5 // FIXME: fix skybox after vid_restart
6 cvar_t r_sky = {CVAR_SAVE, "r_sky", "1"};
7 qboolean skyavailable_quake;
8 qboolean skyavailable_box;
12 static rtexture_t *solidskytexture;
13 static rtexture_t *alphaskytexture;
14 static int skyrendersphere;
15 static int skyrenderbox;
16 static rtexturepool_t *skytexturepool;
17 static char skyname[256];
19 typedef struct suffixinfo_s
22 qboolean flipx, flipy, flipdiagonal;
25 static suffixinfo_t suffix[2][6] =
28 {"rt", false, false, false},
29 {"bk", false, false, false},
30 {"lf", false, false, false},
31 {"ft", false, false, false},
32 {"up", false, false, false},
33 {"dn", false, false, false},
36 {"px", false, true, true},
37 {"ny", false, false, false},
38 {"nx", true, false, true},
39 {"py", true, true, false},
40 {"pz", false, true, true},
41 {"nz", false, true, true}
45 static rtexture_t *skyboxside[6];
47 void R_SkyStartFrame(void)
50 skyrendersphere = false;
52 skyrendermasked = false;
53 if (r_sky.integer && !fogenabled)
57 else if (skyavailable_quake)
58 skyrendersphere = true;
59 // for depth-masked sky, render the sky on the first sky surface encountered
61 skyrendermasked = true;
70 void R_UnloadSkyBox(void)
76 R_FreeTexture(skyboxside[i]);
81 void R_LoadSkyBox(void)
84 int indices[4] = {0,1,2,3};
96 if (snprintf(name, sizeof(name), "%s_%s", skyname, suffix[j][i].suffix) >= (int)sizeof(name) || !(image_rgba = loadimagepixels(name, false, 0, 0)))
98 if (snprintf(name, sizeof(name), "%s%s", skyname, suffix[j][i].suffix) >= (int)sizeof(name) || !(image_rgba = loadimagepixels(name, false, 0, 0)))
100 if (snprintf(name, sizeof(name), "env/%s%s", skyname, suffix[j][i].suffix) >= (int)sizeof(name) || !(image_rgba = loadimagepixels(name, false, 0, 0)))
102 if (snprintf(name, sizeof(name), "gfx/env/%s%s", skyname, suffix[j][i].suffix) >= (int)sizeof(name) || !(image_rgba = loadimagepixels(name, false, 0, 0)))
107 temp = Mem_Alloc(tempmempool, image_width*image_height*4);
108 Image_CopyMux (temp, image_rgba, image_width, image_height, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, indices);
109 skyboxside[i] = R_LoadTexture2D(skytexturepool, va("skyboxside%d", i), image_width, image_height, temp, TEXTYPE_RGBA, TEXF_CLAMP | TEXF_PRECACHE, NULL);
110 Mem_Free(image_rgba);
116 if (skyboxside[i] == NULL)
123 if (skyboxside[0] != NULL)
128 int R_SetSkyBox(const char *sky)
130 if (strcmp(sky, skyname) == 0) // no change
133 if (strlen(sky) > 1000)
135 Con_Printf("sky name too long (%i, max is 1000)\n", strlen(sky));
139 skyavailable_box = false;
140 strcpy(skyname, sky);
148 if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
150 skyavailable_box = true;
156 // LordHavoc: added LoadSky console command
157 void LoadSky_f (void)
163 Con_Printf("current sky: %s\n", skyname);
165 Con_Print("no skybox has been set\n");
168 if (R_SetSkyBox(Cmd_Argv(1)))
171 Con_Printf("skybox set to %s\n", skyname);
173 Con_Print("skybox disabled\n");
176 Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
179 Con_Print("usage: loadsky skyname\n");
184 float skyboxvertex3f[6*4*3] =
218 float skyboxtexcoord2f[6*4*2] =
252 int skyboxelements[6*2*3] =
274 static void R_SkyBox(void)
278 GL_Color(1, 1, 1, 1);
279 memset(&m, 0, sizeof(m));
280 GL_BlendFunc(GL_ONE, GL_ZERO);
282 GL_DepthTest(false); // don't modify or read zbuffer
283 m.pointer_vertex = skyboxvertex3f;
284 m.pointer_texcoord[0] = skyboxtexcoord2f;
285 GL_LockArrays(0, 6*4);
286 for (i = 0;i < 6;i++)
288 m.tex[0] = R_GetTexture(skyboxside[i]);
290 R_Mesh_Draw(6*4, 2, skyboxelements + i * 6);
296 #define skygridx1 (skygridx + 1)
297 #define skygridxrecip (1.0f / (skygridx))
299 #define skygridy1 (skygridy + 1)
300 #define skygridyrecip (1.0f / (skygridy))
301 #define skysphere_numverts (skygridx1 * skygridy1)
302 #define skysphere_numtriangles (skygridx * skygridy * 2)
303 static float skysphere_vertex3f[skysphere_numverts * 3];
304 static float skysphere_texcoord2f[skysphere_numverts * 2];
305 static int skysphere_element3i[skysphere_numtriangles * 3];
307 static void skyspherecalc(void)
310 float a, b, x, ax, ay, v[3], length, *vertex3f, *texcoord2f;
315 vertex3f = skysphere_vertex3f;
316 texcoord2f = skysphere_texcoord2f;
317 for (j = 0;j <= skygridy;j++)
319 a = j * skygridyrecip;
320 ax = cos(a * M_PI * 2);
321 ay = -sin(a * M_PI * 2);
322 for (i = 0;i <= skygridx;i++)
324 b = i * skygridxrecip;
325 x = cos((b + 0.5) * M_PI);
328 v[2] = -sin((b + 0.5) * M_PI) * dz;
329 length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
330 *texcoord2f++ = v[0] * length;
331 *texcoord2f++ = v[1] * length;
337 e = skysphere_element3i;
338 for (j = 0;j < skygridy;j++)
340 for (i = 0;i < skygridx;i++)
342 *e++ = j * skygridx1 + i;
343 *e++ = j * skygridx1 + i + 1;
344 *e++ = (j + 1) * skygridx1 + i;
346 *e++ = j * skygridx1 + i + 1;
347 *e++ = (j + 1) * skygridx1 + i + 1;
348 *e++ = (j + 1) * skygridx1 + i;
353 static void R_SkySphere(void)
356 static qboolean skysphereinitialized = false;
358 matrix4x4_t scroll1matrix, scroll2matrix;
359 if (!skysphereinitialized)
361 skysphereinitialized = true;
365 // scroll speed for upper layer
366 speedscale = cl.time*8.0/128.0;
367 // wrap the scroll just to be extra kind to float accuracy
368 speedscale -= (int)speedscale;
370 // scroll the lower cloud layer twice as fast (just like quake did)
371 Matrix4x4_CreateTranslate(&scroll1matrix, speedscale, speedscale, 0);
372 Matrix4x4_CreateTranslate(&scroll2matrix, speedscale * 2, speedscale * 2, 0);
374 GL_Color(1, 1, 1, 1);
375 GL_BlendFunc(GL_ONE, GL_ZERO);
377 GL_DepthTest(false); // don't modify or read zbuffer
378 memset(&m, 0, sizeof(m));
379 m.pointer_vertex = skysphere_vertex3f;
380 m.tex[0] = R_GetTexture(solidskytexture);
381 m.pointer_texcoord[0] = skysphere_texcoord2f;
382 m.texmatrix[0] = scroll1matrix;
383 if (r_textureunits.integer >= 2)
385 // one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
386 m.tex[1] = R_GetTexture(alphaskytexture);
387 m.texcombinergb[1] = gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL;
388 m.pointer_texcoord[1] = skysphere_texcoord2f;
389 m.texmatrix[1] = scroll2matrix;
391 GL_LockArrays(0, skysphere_numverts);
392 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
399 GL_LockArrays(0, skysphere_numverts);
400 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
403 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
404 m.tex[0] = R_GetTexture(alphaskytexture);
405 m.texmatrix[0] = scroll2matrix;
407 GL_LockArrays(0, skysphere_numverts);
408 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
415 matrix4x4_t skymatrix;
418 Matrix4x4_CreateTranslate(&skymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2]);
419 R_Mesh_Matrix(&skymatrix);
422 // this does not modify depth buffer
425 else if (skyrenderbox)
427 // this does not modify depth buffer
430 /* this will be skyroom someday
433 // this modifies the depth buffer so we have to clear it afterward
435 // clear the depthbuffer that was used while rendering the skyroom
436 //GL_Clear(GL_DEPTH_BUFFER_BIT);
442 //===============================================================
448 A sky texture is 256*128, with the right side being a masked overlay
451 void R_InitSky (qbyte *src, int bytesperpixel)
454 unsigned solidpixels[128*128], alphapixels[128*128];
456 skyavailable_quake = true;
458 // flush skytexturepool so we won't build up a leak from uploading textures multiple times
459 R_FreeTexturePool(&skytexturepool);
460 skytexturepool = R_AllocTexturePool();
461 solidskytexture = NULL;
462 alphaskytexture = NULL;
464 if (bytesperpixel == 4)
466 for (i = 0;i < 128;i++)
468 for (j = 0;j < 128;j++)
470 solidpixels[(i*128) + j] = ((unsigned *)src)[i*256+j+128];
471 alphapixels[(i*128) + j] = ((unsigned *)src)[i*256+j];
477 // make an average value for the back to avoid
478 // a fringe on the top level
487 for (i = 0;i < 128;i++)
489 for (j = 0;j < 128;j++)
491 rgba.i = palette_complete[src[i*256 + j + 128]];
497 rgba.b[0] = r/(128*128);
498 rgba.b[1] = g/(128*128);
499 rgba.b[2] = b/(128*128);
501 for (i = 0;i < 128;i++)
503 for (j = 0;j < 128;j++)
505 solidpixels[(i*128) + j] = palette_complete[src[i*256 + j + 128]];
506 alphapixels[(i*128) + j] = (p = src[i*256 + j]) ? palette_complete[p] : rgba.i;
511 solidskytexture = R_LoadTexture2D(skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) solidpixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
512 alphaskytexture = R_LoadTexture2D(skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) alphapixels, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
515 void R_ResetQuakeSky(void)
517 skyavailable_quake = false;
520 void R_ResetSkyBox(void)
522 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
524 skyavailable_box = false;
527 static void r_sky_start(void)
529 skytexturepool = R_AllocTexturePool();
530 solidskytexture = NULL;
531 alphaskytexture = NULL;
535 static void r_sky_shutdown(void)
538 R_FreeTexturePool(&skytexturepool);
539 solidskytexture = NULL;
540 alphaskytexture = NULL;
543 static void r_sky_newmap(void)
547 void R_Sky_Init(void)
549 Cmd_AddCommand ("loadsky", &LoadSky_f);
550 Cvar_RegisterVariable (&r_sky);
553 R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);