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 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
132 memset(&m, 0, sizeof(m));
133 m.blendfunc1 = GL_ONE;
134 m.blendfunc2 = GL_ZERO;
135 m.depthdisable = true; // don't modify or read zbuffer
137 m.tex[0] = R_GetTexture(skyboxside[3]); // front
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);
146 m.tex[0] = R_GetTexture(skyboxside[1]); // back
147 R_Mesh_TextureState(&m);
149 R_SkyBoxPolyVec(0, 1, 0, -1, 1, 1);
150 R_SkyBoxPolyVec(1, 1, 1, -1, 1, -1);
151 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
152 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
153 R_Mesh_Draw(4, 2, polygonelements);
155 m.tex[0] = R_GetTexture(skyboxside[0]); // right
156 R_Mesh_TextureState(&m);
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);
164 m.tex[0] = R_GetTexture(skyboxside[2]); // left
165 R_Mesh_TextureState(&m);
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);
173 m.tex[0] = R_GetTexture(skyboxside[4]); // up
174 R_Mesh_TextureState(&m);
176 R_SkyBoxPolyVec(0, 1, 0, 1, -1, 1);
177 R_SkyBoxPolyVec(1, 1, 1, 1, 1, 1);
178 R_SkyBoxPolyVec(2, 0, 1, -1, 1, 1);
179 R_SkyBoxPolyVec(3, 0, 0, -1, -1, 1);
180 R_Mesh_Draw(4, 2, polygonelements);
182 m.tex[0] = R_GetTexture(skyboxside[5]); // down
183 R_Mesh_TextureState(&m);
185 R_SkyBoxPolyVec(0, 1, 0, 1, 1, -1);
186 R_SkyBoxPolyVec(1, 1, 1, 1, -1, -1);
187 R_SkyBoxPolyVec(2, 0, 1, -1, -1, -1);
188 R_SkyBoxPolyVec(3, 0, 0, -1, 1, -1);
189 R_Mesh_Draw(4, 2, polygonelements);
193 #define skygridx1 (skygridx + 1)
194 #define skygridxrecip (1.0f / (skygridx))
196 #define skygridy1 (skygridy + 1)
197 #define skygridyrecip (1.0f / (skygridy))
198 #define skysphere_numverts (skygridx1 * skygridy1)
199 #define skysphere_numtriangles (skygridx * skygridy * 2)
200 static float skysphere_vertex[skysphere_numverts * 4];
201 static float skysphere_texcoord[skysphere_numverts * 4];
202 static int skysphere_elements[skysphere_numtriangles * 3];
204 static void skyspherecalc(void)
207 float a, b, x, ax, ay, v[3], length, *vertex, *texcoord;
212 vertex = skysphere_vertex;
213 texcoord = skysphere_texcoord;
214 for (j = 0;j <= skygridy;j++)
216 a = j * skygridyrecip;
217 ax = cos(a * M_PI * 2);
218 ay = -sin(a * M_PI * 2);
219 for (i = 0;i <= skygridx;i++)
221 b = i * skygridxrecip;
222 x = cos((b + 0.5) * M_PI);
225 v[2] = -sin((b + 0.5) * M_PI) * dz;
226 length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
227 *texcoord++ = v[0] * length;
228 *texcoord++ = v[1] * length;
237 e = skysphere_elements;
238 for (j = 0;j < skygridy;j++)
240 for (i = 0;i < skygridx;i++)
242 *e++ = j * skygridx1 + i;
243 *e++ = j * skygridx1 + i + 1;
244 *e++ = (j + 1) * skygridx1 + i;
246 *e++ = j * skygridx1 + i + 1;
247 *e++ = (j + 1) * skygridx1 + i + 1;
248 *e++ = (j + 1) * skygridx1 + i;
254 static void R_SkySphere(void)
257 float speedscale, *t;
258 static qboolean skysphereinitialized = false;
260 if (!skysphereinitialized)
262 skysphereinitialized = true;
266 // scroll speed for upper layer
267 speedscale = cl.time*8.0/128.0;
268 // wrap the scroll just to be extra kind to float accuracy
269 speedscale -= (int)speedscale;
271 memset(&m, 0, sizeof(m));
272 m.blendfunc1 = GL_ONE;
273 m.blendfunc2 = GL_ZERO;
274 m.depthdisable = true; // don't modify or read zbuffer
275 m.tex[0] = R_GetTexture(solidskytexture);
278 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
280 R_Mesh_GetSpace(skysphere_numverts);
281 memcpy(varray_vertex, skysphere_vertex, skysphere_numverts * sizeof(float[4]));
282 memcpy(varray_texcoord[0], skysphere_texcoord, skysphere_numverts * sizeof(float[4]));
283 for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
288 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
290 m.blendfunc1 = GL_SRC_ALPHA;
291 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
292 m.tex[0] = R_GetTexture(alphaskytexture);
295 // scroll the lower cloud layer twice as fast (just like quake did)
298 R_Mesh_GetSpace(skysphere_numverts);
299 memcpy(varray_vertex, skysphere_vertex, skysphere_numverts * sizeof(float[4]));
300 memcpy(varray_texcoord[0], skysphere_texcoord, skysphere_numverts * sizeof(float[4]));
301 for (i = 0, t = varray_texcoord[0];i < skysphere_numverts;i++, t += 4)
306 R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_elements);
311 matrix4x4_t skymatrix;
314 Matrix4x4_CreateTranslate(&skymatrix, r_origin[0], r_origin[1], r_origin[2]);
315 R_Mesh_Matrix(&skymatrix);
318 // this does not modify depth buffer
321 else if (skyrenderbox)
323 // this does not modify depth buffer
326 /* this will be skyroom someday
329 // this modifies the depth buffer so we have to clear it afterward
331 // clear the depthbuffer that was used while rendering the skyroom
332 //qglClear(GL_DEPTH_BUFFER_BIT);
338 //===============================================================
344 A sky texture is 256*128, with the right side being a masked overlay
347 void R_InitSky (qbyte *src, int bytesperpixel)
349 int i, j, p, r, g, b;
350 qbyte skyupperlayerpixels[128*128*4], skylowerlayerpixels[128*128*4];
351 unsigned trans[128*128], transpix, *rgba;
353 skyavailable_quake = true;
355 // flush skytexturepool so we won't build up a leak from uploading textures multiple times
356 R_FreeTexturePool(&skytexturepool);
357 skytexturepool = R_AllocTexturePool();
358 solidskytexture = NULL;
359 alphaskytexture = NULL;
361 if (bytesperpixel == 4)
363 for (i = 0;i < 128;i++)
364 for (j = 0;j < 128;j++)
365 trans[(i*128) + j] = ((unsigned *)src)[i*256+j+128];
369 // make an average value for the back to avoid
370 // a fringe on the top level
372 for (i=0 ; i<128 ; i++)
374 for (j=0 ; j<128 ; j++)
376 p = src[i*256 + j + 128];
377 rgba = &palette_complete[p];
378 trans[(i*128) + j] = *rgba;
379 r += ((qbyte *)rgba)[0];
380 g += ((qbyte *)rgba)[1];
381 b += ((qbyte *)rgba)[2];
385 ((qbyte *)&transpix)[0] = r/(128*128);
386 ((qbyte *)&transpix)[1] = g/(128*128);
387 ((qbyte *)&transpix)[2] = b/(128*128);
388 ((qbyte *)&transpix)[3] = 0;
391 memcpy(skyupperlayerpixels, trans, 128*128*4);
393 solidskytexture = R_LoadTexture2D(skytexturepool, "sky_solidtexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
395 if (bytesperpixel == 4)
397 for (i = 0;i < 128;i++)
398 for (j = 0;j < 128;j++)
399 trans[(i*128) + j] = ((unsigned *)src)[i*256+j];
403 for (i=0 ; i<128 ; i++)
405 for (j=0 ; j<128 ; j++)
409 trans[(i*128) + j] = transpix;
411 trans[(i*128) + j] = palette_complete[p];
416 memcpy(skylowerlayerpixels, trans, 128*128*4);
418 alphaskytexture = R_LoadTexture2D(skytexturepool, "sky_alphatexture", 128, 128, (qbyte *) trans, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
421 void R_ResetQuakeSky(void)
423 skyavailable_quake = false;
426 void R_ResetSkyBox(void)
428 skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
430 skyavailable_box = false;
433 static void r_sky_start(void)
435 skytexturepool = R_AllocTexturePool();
436 solidskytexture = NULL;
437 alphaskytexture = NULL;
440 static void r_sky_shutdown(void)
442 R_FreeTexturePool(&skytexturepool);
443 solidskytexture = NULL;
444 alphaskytexture = NULL;
447 static void r_sky_newmap(void)
451 void R_Sky_Init(void)
453 Cmd_AddCommand ("loadsky", &LoadSky_f);
454 Cvar_RegisterVariable (&r_sky);
455 R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap);