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 * 2 + 0] = (s) * (254.0f/256.0f) + (1.0f/256.0f);\
126 varray_texcoord[0][i * 2 + 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.wantoverbright = false;
132 m.depthdisable = true; // don't modify or read zbuffer
133 m.tex[0] = R_GetTexture(skyboxside[3]); // front
136 varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
137 varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
138 varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
139 varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 1;
140 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
141 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
142 R_SkyBoxPolyVec(2, 0, 1, 1, 1, -1);
143 R_SkyBoxPolyVec(3, 0, 0, 1, 1, 1);
144 R_Mesh_Draw(4, 2, polygonelements);
145 m.tex[0] = R_GetTexture(skyboxside[1]); // back
147 varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
148 varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
149 varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
150 varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 1;
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[0]); // right
158 varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
159 varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
160 varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
161 varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 1;
162 R_SkyBoxPolyVec(0, 1, 0, 1, 1, 1);
163 R_SkyBoxPolyVec(1, 1, 1, 1, 1, -1);
164 R_SkyBoxPolyVec(2, 0, 1, -1, 1, -1);
165 R_SkyBoxPolyVec(3, 0, 0, -1, 1, 1);
166 R_Mesh_Draw(4, 2, polygonelements);
167 m.tex[0] = R_GetTexture(skyboxside[2]); // left
169 varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
170 varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
171 varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
172 varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 1;
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);
178 m.tex[0] = R_GetTexture(skyboxside[4]); // up
180 varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
181 varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
182 varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
183 varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 1;
184 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
185 R_SkyBoxPolyVec(1, 1, 1, 1, 1, 1);
186 R_SkyBoxPolyVec(2, 0, 1, -1, 1, 1);
187 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
188 R_Mesh_Draw(4, 2, polygonelements);
189 m.tex[0] = R_GetTexture(skyboxside[5]); // down
191 varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = mesh_colorscale;
192 varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = mesh_colorscale;
193 varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = mesh_colorscale;
194 varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = 1;
195 R_SkyBoxPolyVec(0, 1, 0, 1, 1, -1);
196 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
197 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
198 R_SkyBoxPolyVec(3, 0, 0, -1, 1, -1);
199 R_Mesh_Draw(4, 2, polygonelements);
203 #define skygridx1 (skygridx + 1)
204 #define skygridxrecip (1.0f / (skygridx))
206 #define skygridy1 (skygridy + 1)
207 #define skygridyrecip (1.0f / (skygridy))
209 static float skysphere[skygridx1*skygridy1*5];
210 static int skysphereindices[skygridx*skygridy*6];
211 static void skyspherecalc(float *sphere, float dx, float dy, float dz)
213 float a, b, x, ax, ay, v[3], length;
215 for (j = 0;j <= skygridy;j++)
217 a = j * skygridyrecip;
218 ax = cos(a * M_PI * 2);
219 ay = -sin(a * M_PI * 2);
220 for (i = 0;i <= skygridx;i++)
222 b = i * skygridxrecip;
223 x = cos(b * M_PI * 2);
226 v[2] = -sin(b * M_PI * 2) * dz;
227 length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
228 *sphere++ = v[0] * length;
229 *sphere++ = v[1] * length;
235 index = skysphereindices;
236 for (j = 0;j < skygridy;j++)
238 for (i = 0;i < skygridx;i++)
240 *index++ = j * skygridx1 + i;
241 *index++ = j * skygridx1 + i + 1;
242 *index++ = (j + 1) * skygridx1 + i;
244 *index++ = j * skygridx1 + i + 1;
245 *index++ = (j + 1) * skygridx1 + i + 1;
246 *index++ = (j + 1) * skygridx1 + i;
252 static void skyspherearrays(float *v, float *t, float *c, float *source, float s, float colorscale)
255 for (i = 0;i < (skygridx1*skygridy1);i++, c += 4, t += 2, v += 4, source += 5)
261 t[0] = source[0] + s;
262 t[1] = source[1] + s;
269 static void R_SkySphere(void)
271 int numverts, numtriangles;
272 float speedscale, speedscale2;
273 static qboolean skysphereinitialized = false;
275 if (!skysphereinitialized)
277 skysphereinitialized = true;
278 skyspherecalc(skysphere, 16, 16, 16 / 3);
281 speedscale = cl.time*8.0/128.0;
282 speedscale -= (int)speedscale;
283 speedscale2 = cl.time*16.0/128.0;
284 speedscale2 -= (int)speedscale2;
286 numverts = skygridx1*skygridy1;
287 numtriangles = skygridx*skygridy*2;
289 R_Mesh_ResizeCheck(numverts);
291 memset(&m, 0, sizeof(m));
292 m.blendfunc1 = GL_ONE;
293 m.blendfunc2 = GL_ZERO;
294 m.wantoverbright = false;
295 m.depthdisable = true; // don't modify or read zbuffer
296 m.tex[0] = R_GetTexture(solidskytexture);
299 skyspherearrays(varray_vertex, varray_texcoord[0], varray_color, skysphere, speedscale, mesh_colorscale);
300 R_Mesh_Draw(numverts, numtriangles, skysphereindices);
302 m.blendfunc1 = GL_SRC_ALPHA;
303 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
304 m.tex[0] = R_GetTexture(alphaskytexture);
307 skyspherearrays(varray_vertex, varray_texcoord[0], varray_color, skysphere, speedscale2, mesh_colorscale);
308 R_Mesh_Draw(numverts, numtriangles, skysphereindices);
313 matrix4x4_t skymatrix;
316 Matrix4x4_CreateTranslate(&skymatrix, r_origin[0], r_origin[1], r_origin[2]);
317 R_Mesh_Matrix(&skymatrix);
320 // this does not modify depth buffer
323 else if (skyrenderbox)
325 // this does not modify depth buffer
328 /* this will be skyroom someday
331 // this modifies the depth buffer so we have to clear it afterward
333 // clear the depthbuffer that was used while rendering the skyroom
334 //R_Mesh_ClearDepth();
340 //===============================================================
346 A sky texture is 256*128, with the right side being a masked overlay
349 void R_InitSky (qbyte *src, int bytesperpixel)
351 int i, j, p, r, g, b;
352 qbyte skyupperlayerpixels[128*128*4], skylowerlayerpixels[128*128*4];
353 unsigned trans[128*128], transpix, *rgba;
355 skyavailable_quake = true;
357 // flush skytexturepool so we won't build up a leak from uploading textures multiple times
358 R_FreeTexturePool(&skytexturepool);
359 skytexturepool = R_AllocTexturePool();
360 solidskytexture = NULL;
361 alphaskytexture = NULL;
363 if (bytesperpixel == 4)
365 for (i = 0;i < 128;i++)
366 for (j = 0;j < 128;j++)
367 trans[(i*128) + j] = src[i*256+j+128];
371 // make an average value for the back to avoid
372 // a fringe on the top level
374 for (i=0 ; i<128 ; i++)
376 for (j=0 ; j<128 ; j++)
378 p = src[i*256 + j + 128];
379 rgba = &d_8to24table[p];
380 trans[(i*128) + j] = *rgba;
381 r += ((qbyte *)rgba)[0];
382 g += ((qbyte *)rgba)[1];
383 b += ((qbyte *)rgba)[2];
387 ((qbyte *)&transpix)[0] = r/(128*128);
388 ((qbyte *)&transpix)[1] = g/(128*128);
389 ((qbyte *)&transpix)[2] = b/(128*128);
390 ((qbyte *)&transpix)[3] = 0;
393 memcpy(skyupperlayerpixels, trans, 128*128*4);
395 solidskytexture = R_LoadTexture (skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_PRECACHE);
397 if (bytesperpixel == 4)
399 for (i = 0;i < 128;i++)
400 for (j = 0;j < 128;j++)
401 trans[(i*128) + j] = src[i*256+j];
405 for (i=0 ; i<128 ; i++)
407 for (j=0 ; j<128 ; j++)
411 trans[(i*128) + j] = transpix;
413 trans[(i*128) + j] = d_8to24table[p];
418 memcpy(skylowerlayerpixels, trans, 128*128*4);
420 alphaskytexture = R_LoadTexture (skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
423 void R_ResetQuakeSky(void)
425 skyavailable_quake = false;
428 void R_ResetSkyBox(void)
430 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
432 skyavailable_box = false;
435 static void r_sky_start(void)
437 skytexturepool = R_AllocTexturePool();
438 solidskytexture = NULL;
439 alphaskytexture = NULL;
442 static void r_sky_shutdown(void)
444 R_FreeTexturePool(&skytexturepool);
445 solidskytexture = NULL;
446 alphaskytexture = NULL;
449 static void r_sky_newmap(void)
453 void R_Sky_Init(void)
455 Cmd_AddCommand ("loadsky", &LoadSky_f);
456 Cvar_RegisterVariable (&r_sky);
457 R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);