52 skyavailable_box = false;
58 if (strlen(sky) > 1000)
60 Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
66 sprintf (name, "env/%s%s", sky, suf[i]);
67 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
69 sprintf (name, "gfx/env/%s%s", sky, suf[i]);
70 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
72 Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]);
76 skyboxside[i] = R_LoadTexture(skytexturepool, va("skyboxside%d", i), image_width, image_height, image_rgba, TEXTYPE_RGBA, TEXF_PRECACHE);
80 if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
82 skyavailable_box = true;
89 // LordHavoc: added LoadSky console command
96 Con_Printf("current sky: %s\n", skyname);
98 Con_Printf("no skybox has been set\n");
101 if (R_SetSkyBox(Cmd_Argv(1)))
104 Con_Printf("skybox set to %s\n", skyname);
106 Con_Printf("skybox disabled\n");
109 Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
112 Con_Printf("usage: loadsky skyname\n");
117 static void R_SkyBox(void)
121 #define R_SkyBoxPolyVec(i,s,t,x,y,z) \
122 varray_vertex[i * 4 + 0] = (x) * 16.0f;\
123 varray_vertex[i * 4 + 1] = (y) * 16.0f;\
124 varray_vertex[i * 4 + 2] = (z) * 16.0f;\
125 varray_texcoord[0][i * 4 + 0] = (s) * (254.0f/256.0f) + (1.0f/256.0f);\
126 varray_texcoord[0][i * 4 + 1] = (t) * (254.0f/256.0f) + (1.0f/256.0f);
128 memset(&m, 0, sizeof(m));
129 m.blendfunc1 = GL_ONE;
130 m.blendfunc2 = GL_ZERO;
131 m.depthdisable = true; // don't modify or read zbuffer
132 m.tex[0] = R_GetTexture(skyboxside[3]); // front
135 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
137 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
138 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
139 R_SkyBoxPolyVec(2, 0, 1, 1, 1, -1);
140 R_SkyBoxPolyVec(3, 0, 0, 1, 1, 1);
141 R_Mesh_Draw(4, 2, polygonelements);
142 m.tex[0] = R_GetTexture(skyboxside[1]); // back
144 R_SkyBoxPolyVec(0, 1, 0, -1, 1, 1);
145 R_SkyBoxPolyVec(1, 1, 1, -1, 1, -1);
146 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
147 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
148 R_Mesh_Draw(4, 2, polygonelements);
149 m.tex[0] = R_GetTexture(skyboxside[0]); // right
151 R_SkyBoxPolyVec(0, 1, 0, 1, 1, 1);
152 R_SkyBoxPolyVec(1, 1, 1, 1, 1, -1);
153 R_SkyBoxPolyVec(2, 0, 1, -1, 1, -1);
154 R_SkyBoxPolyVec(3, 0, 0, -1, 1, 1);
155 R_Mesh_Draw(4, 2, polygonelements);
156 m.tex[0] = R_GetTexture(skyboxside[2]); // left
158 R_SkyBoxPolyVec(0, 1, 0, -1, -1, 1);
159 R_SkyBoxPolyVec(1, 1, 1, -1, -1, -1);
160 R_SkyBoxPolyVec(2, 0, 1, 1, -1, -1);
161 R_SkyBoxPolyVec(3, 0, 0, 1, -1, 1);
162 R_Mesh_Draw(4, 2, polygonelements);
163 m.tex[0] = R_GetTexture(skyboxside[4]); // up
165 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
166 R_SkyBoxPolyVec(1, 1, 1, 1, 1, 1);
167 R_SkyBoxPolyVec(2, 0, 1, -1, 1, 1);
168 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
169 R_Mesh_Draw(4, 2, polygonelements);
170 m.tex[0] = R_GetTexture(skyboxside[5]); // down
172 R_SkyBoxPolyVec(0, 1, 0, 1, 1, -1);
173 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
174 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
175 R_SkyBoxPolyVec(3, 0, 0, -1, 1, -1);
176 R_Mesh_Draw(4, 2, polygonelements);
180 #define skygridx1 (skygridx + 1)
181 #define skygridxrecip (1.0f / (skygridx))
183 #define skygridy1 (skygridy + 1)
184 #define skygridyrecip (1.0f / (skygridy))
185 #define skysphere_numverts (skygridx1 * skygridy1)
186 #define skysphere_numtriangles (skygridx * skygridy * 2)
187 static float skysphere_vertex[skysphere_numverts * 4];
188 static float skysphere_texcoord[skysphere_numverts * 4];
189 static int skysphere_elements[skysphere_numtriangles * 3];
191 static void skyspherecalc(void)
194 float a, b, x, ax, ay, v[3], length, *vertex, *texcoord;
199 vertex = skysphere_vertex;
200 texcoord = skysphere_texcoord;
201 for (j = 0;j <= skygridy;j++)
203 a = j * skygridyrecip;
204 ax = cos(a * M_PI * 2);
205 ay = -sin(a * M_PI * 2);
206 for (i = 0;i <= skygridx;i++)
208 b = i * skygridxrecip;
209 x = cos(b * M_PI * 2);
212 v[2] = -sin(b * M_PI * 2) * dz;
213 length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
214 *texcoord++ = v[0] * length;
215 *texcoord++ = v[1] * length;
224 e = skysphere_elements;
225 for (j = 0;j < skygridy;j++)
227 for (i = 0;i < skygridx;i++)
229 *e++ = j * skygridx1 + i;
230 *e++ = j * skygridx1 + i + 1;
231 *e++ = (j + 1) * skygridx1 + i;
233 *e++ = j * skygridx1 + i + 1;
234 *e++ = (j + 1) * skygridx1 + i + 1;
235 *e++ = (j + 1) * skygridx1 + i;
241 static void R_SkySphere(void)
244 float speedscale, *t;
245 static qboolean skysphereinitialized = false;
247 if (!skysphereinitialized)
249 skysphereinitialized = true;
253 // scroll speed for upper layer
254 speedscale = cl.time*8.0/128.0;
255 // wrap the scroll just to be extra kind to float accuracy
256 speedscale -= (int)speedscale;
258 R_Mesh_ResizeCheck(skysphere_numverts);
260 memset(&m, 0, sizeof(m));
261 m.blendfunc1 = GL_ONE;
262 m.blendfunc2 = GL_ZERO;
263 m.depthdisable = true; // don't modify or read zbuffer
264 m.tex[0] = R_GetTexture(solidskytexture);
267 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
269 memcpy(varray_vertex, skysphere_vertex, skysphere_numverts * sizeof(float[4]));
270 memcpy(varray_texcoord[0], skysphere_texcoord, skysphere_numverts * sizeof(float[4]));
271 for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
276 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
278 m.blendfunc1 = GL_SRC_ALPHA;
279 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
280 m.tex[0] = R_GetTexture(alphaskytexture);
283 // scroll it again, this makes the lower cloud layer scroll twice as fast (just like quake did)
284 for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
289 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
294 matrix4x4_t skymatrix;
297 Matrix4x4_CreateTranslate(&skymatrix, r_origin[0], r_origin[1], r_origin[2]);
298 R_Mesh_Matrix(&skymatrix);
301 // this does not modify depth buffer
304 else if (skyrenderbox)
306 // this does not modify depth buffer
309 /* this will be skyroom someday
312 // this modifies the depth buffer so we have to clear it afterward
314 // clear the depthbuffer that was used while rendering the skyroom
315 //qglClear(GL_DEPTH_BUFFER_BIT);
321 //===============================================================
327 A sky texture is 256*128, with the right side being a masked overlay
330 void R_InitSky (qbyte *src, int bytesperpixel)
332 int i, j, p, r, g, b;
333 qbyte skyupperlayerpixels[128*128*4], skylowerlayerpixels[128*128*4];
334 unsigned trans[128*128], transpix, *rgba;
336 skyavailable_quake = true;
338 // flush skytexturepool so we won't build up a leak from uploading textures multiple times
339 R_FreeTexturePool(&skytexturepool);
340 skytexturepool = R_AllocTexturePool();
341 solidskytexture = NULL;
342 alphaskytexture = NULL;
344 if (bytesperpixel == 4)
346 for (i = 0;i < 128;i++)
347 for (j = 0;j < 128;j++)
348 trans[(i*128) + j] = src[i*256+j+128];
352 // make an average value for the back to avoid
353 // a fringe on the top level
355 for (i=0 ; i<128 ; i++)
357 for (j=0 ; j<128 ; j++)
359 p = src[i*256 + j + 128];
360 rgba = &d_8to24table[p];
361 trans[(i*128) + j] = *rgba;
362 r += ((qbyte *)rgba)[0];
363 g += ((qbyte *)rgba)[1];
364 b += ((qbyte *)rgba)[2];
368 ((qbyte *)&transpix)[0] = r/(128*128);
369 ((qbyte *)&transpix)[1] = g/(128*128);
370 ((qbyte *)&transpix)[2] = b/(128*128);
371 ((qbyte *)&transpix)[3] = 0;
374 memcpy(skyupperlayerpixels, trans, 128*128*4);
376 solidskytexture = R_LoadTexture (skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_PRECACHE);
378 if (bytesperpixel == 4)
380 for (i = 0;i < 128;i++)
381 for (j = 0;j < 128;j++)
382 trans[(i*128) + j] = src[i*256+j];
386 for (i=0 ; i<128 ; i++)
388 for (j=0 ; j<128 ; j++)
392 trans[(i*128) + j] = transpix;
394 trans[(i*128) + j] = d_8to24table[p];
399 memcpy(skylowerlayerpixels, trans, 128*128*4);
401 alphaskytexture = R_LoadTexture (skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
404 void R_ResetQuakeSky(void)
406 skyavailable_quake = false;
409 void R_ResetSkyBox(void)
411 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
413 skyavailable_box = false;
416 static void r_sky_start(void)
418 skytexturepool = R_AllocTexturePool();
419 solidskytexture = NULL;
420 alphaskytexture = NULL;
423 static void r_sky_shutdown(void)
425 R_FreeTexturePool(&skytexturepool);
426 solidskytexture = NULL;
427 alphaskytexture = NULL;
430 static void r_sky_newmap(void)
434 void R_Sky_Init(void)
436 Cmd_AddCommand ("loadsky", &LoadSky_f);
437 Cvar_RegisterVariable (&r_sky);
438 R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);