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];
18 static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
19 static rtexture_t *skyboxside[6];
21 void R_SkyStartFrame(void)
24 skyrendersphere = false;
26 skyrendermasked = false;
27 if (r_sky.integer && !fogenabled)
31 else if (skyavailable_quake)
32 skyrendersphere = true;
33 // for depth-masked sky, render the sky on the first sky surface encountered
35 skyrendermasked = true;
44 int R_SetSkyBox(const char *sky)
50 if (strcmp(sky, skyname) == 0) // no change
53 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
54 skyavailable_box = false;
60 if (strlen(sky) > 1000)
62 Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
68 sprintf (name, "env/%s%s", sky, suf[i]);
69 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
71 sprintf (name, "gfx/env/%s%s", sky, suf[i]);
72 if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
74 Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]);
78 skyboxside[i] = R_LoadTexture2D(skytexturepool, va("skyboxside%d", i), image_width, image_height, image_rgba, TEXTYPE_RGBA, TEXF_CLAMP | TEXF_PRECACHE, NULL);
82 if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
84 skyavailable_box = true;
91 // LordHavoc: added LoadSky console command
98 Con_Printf("current sky: %s\n", skyname);
100 Con_Printf("no skybox has been set\n");
103 if (R_SetSkyBox(Cmd_Argv(1)))
106 Con_Printf("skybox set to %s\n", skyname);
108 Con_Printf("skybox disabled\n");
111 Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
114 Con_Printf("usage: loadsky skyname\n");
119 static void R_SkyBox(void)
123 #define R_SkyBoxPolyVec(i,s,t,x,y,z) \
124 varray_vertex[i * 4 + 0] = (x) * 16.0f;\
125 varray_vertex[i * 4 + 1] = (y) * 16.0f;\
126 varray_vertex[i * 4 + 2] = (z) * 16.0f;\
127 varray_texcoord[0][i * 4 + 0] = (s);\
128 varray_texcoord[0][i * 4 + 1] = (t);
130 memset(&m, 0, sizeof(m));
131 m.blendfunc1 = GL_ONE;
132 m.blendfunc2 = GL_ZERO;
133 m.depthdisable = true; // don't modify or read zbuffer
134 m.tex[0] = R_GetTexture(skyboxside[3]); // front
137 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
139 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
140 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
141 R_SkyBoxPolyVec(2, 0, 1, 1, 1, -1);
142 R_SkyBoxPolyVec(3, 0, 0, 1, 1, 1);
143 R_Mesh_Draw(4, 2, polygonelements);
144 m.tex[0] = R_GetTexture(skyboxside[1]); // back
146 R_SkyBoxPolyVec(0, 1, 0, -1, 1, 1);
147 R_SkyBoxPolyVec(1, 1, 1, -1, 1, -1);
148 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
149 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
150 R_Mesh_Draw(4, 2, polygonelements);
151 m.tex[0] = R_GetTexture(skyboxside[0]); // right
153 R_SkyBoxPolyVec(0, 1, 0, 1, 1, 1);
154 R_SkyBoxPolyVec(1, 1, 1, 1, 1, -1);
155 R_SkyBoxPolyVec(2, 0, 1, -1, 1, -1);
156 R_SkyBoxPolyVec(3, 0, 0, -1, 1, 1);
157 R_Mesh_Draw(4, 2, polygonelements);
158 m.tex[0] = R_GetTexture(skyboxside[2]); // left
160 R_SkyBoxPolyVec(0, 1, 0, -1, -1, 1);
161 R_SkyBoxPolyVec(1, 1, 1, -1, -1, -1);
162 R_SkyBoxPolyVec(2, 0, 1, 1, -1, -1);
163 R_SkyBoxPolyVec(3, 0, 0, 1, -1, 1);
164 R_Mesh_Draw(4, 2, polygonelements);
165 m.tex[0] = R_GetTexture(skyboxside[4]); // up
167 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
168 R_SkyBoxPolyVec(1, 1, 1, 1, 1, 1);
169 R_SkyBoxPolyVec(2, 0, 1, -1, 1, 1);
170 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
171 R_Mesh_Draw(4, 2, polygonelements);
172 m.tex[0] = R_GetTexture(skyboxside[5]); // down
174 R_SkyBoxPolyVec(0, 1, 0, 1, 1, -1);
175 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
176 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
177 R_SkyBoxPolyVec(3, 0, 0, -1, 1, -1);
178 R_Mesh_Draw(4, 2, polygonelements);
182 #define skygridx1 (skygridx + 1)
183 #define skygridxrecip (1.0f / (skygridx))
185 #define skygridy1 (skygridy + 1)
186 #define skygridyrecip (1.0f / (skygridy))
187 #define skysphere_numverts (skygridx1 * skygridy1)
188 #define skysphere_numtriangles (skygridx * skygridy * 2)
189 static float skysphere_vertex[skysphere_numverts * 4];
190 static float skysphere_texcoord[skysphere_numverts * 4];
191 static int skysphere_elements[skysphere_numtriangles * 3];
193 static void skyspherecalc(void)
196 float a, b, x, ax, ay, v[3], length, *vertex, *texcoord;
201 vertex = skysphere_vertex;
202 texcoord = skysphere_texcoord;
203 for (j = 0;j <= skygridy;j++)
205 a = j * skygridyrecip;
206 ax = cos(a * M_PI * 2);
207 ay = -sin(a * M_PI * 2);
208 for (i = 0;i <= skygridx;i++)
210 b = i * skygridxrecip;
211 x = cos((b + 0.5) * M_PI);
214 v[2] = -sin((b + 0.5) * M_PI) * dz;
215 length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
216 *texcoord++ = v[0] * length;
217 *texcoord++ = v[1] * length;
226 e = skysphere_elements;
227 for (j = 0;j < skygridy;j++)
229 for (i = 0;i < skygridx;i++)
231 *e++ = j * skygridx1 + i;
232 *e++ = j * skygridx1 + i + 1;
233 *e++ = (j + 1) * skygridx1 + i;
235 *e++ = j * skygridx1 + i + 1;
236 *e++ = (j + 1) * skygridx1 + i + 1;
237 *e++ = (j + 1) * skygridx1 + i;
243 static void R_SkySphere(void)
246 float speedscale, *t;
247 static qboolean skysphereinitialized = false;
249 if (!skysphereinitialized)
251 skysphereinitialized = true;
255 // scroll speed for upper layer
256 speedscale = cl.time*8.0/128.0;
257 // wrap the scroll just to be extra kind to float accuracy
258 speedscale -= (int)speedscale;
260 R_Mesh_ResizeCheck(skysphere_numverts);
262 memset(&m, 0, sizeof(m));
263 m.blendfunc1 = GL_ONE;
264 m.blendfunc2 = GL_ZERO;
265 m.depthdisable = true; // don't modify or read zbuffer
266 m.tex[0] = R_GetTexture(solidskytexture);
269 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
271 memcpy(varray_vertex, skysphere_vertex, skysphere_numverts * sizeof(float[4]));
272 memcpy(varray_texcoord[0], skysphere_texcoord, skysphere_numverts * sizeof(float[4]));
273 for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
278 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
280 m.blendfunc1 = GL_SRC_ALPHA;
281 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
282 m.tex[0] = R_GetTexture(alphaskytexture);
285 // scroll it again, this makes the lower cloud layer scroll twice as fast (just like quake did)
286 for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
291 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
296 matrix4x4_t skymatrix;
299 Matrix4x4_CreateTranslate(&skymatrix, r_origin[0], r_origin[1], r_origin[2]);
300 R_Mesh_Matrix(&skymatrix);
303 // this does not modify depth buffer
306 else if (skyrenderbox)
308 // this does not modify depth buffer
311 /* this will be skyroom someday
314 // this modifies the depth buffer so we have to clear it afterward
316 // clear the depthbuffer that was used while rendering the skyroom
317 //qglClear(GL_DEPTH_BUFFER_BIT);
323 //===============================================================
329 A sky texture is 256*128, with the right side being a masked overlay
332 void R_InitSky (qbyte *src, int bytesperpixel)
334 int i, j, p, r, g, b;
335 qbyte skyupperlayerpixels[128*128*4], skylowerlayerpixels[128*128*4];
336 unsigned trans[128*128], transpix, *rgba;
338 skyavailable_quake = true;
340 // flush skytexturepool so we won't build up a leak from uploading textures multiple times
341 R_FreeTexturePool(&skytexturepool);
342 skytexturepool = R_AllocTexturePool();
343 solidskytexture = NULL;
344 alphaskytexture = NULL;
346 if (bytesperpixel == 4)
348 for (i = 0;i < 128;i++)
349 for (j = 0;j < 128;j++)
350 trans[(i*128) + j] = src[i*256+j+128];
354 // make an average value for the back to avoid
355 // a fringe on the top level
357 for (i=0 ; i<128 ; i++)
359 for (j=0 ; j<128 ; j++)
361 p = src[i*256 + j + 128];
362 rgba = &palette_complete[p];
363 trans[(i*128) + j] = *rgba;
364 r += ((qbyte *)rgba)[0];
365 g += ((qbyte *)rgba)[1];
366 b += ((qbyte *)rgba)[2];
370 ((qbyte *)&transpix)[0] = r/(128*128);
371 ((qbyte *)&transpix)[1] = g/(128*128);
372 ((qbyte *)&transpix)[2] = b/(128*128);
373 ((qbyte *)&transpix)[3] = 0;
376 memcpy(skyupperlayerpixels, trans, 128*128*4);
378 solidskytexture = R_LoadTexture2D(skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
380 if (bytesperpixel == 4)
382 for (i = 0;i < 128;i++)
383 for (j = 0;j < 128;j++)
384 trans[(i*128) + j] = src[i*256+j];
388 for (i=0 ; i<128 ; i++)
390 for (j=0 ; j<128 ; j++)
394 trans[(i*128) + j] = transpix;
396 trans[(i*128) + j] = palette_complete[p];
401 memcpy(skylowerlayerpixels, trans, 128*128*4);
403 alphaskytexture = R_LoadTexture2D(skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
406 void R_ResetQuakeSky(void)
408 skyavailable_quake = false;
411 void R_ResetSkyBox(void)
413 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
415 skyavailable_box = false;
418 static void r_sky_start(void)
420 skytexturepool = R_AllocTexturePool();
421 solidskytexture = NULL;
422 alphaskytexture = NULL;
425 static void r_sky_shutdown(void)
427 R_FreeTexturePool(&skytexturepool);
428 solidskytexture = NULL;
429 alphaskytexture = NULL;
432 static void r_sky_newmap(void)
436 void R_Sky_Init(void)
438 Cmd_AddCommand ("loadsky", &LoadSky_f);
439 Cvar_RegisterVariable (&r_sky);
440 R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);