#include "quakedef.h"
+typedef struct
+{
+ unsigned short tex;
+ unsigned short type;
+ int indices;
+}
+rendertranspoly_t;
+
transvert_t *transvert;
transpoly_t *transpoly;
-unsigned short *transpolyindex;
+rendertranspoly_t *rendertranspoly;
+int *transpolyindex;
+int *transvertindex;
wallvert_t *wallvert;
+wallvertcolor_t *wallvertcolor;
wallpoly_t *wallpoly;
skyvert_t *skyvert;
skypoly_t *skypoly;
-unsigned short currenttranspoly;
-unsigned short currenttransvert;
-unsigned short currentwallpoly;
-unsigned short currentwallvert;
-unsigned short currentskypoly;
-unsigned short currentskyvert;
+int currenttranspoly;
+int currenttransvert;
+int currentwallpoly;
+int currentwallvert;
+int currentskypoly;
+int currentskyvert;
+
+
+void LoadSky_f(void);
+
+cvar_t r_multitexture = {0, "r_multitexture", "1"};
+cvar_t r_skyquality = {CVAR_SAVE, "r_skyquality", "2"};
+cvar_t r_mergesky = {CVAR_SAVE, "r_mergesky", "0"};
+cvar_t gl_transpolytris = {0, "gl_transpolytris", "0"};
+
+static char skyworldname[1024];
+static rtexture_t *mergeskytexture;
+static rtexture_t *solidskytexture, *solidskytexture_half;
+static rtexture_t *alphaskytexture, *alphaskytexture_half;
+static qboolean skyavailable_quake;
+static qboolean skyavailable_box;
-cvar_t gl_multitexture = {"gl_multitexture", "1"};
-cvar_t gl_vertexarrays = {"gl_vertexarrays", "1"};
+static void R_BuildSky (int scrollupper, int scrolllower);
-void glpoly_init()
+typedef struct translistitem_s
{
- Cvar_RegisterVariable (&gl_multitexture);
- Cvar_RegisterVariable (&gl_vertexarrays);
- transvert = malloc(MAX_TRANSVERTS * sizeof(transvert_t));
- transpoly = malloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
- transpolyindex = malloc(MAX_TRANSPOLYS * sizeof(unsigned short));
- wallvert = malloc(MAX_WALLVERTS * sizeof(wallvert_t));
- wallpoly = malloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
- skyvert = malloc(MAX_SKYVERTS * sizeof(skyvert_t));
- skypoly = malloc(MAX_SKYPOLYS * sizeof(skypoly_t));
+ transpoly_t *poly;
+ struct translistitem_s *next;
}
+translistitem;
-void transpolyclear()
+translistitem translist[MAX_TRANSPOLYS];
+translistitem *currenttranslist;
+
+translistitem *translisthash[4096];
+
+float transviewdist; // distance of view origin along the view normal
+
+float transreciptable[256];
+
+static void gl_poly_start(void)
{
- currenttranspoly = currenttransvert = 0;
+ int i;
+ transvert = qmalloc(MAX_TRANSVERTS * sizeof(transvert_t));
+ transpoly = qmalloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
+ rendertranspoly = qmalloc(MAX_TRANSPOLYS * sizeof(rendertranspoly_t));
+ transpolyindex = qmalloc(MAX_TRANSPOLYS * sizeof(int));
+ transvertindex = qmalloc(MAX_TRANSVERTS * sizeof(int));
+ wallvert = qmalloc(MAX_WALLVERTS * sizeof(wallvert_t));
+ wallvertcolor = qmalloc(MAX_WALLVERTS * sizeof(wallvertcolor_t));
+ wallpoly = qmalloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
+ skyvert = qmalloc(MAX_SKYVERTS * sizeof(skyvert_t));
+ skypoly = qmalloc(MAX_SKYPOLYS * sizeof(skypoly_t));
+ transreciptable[0] = 0.0f;
+ for (i = 1;i < 256;i++)
+ transreciptable[i] = 1.0f / i;
}
-void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype)
+static void gl_poly_shutdown(void)
{
- if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
- return;
- transpoly[currenttranspoly].texnum = (unsigned short) texnum;
- transpoly[currenttranspoly].glowtexnum = (unsigned short) glowtexnum;
- transpoly[currenttranspoly].fogtexnum = (unsigned short) fogtexnum;
- transpoly[currenttranspoly].transpolytype = (unsigned short) transpolytype;
- transpoly[currenttranspoly].firstvert = currenttransvert;
- transpoly[currenttranspoly].verts = 0;
-// transpoly[currenttranspoly].ndist = 0; // clear the normal
+ qfree(transvert);
+ qfree(transpoly);
+ qfree(rendertranspoly);
+ qfree(transpolyindex);
+ qfree(transvertindex);
+ qfree(wallvert);
+ qfree(wallvertcolor);
+ qfree(wallpoly);
+ qfree(skyvert);
+ qfree(skypoly);
}
-// turned into a #define
-/*
-void transpolyvert(float x, float y, float z, float s, float t, int r, int g, int b, int a)
+static void gl_poly_newmap(void)
{
- int i;
- if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
- return;
- transvert[currenttransvert].s = s;
- transvert[currenttransvert].t = t;
- transvert[currenttransvert].r = bound(0, r, 255);
- transvert[currenttransvert].g = bound(0, g, 255);
- transvert[currenttransvert].b = bound(0, b, 255);
- transvert[currenttransvert].a = bound(0, a, 255);
- transvert[currenttransvert].v[0] = x;
- transvert[currenttransvert].v[1] = y;
- transvert[currenttransvert].v[2] = z;
- currenttransvert++;
- transpoly[currenttranspoly].verts++;
+ skyavailable_box = false;
+ skyavailable_quake = false;
+ if (!strcmp(skyworldname, cl.worldmodel->name))
+ skyavailable_quake = true;
}
-*/
-void transpolyend()
+void GL_Poly_Init(void)
+{
+ Cmd_AddCommand ("loadsky", &LoadSky_f);
+ Cvar_RegisterVariable (&r_multitexture);
+ Cvar_RegisterVariable (&r_skyquality);
+ Cvar_RegisterVariable (&r_mergesky);
+ Cvar_RegisterVariable (&gl_transpolytris);
+ R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
+}
+
+void transpolyclear(void)
+{
+ currenttranspoly = currenttransvert = 0;
+ currenttranslist = translist;
+ memset(translisthash, 0, sizeof(translisthash));
+ transviewdist = DotProduct(r_origin, vpn);
+}
+
+// transpolybegin and transpolyvert are #define macros
+
+void transpolyend(void)
{
- if (currenttranspoly >= MAX_TRANSPOLYS)
+ float center, d, maxdist;
+ int i;
+ transvert_t *v;
+ if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
return;
if (transpoly[currenttranspoly].verts < 3) // skip invalid polygons
{
currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
return;
}
- if (currenttransvert >= MAX_TRANSVERTS)
+ center = 0;
+ maxdist = -1000000000000000.0f; // eh, it's definitely behind it, so...
+ for (i = 0,v = &transvert[transpoly[currenttranspoly].firstvert];i < transpoly[currenttranspoly].verts;i++, v++)
+ {
+ d = DotProduct(v->v, vpn);
+ center += d;
+ if (d > maxdist)
+ maxdist = d;
+ }
+ maxdist -= transviewdist;
+ if (maxdist < 4.0f) // behind view
+ {
+ currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
return;
- currenttranspoly++;
-}
-
-int transpolyindices;
-void transpolyrenderminmax()
-{
- int i, j, k, lastvert;
- vec_t d, min, max, viewdist, s, average;
- //vec_t ndist;
- //vec3_t v1, v2, n;
- transpolyindices = 0;
- viewdist = DotProduct(r_refdef.vieworg, vpn);
- for (i = 0;i < currenttranspoly;i++)
- {
- if (transpoly[i].verts < 3) // only process valid polygons
- continue;
- min = 1000000;max = -1000000;
- s = 1.0f / transpoly[i].verts;
- lastvert = transpoly[i].firstvert + transpoly[i].verts;
- average = 0;
- for (j = transpoly[i].firstvert;j < lastvert;j++)
- {
- d = DotProduct(transvert[j].v, vpn)-viewdist;
- if (d < min) min = d;
- if (d > max) max = d;
- average += d * s;
- }
- if (max < 4) // free to check here, so skip polys behind the view
- continue;
- transpoly[i].distance = average;
- /*
- transpoly[i].mindistance = min;
- transpoly[i].maxdistance = max;
- // calculate normal (eek)
- VectorSubtract(transvert[transpoly[i].firstvert ].v, transvert[transpoly[i].firstvert+1].v, v1);
- VectorSubtract(transvert[transpoly[i].firstvert+2].v, transvert[transpoly[i].firstvert+1].v, v2);
- VectorNormalize(v1);
- VectorNormalize(v2);
- if (transpoly[i].verts > 3 && fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // colinear edges, find a better triple
- {
- VectorSubtract(transvert[transpoly[i].firstvert + transpoly[i].verts - 1].v, transvert[transpoly[i].firstvert].v, v1);
- VectorSubtract(transvert[transpoly[i].firstvert + 1].v, transvert[transpoly[i].firstvert].v, v2);
- VectorNormalize(v1);
- VectorNormalize(v2);
- if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
- goto foundtriple;
- for (k = transpoly[i].firstvert + 2;k < (transpoly[i].firstvert + transpoly[i].verts - 1);k++)
- {
- VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
- VectorSubtract(transvert[k+1].v, transvert[k].v, v2);
- VectorNormalize(v1);
- VectorNormalize(v2);
- if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
- goto foundtriple;
- }
- VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
- VectorSubtract(transvert[transpoly[i].firstvert].v, transvert[k].v, v2);
- VectorNormalize(v1);
- VectorNormalize(v2);
- if (fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // no good triples; the polygon is a line, skip it
- continue;
- }
-foundtriple:
- CrossProduct(v1, v2, n);
- VectorNormalize(n);
- ndist = DotProduct(transvert[transpoly[i].firstvert+1].v, n);
- // sorted insert
- for (j = 0;j < transpolyindices;j++)
- {
- // easy cases
- if (transpoly[transpolyindex[j]].mindistance > max)
- continue;
- if (transpoly[transpolyindex[j]].maxdistance < min)
- break;
- // hard case, check side
- for (k = transpoly[transpolyindex[j]].firstvert;k < (transpoly[transpolyindex[j]].firstvert + transpoly[transpolyindex[j]].verts);k++)
- if (DotProduct(transvert[k].v, n) < ndist)
- goto skip;
- break;
-skip:
- ;
- }
- */
- // sorted insert
- for (j = 0;j < transpolyindices;j++)
- if (transpoly[transpolyindex[j]].distance < average)
- break;
- for (k = transpolyindices;k > j;k--)
- transpolyindex[k] = transpolyindex[k-1];
- transpolyindices++;
- transpolyindex[j] = i;
}
+ center *= transreciptable[transpoly[currenttranspoly].verts];
+ center -= transviewdist;
+ i = bound(0, (int) center, 4095);
+ currenttranslist->next = translisthash[i];
+ currenttranslist->poly = transpoly + currenttranspoly;
+ translisthash[i] = currenttranslist;
+ currenttranslist++;
+ currenttranspoly++;
}
-// LordHavoc: qsort compare function
-/*
-int transpolyqsort(const void *ia, const void *ib)
+void transpolyparticle(vec3_t org, vec3_t right, vec3_t up, vec_t scale, unsigned short texnum, unsigned short transpolytype, int ir, int ig, int ib, float alphaf, float s1, float t1, float s2, float t2)
{
- transpoly_t *a, *b;
- int i, j;
- a = &transpoly[*((unsigned short *)ia)];
- b = &transpoly[*((unsigned short *)ib)];
- // easy cases
- if (a->mindistance > b->mindistance && a->maxdistance > b->maxdistance)
- return -1; // behind
- if (a->mindistance < b->mindistance && a->maxdistance < b->maxdistance)
- return 1; // infront
- // hard case
- if (!a->ndist)
- {
- // calculate normal (eek)
- vec3_t v1, v2;
- VectorSubtract(transvert[a->firstvert ].v, transvert[a->firstvert+1].v, v1);
- VectorSubtract(transvert[a->firstvert+2].v, transvert[a->firstvert+1].v, v2);
- CrossProduct(v1, v2, a->n);
- VectorNormalize(a->n);
- a->ndist = DotProduct(transvert[a->firstvert ].v, a->n);
- }
- // check side
- for (i = b->firstvert, j = 0;i < (b->firstvert + b->verts);i++)
- j += DotProduct(transvert[i].v, a->n) < a->ndist; // (1) b is infront of a
- if (j == 0)
- return -1; // (-1) a is behind b
- return j == b->verts; // (1) a is infront of b (0) a and b intersect
-// return (transpoly[*((unsigned short *)ib)].mindistance + transpoly[*((unsigned short *)ib)].maxdistance) - (transpoly[*((unsigned short *)ia)].mindistance + transpoly[*((unsigned short *)ia)].maxdistance);
-}
-*/
+ float center, scale2;
+ int i;
+ vec3_t corner;
+ byte br, bg, bb, ba;
+ transpoly_t *p;
+ transvert_t *v;
+ center = DotProduct(org, vpn) - transviewdist;
+ if (center < 4.0f || currenttranspoly >= MAX_TRANSPOLYS || (currenttransvert + 4) > MAX_TRANSVERTS)
+ return;
-extern qboolean isG200;
+ p = transpoly + (currenttranspoly++);
+ v = transvert + currenttransvert;
-/*
-void transpolysort()
-{
- int i, j, a;
-// qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
- a = true;
- while(a)
+ if (lighthalf)
{
- a = false;
- for (i = 1;i < transpolyindices;i++)
- {
- // easy cases
- if (transpoly[transpolyindex[i - 1]].mindistance > transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance > transpoly[transpolyindex[i]].maxdistance)
- continue; // previous is behind (no swap)
- if (transpoly[transpolyindex[i - 1]].mindistance < transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance < transpoly[transpolyindex[i]].maxdistance)
- goto swap; // previous is infront (swap)
- // hard case
-*/
- /*
- if (!transpoly[transpolyindex[i - 1]].ndist)
- {
- // calculate normal (eek)
- vec3_t v1, v2;
- VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert ].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v1);
- VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert+2].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v2);
- CrossProduct(v1, v2, transpoly[transpolyindex[i - 1]].n);
- VectorNormalize(transpoly[transpolyindex[i - 1]].n);
- transpoly[transpolyindex[i - 1]].ndist = DotProduct(transvert[transpoly[transpolyindex[i - 1]].firstvert ].v, transpoly[transpolyindex[i - 1]].n);
- }
- if (DotProduct(transpoly[transpolyindex[i - 1]].n, vpn) >= 0.0f) // backface
- continue;
- */
-/*
- // check side
- for (i = transpoly[transpolyindex[i]].firstvert;i < (transpoly[transpolyindex[i]].firstvert + transpoly[transpolyindex[i]].verts);i++)
- if (DotProduct(transvert[i].v, transpoly[transpolyindex[i - 1]].n) >= transpoly[transpolyindex[i - 1]].ndist)
- goto noswap; // previous is behind or they intersect
-swap:
- // previous is infront (swap)
- j = transpolyindex[i];
- transpolyindex[i] = transpolyindex[i - 1];
- transpolyindex[i - 1] = j;
- a = true;
-noswap:
- ;
- }
+ ir >>= 1;
+ ig >>= 1;
+ ib >>= 1;
}
+ ir = bound(0, ir, 255);
+ ig = bound(0, ig, 255);
+ ib = bound(0, ib, 255);
+ br = (byte) ir;
+ bg = (byte) ig;
+ bb = (byte) ib;
+
+#if SLOWMATH
+ i = (int) alphaf;
+ if (i > 255)
+ i = 255;
+ ba = (byte) i;
+
+ i = (int) center;
+#else
+ alphaf += 8388608.0f;
+ i = *((long *)&alphaf) & 0x007FFFFF;
+ if (i > 255)
+ i = 255;
+ ba = (byte) i;
+
+ center += 8388608.0f;
+ i = *((long *)¢er) & 0x007FFFFF;
+#endif
+ i = bound(0, i, 4095);
+ currenttranslist->next = translisthash[i];
+ currenttranslist->poly = p;
+ translisthash[i] = currenttranslist++;
+
+ p->texnum = p->fogtexnum = texnum;
+ p->glowtexnum = 0;
+ p->transpolytype = transpolytype;
+ p->firstvert = currenttransvert;
+ p->verts = 4;
+ currenttransvert += 4;
+
+ scale2 = scale * -0.5f;
+ corner[0] = org[0] + (up[0] + right[0]) * scale2;
+ corner[1] = org[1] + (up[1] + right[1]) * scale2;
+ corner[2] = org[2] + (up[2] + right[2]) * scale2;
+ v->s = s1;
+ v->t = t1;
+ v->r = br;
+ v->g = bg;
+ v->b = bb;
+ v->a = ba;
+ v->v[0] = corner[0];
+ v->v[1] = corner[1];
+ v->v[2] = corner[2];
+ v++;
+ v->s = s1;
+ v->t = t2;
+ v->r = br;
+ v->g = bg;
+ v->b = bb;
+ v->a = ba;
+ v->v[0] = corner[0] + up[0] * scale;
+ v->v[1] = corner[1] + up[1] * scale;
+ v->v[2] = corner[2] + up[2] * scale;
+ v++;
+ v->s = s2;
+ v->t = t2;
+ v->r = br;
+ v->g = bg;
+ v->b = bb;
+ v->a = ba;
+ v->v[0] = corner[0] + (up[0] + right[0]) * scale;
+ v->v[1] = corner[1] + (up[1] + right[1]) * scale;
+ v->v[2] = corner[2] + (up[2] + right[2]) * scale;
+ v++;
+ v->s = s2;
+ v->t = t1;
+ v->r = br;
+ v->g = bg;
+ v->b = bb;
+ v->a = ba;
+ v->v[0] = corner[0] + right[0] * scale;
+ v->v[1] = corner[1] + right[1] * scale;
+ v->v[2] = corner[2] + right[2] * scale;
+ v++;
}
-*/
-void transpolyrender()
+void transpolyrender(void)
{
- int i, j, tpolytype, texnum;
- transpoly_t *p;
- if (currenttranspoly < 1)
+ int i, j, k, l, tpolytype, texnum, transvertindices, alpha, currentrendertranspoly;
+ byte fogr, fogg, fogb;
+ vec3_t diff;
+ transpoly_t *p;
+ rendertranspoly_t *r, *rend;
+ translistitem *item;
+
+ if (!r_render.value)
return;
- transpolyrenderminmax();
- if (transpolyindices < 1)
+ if (currenttranspoly < 1)
return;
- // testing
-// Con_DPrintf("transpolyrender: %i polys %i infront %i vertices\n", currenttranspoly, transpolyindices, currenttransvert);
-// if (transpolyindices >= 2)
-// transpolysort();
+
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
- glShadeModel(GL_SMOOTH);
+// glShadeModel(GL_SMOOTH);
glDepthMask(0); // disable zbuffer updates
- if (isG200) // Matrox G200 cards can't handle per pixel alpha
- glEnable(GL_ALPHA_TEST);
- else
- glDisable(GL_ALPHA_TEST);
- // later note: wasn't working on my TNT drivers... strangely... used a cheaper hack in transpolyvert
- //// offset by 16 depth units so decal sprites appear infront of walls
- //glPolygonOffset(1, -16);
- //glEnable(GL_POLYGON_OFFSET_FILL);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- tpolytype = TPOLYTYPE_ALPHA;
- texnum = -1;
- /*
- if (gl_vertexarrays.value)
+
+ // set up the vertex array
+ glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(transvert[0]), transvert);
+
+ currentrendertranspoly = 0;
+ transvertindices = 0;
+ fogr = (byte) bound(0, (int) (fogcolor[0] * 255.0f), 255);
+ fogg = (byte) bound(0, (int) (fogcolor[1] * 255.0f), 255);
+ fogb = (byte) bound(0, (int) (fogcolor[2] * 255.0f), 255);
+ if (gl_transpolytris.value)
{
- // set up the vertex array
- qglInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
- for (i = 0;i < transpolyindices;i++)
+ int glowtexnum, fogtexnum;
+ for (i = 4095;i >= 0;i--)
{
- p = &transpoly[transpolyindex[i]];
- if (p->texnum != texnum || p->transpolytype != tpolytype)
+ item = translisthash[i];
+ while(item)
{
- if (p->texnum != texnum)
+ p = item->poly;
+ item = item->next;
+ glowtexnum = p->glowtexnum;
+ fogtexnum = p->fogtexnum;
+
+#define POLYTOTRI(pfirstvert, ptexnum, ptranspolytype) \
+ l = pfirstvert;\
+ r = &rendertranspoly[currentrendertranspoly++];\
+ r->tex = ptexnum;\
+ r->type = ptranspolytype;\
+ if (p->verts == 4)\
+ {\
+ transvertindex[transvertindices] = l;\
+ transvertindex[transvertindices + 1] = l + 1;\
+ transvertindex[transvertindices + 2] = l + 2;\
+ transvertindex[transvertindices + 3] = l;\
+ transvertindex[transvertindices + 4] = l + 2;\
+ transvertindex[transvertindices + 5] = l + 3;\
+ transvertindices += 6;\
+ r->indices = 6;\
+ }\
+ else if (p->verts == 3)\
+ {\
+ transvertindex[transvertindices] = l;\
+ transvertindex[transvertindices + 1] = l + 1;\
+ transvertindex[transvertindices + 2] = l + 2;\
+ transvertindices += 3;\
+ r->indices = 3;\
+ }\
+ else\
+ {\
+ for (j = l + p->verts, k = l + 2;k < j;k++)\
+ {\
+ transvertindex[transvertindices] = l;\
+ transvertindex[transvertindices + 1] = k - 1;\
+ transvertindex[transvertindices + 2] = k;\
+ transvertindices += 3;\
+ }\
+ r->indices = (p->verts - 2) * 3;\
+ }
+
+ POLYTOTRI(p->firstvert, p->texnum, p->transpolytype)
+
+ if (p->glowtexnum)
{
- texnum = p->texnum;
- glBindTexture(GL_TEXTURE_2D, texnum);
+ // make another poly for glow effect
+ if (currenttranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
+ {
+ memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+ POLYTOTRI(currenttransvert, p->glowtexnum, TPOLYTYPE_ADD)
+ for (j = 0;j < p->verts;j++)
+ {
+ transvert[currenttransvert].r = transvert[currenttransvert].g = transvert[currenttransvert].b = 255;
+ currenttransvert++;
+ }
+ }
}
- if (p->transpolytype != tpolytype)
+
+ if (fogenabled)
{
- tpolytype = p->transpolytype;
- if (tpolytype == TPOLYTYPE_ADD) // additive
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- else // alpha
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // make another poly for fog
+ if (currenttranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
+ {
+ memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+ POLYTOTRI(currenttransvert, p->fogtexnum, TPOLYTYPE_ALPHA)
+ for (j = 0, k = p->firstvert;j < p->verts;j++, k++)
+ {
+ transvert[currenttransvert].r = fogr;
+ transvert[currenttransvert].g = fogg;
+ transvert[currenttransvert].b = fogb;
+ VectorSubtract(transvert[currenttransvert].v, r_origin, diff);
+ alpha = transvert[currenttransvert].a * exp(fogdensity / DotProduct(diff, diff));
+ transvert[currenttransvert].a = (byte) bound(0, alpha, 255);
+ currenttransvert++;
+ }
+ }
}
}
- qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
- if (p->glowtexnum)
- {
- texnum = p->glowtexnum; // highly unlikely to match next poly, but...
- glBindTexture(GL_TEXTURE_2D, texnum);
- tpolytype = TPOLYTYPE_ADD; // might match next poly
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
- }
}
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
}
else
- */
{
- int points = -1;
- transvert_t *vert;
- for (i = 0;i < transpolyindices;i++)
+ for (i = 4095;i >= 0;i--)
{
- p = &transpoly[transpolyindex[i]];
- if (p->texnum != texnum || p->verts != points || p->transpolytype != tpolytype)
+ item = translisthash[i];
+ while(item)
{
- glEnd();
- if (isG200)
- {
- if (p->fogtexnum) // alpha
- glEnable(GL_ALPHA_TEST);
- else
- glDisable(GL_ALPHA_TEST);
- }
- if (p->texnum != texnum)
- {
- texnum = p->texnum;
- glBindTexture(GL_TEXTURE_2D, texnum);
- }
- if (p->transpolytype != tpolytype)
+ p = item->poly;
+ item = item->next;
+
+ l = p->firstvert;
+ r = &rendertranspoly[currentrendertranspoly++];
+ r->tex = p->texnum;
+ r->type = p->transpolytype;
+ r->indices = p->verts;
+
+ for (j = l + p->verts, k = l;k < j;k++)
+ transvertindex[transvertindices++] = k;
+
+ if (p->glowtexnum)
{
- tpolytype = p->transpolytype;
- if (tpolytype == TPOLYTYPE_ADD) // additive
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- else // alpha
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // make another poly for glow effect
+ if (currentrendertranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
+ {
+ l = currenttransvert;
+ r = &rendertranspoly[currentrendertranspoly++];
+ r->tex = p->glowtexnum;
+ r->type = TPOLYTYPE_ADD;
+ r->indices = p->verts;
+
+ memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+ for (j = 0;j < p->verts;j++)
+ {
+ transvert[currenttransvert].r = transvert[currenttransvert].g = transvert[currenttransvert].b = 255;
+ transvertindex[transvertindices++] = currenttransvert++;
+ }
+ }
}
- points = p->verts;
- switch (points)
+ if (fogenabled)
{
- case 3:
- glBegin(GL_TRIANGLES);
- break;
- case 4:
- glBegin(GL_QUADS);
- break;
- default:
- glBegin(GL_TRIANGLE_FAN);
- points = -1; // to force a reinit on the next poly
- break;
+ // make another poly for fog
+ if (currentrendertranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
+ {
+ l = currenttransvert;
+ r = &rendertranspoly[currentrendertranspoly++];
+ r->tex = p->fogtexnum;
+ r->type = TPOLYTYPE_ALPHA;
+ r->indices = p->verts;
+
+ memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+ for (j = 0;j < p->verts;j++)
+ {
+ transvert[currenttransvert].r = fogr;
+ transvert[currenttransvert].g = fogg;
+ transvert[currenttransvert].b = fogb;
+ VectorSubtract(transvert[currenttransvert].v, r_origin, diff);
+ alpha = transvert[currenttransvert].a * exp(fogdensity / DotProduct(diff, diff));
+ transvert[currenttransvert].a = (byte) bound(0, alpha, 255);
+ transvertindex[transvertindices++] = currenttransvert++;
+ }
+ }
}
}
- for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+ }
+ }
+
+ GL_LockArray(0, currenttransvert);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ tpolytype = TPOLYTYPE_ALPHA;
+ texnum = -1;
+ transvertindices = 0;
+ r = rendertranspoly;
+ rend = r + currentrendertranspoly;
+ while(r < rend)
+ {
+ if (texnum != r->tex)
+ {
+ texnum = r->tex;
+ glBindTexture(GL_TEXTURE_2D, texnum);
+ }
+ if (tpolytype != r->type)
+ {
+ tpolytype = r->type;
+ if (tpolytype == TPOLYTYPE_ADD) // additive
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else // alpha
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ k = transvertindices;
+ if (gl_transpolytris.value)
+ {
+ do
+ transvertindices += r->indices, r++;
+ while (r < rend && r->tex == texnum && r->type == tpolytype);
+ glDrawElements(GL_TRIANGLES, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+ }
+ else
+ {
+ if (r->indices == 4)
{
- // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
- glTexCoord2f(vert->s, vert->t);
- // again, vector version isn't supported I think
- glColor4ub(vert->r, vert->g, vert->b, vert->a);
- glVertex3fv(vert->v);
+ do
+ transvertindices += 4, r++;
+ while (r < rend && r->indices == 4 && r->tex == texnum && r->type == tpolytype);
+ glDrawElements(GL_QUADS, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
}
- if (p->glowtexnum)
+ else if (r->indices == 3)
{
- glEnd();
- texnum = p->glowtexnum; // highly unlikely to match next poly, but...
- glBindTexture(GL_TEXTURE_2D, texnum);
- if (tpolytype != TPOLYTYPE_ADD)
- {
- tpolytype = TPOLYTYPE_ADD; // might match next poly
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- }
- points = -1;
- glBegin(GL_TRIANGLE_FAN);
- for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
- {
- glColor4ub(255,255,255,vert->a);
- // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
- glTexCoord2f(vert->s, vert->t);
- glVertex3fv(vert->v);
- }
- glEnd();
+ do
+ transvertindices += 3, r++;
+ while (r < rend && r->indices == 3 && r->tex == texnum && r->type == tpolytype);
+ glDrawElements(GL_TRIANGLES, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
}
- if (fogenabled && p->transpolytype == TPOLYTYPE_ALPHA)
+ else
{
- vec3_t diff;
- glEnd();
- points = -1; // to force a reinit on the next poly
- if (tpolytype != TPOLYTYPE_ALPHA)
- {
- tpolytype = TPOLYTYPE_ALPHA; // probably matchs next poly
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- if (p->fogtexnum)
- {
- if (texnum != p->fogtexnum) // highly unlikely to match next poly, but...
- {
- texnum = p->fogtexnum;
- glBindTexture(GL_TEXTURE_2D, texnum);
- }
- glBegin(GL_TRIANGLE_FAN);
- for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
- {
- VectorSubtract(vert->v, r_refdef.vieworg,diff);
- glTexCoord2f(vert->s, vert->t);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
- glVertex3fv(vert->v);
- }
- glEnd ();
- }
- else
- {
- glDisable(GL_TEXTURE_2D);
- glBegin(GL_TRIANGLE_FAN);
- for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
- {
- VectorSubtract(vert->v, r_refdef.vieworg,diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
- glVertex3fv(vert->v);
- }
- glEnd ();
- glEnable(GL_TEXTURE_2D);
- }
+ transvertindices += r->indices, r++;
+ glDrawElements(GL_POLYGON, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
}
}
- glEnd();
}
- //glDisable(GL_POLYGON_OFFSET_FILL);
+ GL_UnlockArray();
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(1); // enable zbuffer updates
- glDisable(GL_ALPHA_TEST);
+ glDisable(GL_BLEND);
+ glColor3f(1,1,1);
+
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+
}
-void wallpolyclear()
+void wallpolyclear(void)
{
+ if (!gl_mtexable)
+ r_multitexture.value = 0;
currentwallpoly = currentwallvert = 0;
}
-extern qboolean lighthalf;
-void wallpolyrender()
+// render walls and fullbrights, but not fog
+void wallpolyrender1(void)
{
int i, j, texnum, lighttexnum;
wallpoly_t *p;
wallvert_t *vert;
+ wallvertcolor_t *vertcolor;
+ if (!r_render.value)
+ return;
if (currentwallpoly < 1)
return;
+ c_brush_polys += currentwallpoly;
// testing
//Con_DPrintf("wallpolyrender: %i polys %i vertices\n", currentwallpoly, currentwallvert);
- if (!gl_mtexable)
- gl_multitexture.value = 0;
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glShadeModel(GL_FLAT);
+// glShadeModel(GL_FLAT);
// make sure zbuffer is enabled
glEnable(GL_DEPTH_TEST);
- glDisable(GL_ALPHA_TEST);
+// glDisable(GL_ALPHA_TEST);
glDepthMask(1);
glColor3f(1,1,1);
if (r_fullbright.value) // LordHavoc: easy to do fullbright...
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
texnum = -1;
- for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
if (p->texnum != texnum)
{
}
vert = &wallvert[p->firstvert];
glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
+ for (j=0 ; j<p->numverts ; j++, vert++)
{
- glTexCoord2f (vert->s, vert->t);
+ glTexCoord2f (vert->vert[3], vert->vert[4]);
glVertex3fv (vert->vert);
}
glEnd ();
}
}
- else if (gl_multitexture.value)
+ else if (r_multitexture.value)
{
- qglSelectTexture(gl_mtex_enum+0);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- glEnable(GL_TEXTURE_2D);
- qglSelectTexture(gl_mtex_enum+1);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glEnable(GL_TEXTURE_2D);
+ if (gl_combine.value)
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+ glEnable(GL_TEXTURE_2D);
+ qglActiveTexture(GL_TEXTURE1_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 4.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+ glEnable(GL_TEXTURE_2D);
+ }
+ else
+ {
+ qglActiveTexture(GL_TEXTURE0_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glEnable(GL_TEXTURE_2D);
+ qglActiveTexture(GL_TEXTURE1_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glEnable(GL_TEXTURE_2D);
+ }
texnum = -1;
lighttexnum = -1;
- for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
-// if (p->texnum != texnum || p->lighttexnum != lighttexnum)
-// {
+ if (p->texnum != texnum)
+ {
texnum = p->texnum;
- lighttexnum = p->lighttexnum;
- qglSelectTexture(gl_mtex_enum+0);
+ qglActiveTexture(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, texnum);
- qglSelectTexture(gl_mtex_enum+1);
+ qglActiveTexture(GL_TEXTURE1_ARB);
+ }
+ if (p->lighttexnum != lighttexnum)
+ {
+ lighttexnum = p->lighttexnum;
glBindTexture(GL_TEXTURE_2D, lighttexnum);
-// }
+ }
vert = &wallvert[p->firstvert];
glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
+ for (j=0 ; j<p->numverts ; j++, vert++)
{
- qglMTexCoord2f(gl_mtex_enum, vert->s, vert->t); // texture
- qglMTexCoord2f((gl_mtex_enum+1), vert->u, vert->v); // lightmap
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB, vert->vert[3], vert->vert[4]); // texture
+ qglMultiTexCoord2f(GL_TEXTURE1_ARB, vert->vert[5], vert->vert[6]); // lightmap
glVertex3fv (vert->vert);
}
glEnd ();
}
- qglSelectTexture(gl_mtex_enum+1);
+ qglActiveTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- qglSelectTexture(gl_mtex_enum+0);
+ qglActiveTexture(GL_TEXTURE0_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
// first do the textures
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
texnum = -1;
- for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
if (p->texnum != texnum)
{
}
vert = &wallvert[p->firstvert];
glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
+ for (j=0 ; j<p->numverts ; j++, vert++)
{
- glTexCoord2f (vert->s, vert->t);
+ glTexCoord2f (vert->vert[3], vert->vert[4]);
glVertex3fv (vert->vert);
}
glEnd ();
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glEnable(GL_BLEND);
texnum = -1;
- for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+ for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
{
if (p->lighttexnum != texnum)
{
}
vert = &wallvert[p->firstvert];
glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
+ for (j=0 ; j<p->numverts ; j++, vert++)
{
- glTexCoord2f (vert->u, vert->v);
+ glTexCoord2f (vert->vert[5], vert->vert[6]);
glVertex3fv (vert->vert);
}
glEnd ();
}
}
- // render glow textures
+ // switch to additive mode settings
glDepthMask(0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
+// glDisable(GL_ALPHA_TEST);
+// glShadeModel(GL_SMOOTH);
+ // render vertex lit overlays ontop
+ texnum = -1;
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
+ {
+ if (!p->lit)
+ continue;
+ for (j = 0,vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vertcolor++)
+ if (vertcolor->r || vertcolor->g || vertcolor->b)
+ goto lit;
+ continue;
+lit:
+ c_light_polys++;
+ if (p->texnum != texnum)
+ {
+ texnum = p->texnum;
+ glBindTexture(GL_TEXTURE_2D, texnum);
+ }
+ glBegin(GL_POLYGON);
+ for (j = 0,vert = &wallvert[p->firstvert], vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vert++, vertcolor++)
+ {
+ // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
+ glTexCoord2f(vert->vert[3], vert->vert[4]);
+ // again, vector version isn't supported I think
+ glColor3ub(vertcolor->r, vertcolor->g, vertcolor->b);
+ glVertex3fv(vert->vert);
+ }
+ glEnd();
+ }
+ // render glow textures
+// glShadeModel(GL_FLAT);
if (lighthalf)
glColor3f(0.5,0.5,0.5);
else
glColor3f(1,1,1);
texnum = -1;
- for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
if (!p->glowtexnum)
continue;
}
vert = &wallvert[p->firstvert];
glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
+ for (j=0 ; j<p->numverts ; j++, vert++)
{
- glTexCoord2f (vert->s, vert->t);
+ glTexCoord2f (vert->vert[3], vert->vert[4]);
glVertex3fv (vert->vert);
}
- glEnd ();
+ glEnd();
}
glColor3f(1,1,1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glShadeModel(GL_SMOOTH);
+// glDisable(GL_ALPHA_TEST);
+// glShadeModel(GL_SMOOTH);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+}
+
+// render fog
+void wallpolyrender2(void)
+{
+ if (!r_render.value)
+ return;
+ if (currentwallpoly < 1)
+ return;
if (fogenabled)
{
+ int i, j, alpha, fogr, fogg, fogb;
+ wallpoly_t *p;
+ wallvert_t *vert;
vec3_t diff;
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+// glShadeModel(GL_SMOOTH);
glDisable(GL_TEXTURE_2D);
- for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+ fogr = (byte) bound(0, (int) (fogcolor[0] * 255.0f), 255);
+ fogg = (byte) bound(0, (int) (fogcolor[1] * 255.0f), 255);
+ fogb = (byte) bound(0, (int) (fogcolor[2] * 255.0f), 255);
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
vert = &wallvert[p->firstvert];
glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
+ for (j=0 ; j<p->numverts ; j++, vert++)
{
- VectorSubtract(vert->vert, r_refdef.vieworg,diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+ VectorSubtract(vert->vert, r_origin, diff);
+ alpha = 255.0f * exp(fogdensity/DotProduct(diff,diff));
+ alpha = bound(0, alpha, 255);
+ glColor4ub(fogr, fogg, fogb, (byte) alpha);
glVertex3fv (vert->vert);
}
glEnd ();
}
glEnable(GL_TEXTURE_2D);
+ glColor3f(1,1,1);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
}
- glDisable(GL_BLEND);
- glDepthMask(1);
}
-void skypolyclear()
+static int skyrendersphere;
+static int skyrenderbox;
+static int skyrenderglquakepolys;
+static int skyrendertwolayers;
+static int skyrendercombine;
+
+void skypolyclear(void)
{
currentskypoly = currentskyvert = 0;
+ skyrendersphere = false;
+ skyrenderbox = false;
+ skyrenderglquakepolys = false;
+ skyrendertwolayers = false;
+ skyrendercombine = false;
+ if (r_skyquality.value >= 1 && !fogenabled)
+ {
+ if (skyavailable_box)
+ skyrenderbox = true;
+ else if (skyavailable_quake)
+ {
+ switch((int) r_skyquality.value)
+ {
+ case 1:
+ skyrenderglquakepolys = true;
+ break;
+ case 2:
+ skyrenderglquakepolys = true;
+ skyrendertwolayers = true;
+ if (gl_combine.value)
+ skyrendercombine = true;
+ break;
+ case 3:
+ skyrendersphere = true;
+ break;
+ default:
+ case 4:
+ skyrendersphere = true;
+ skyrendertwolayers = true;
+ if (gl_combine.value)
+ skyrendercombine = true;
+ break;
+ }
+ }
+ }
+ if (r_mergesky.value && (skyrenderglquakepolys || skyrendersphere))
+ {
+ skyrendertwolayers = false;
+ skyrendercombine = false;
+// R_BuildSky((int) (cl.time * 8.0), (int) (cl.time * 16.0));
+// R_BuildSky((int) (cl.time * -8.0), 0);
+ R_BuildSky(0, (int) (cl.time * 8.0));
+ }
+
}
-extern qboolean isATI;
-void skypolyrender()
+static void R_Sky(void);
+
+void skypolyrender(void)
{
int i, j;
skypoly_t *p;
skyvert_t *vert;
+ float length, speedscale;
+ vec3_t dir;
+ float y, number;
+ if (!r_render.value)
+ return;
if (currentskypoly < 1)
return;
- // testing
-// Con_DPrintf("skypolyrender: %i polys %i vertices\n", currentskypoly, currentskyvert);
- glDisable(GL_TEXTURE_2D);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glDisable(GL_ALPHA_TEST);
+// glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
// make sure zbuffer is enabled
glEnable(GL_DEPTH_TEST);
glDepthMask(1);
- glColor3fv(fogcolor); // note: gets rendered over by sky if fog is not enabled
- for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
+ glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ GL_LockArray(0, currentskyvert);
+ speedscale = cl.time * (8.0/128.0);
+ speedscale -= (int)speedscale;
+ for (vert = skyvert, j = 0;j < currentskyvert;j++, vert++)
{
- vert = &skyvert[p->firstvert];
- glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
- glVertex3fv (vert->v);
- glEnd ();
+ VectorSubtract (vert->v, r_origin, dir);
+ // flatten the sphere
+ dir[2] *= 3;
+
+ // LordHavoc: fast version
+ number = DotProduct(dir, dir);
+ *((long *)&y) = 0x5f3759df - ((* (long *) &number) >> 1);
+ length = 3.0f * (y * (1.5f - (number * 0.5f * y * y)));
+ // LordHavoc: slow version
+ //length = 3.0f / sqrt(DotProduct(dir, dir));
+
+ vert->tex2[0] = speedscale + (vert->tex[0] = speedscale + dir[0] * length);
+ vert->tex2[1] = speedscale + (vert->tex[1] = speedscale + dir[1] * length);
}
- glColor3f(1,1,1);
- glEnable(GL_TEXTURE_2D);
+
+ glDisable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ if (skyrenderglquakepolys)
+ {
+ glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ if (skyrendercombine)
+ {
+ // upper clouds
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? solidskytexture_half : solidskytexture));
+
+ // set up the second texcoord array
+ // switch texcoord array selector to TMU 1
+ qglClientActiveTexture(GL_TEXTURE1_ARB);
+ glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex2[0]);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ // render both layers as one pass using GL_ARB_texture_env_combine
+ // TMU 0 is already selected, the TMU 0 texcoord array is already
+ // set up, the texture is bound, and texturing is already enabled,
+ // so just set up COMBINE
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+
+ // set up TMU 1
+ qglActiveTexture(GL_TEXTURE1_ARB);
+ // lower clouds
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? alphaskytexture_half : alphaskytexture));
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+ glEnable(GL_TEXTURE_2D);
+
+ // draw it
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisable(GL_TEXTURE_2D);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ qglActiveTexture(GL_TEXTURE0_ARB);
+ // switch texcoord array selector back to TMU 0
+ qglClientActiveTexture(GL_TEXTURE0_ARB);
+ // the TMU 0 texcoord array is disabled by the code below
+ }
+ else
+ {
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ if (r_mergesky.value)
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
+ else
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+ if(lighthalf)
+ glColor3f(0.5f, 0.5f, 0.5f);
+ else
+ glColor3f(1.0f,1.0f,1.0f);
+ glEnable(GL_TEXTURE_2D);
+ GL_LockArray(0, currentskyvert);
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+ GL_UnlockArray();
+ if (skyrendertwolayers)
+ {
+ glEnable(GL_BLEND);
+ glDepthMask(0);
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+ // switch to lower clouds texcoord array
+ glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex2[0]);
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+ glDepthMask(1);
+ glDisable(GL_BLEND);
+ }
+ glColor3f(1,1,1);
+ }
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+ else
+ {
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glDisable(GL_TEXTURE_2D);
+ // note: this color is not seen if skyrendersphere or skyrenderbox is on
+ glColor3fv(fogcolor);
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+ glColor3f(1,1,1);
+ glEnable(GL_TEXTURE_2D);
+ }
+ GL_UnlockArray();
+ glDisableClientState(GL_VERTEX_ARRAY);
+
+ R_Sky();
+}
+
+static char skyname[256];
+
+/*
+==================
+R_SetSkyBox
+==================
+*/
+static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
+static rtexture_t *skyboxside[6];
+int R_SetSkyBox(char *sky)
+{
+ int i;
+ char name[1024];
+ byte* image_rgba;
+
+ if (strcmp(sky, skyname) == 0) // no change
+ return true;
+
+ if (strlen(sky) > 1000)
+ {
+ Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
+ return false;
+ }
+
+ skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
+ skyavailable_box = false;
+ skyname[0] = 0;
+
+ if (!sky[0])
+ return true;
+
+ for (i = 0;i < 6;i++)
+ {
+ sprintf (name, "env/%s%s", sky, suf[i]);
+ if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
+ {
+ sprintf (name, "gfx/env/%s%s", sky, suf[i]);
+ if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
+ {
+ Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]);
+ continue;
+ }
+ }
+ skyboxside[i] = R_LoadTexture(va("skyboxside%d", i), image_width, image_height, image_rgba, TEXF_RGBA | TEXF_PRECACHE);
+ qfree(image_rgba);
+ }
+
+ if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
+ {
+ skyavailable_box = true;
+ strcpy(skyname, sky);
+ return true;
+ }
+ return false;
+}
+
+// LordHavoc: added LoadSky console command
+void LoadSky_f (void)
+{
+ switch (Cmd_Argc())
+ {
+ case 1:
+ if (skyname[0])
+ Con_Printf("current sky: %s\n", skyname);
+ else
+ Con_Printf("no skybox has been set\n");
+ break;
+ case 2:
+ if (R_SetSkyBox(Cmd_Argv(1)))
+ {
+ if (skyname[0])
+ Con_Printf("skybox set to %s\n", skyname);
+ else
+ Con_Printf("skybox disabled\n");
+ }
+ else
+ Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
+ break;
+ default:
+ Con_Printf("usage: loadsky skyname\n");
+ break;
+ }
+}
+
+#define R_SkyBoxPolyVec(s,t,x,y,z) \
+ glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
+ glVertex3f((x) * 1024.0 + r_origin[0], (y) * 1024.0 + r_origin[1], (z) * 1024.0 + r_origin[2]);
+
+static void R_SkyBox(void)
+{
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(0);
+ glDisable (GL_BLEND);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ if (lighthalf)
+ glColor3f(0.5,0.5,0.5);
+ else
+ glColor3f(1,1,1);
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[3])); // front
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, 1, -1, 1);
+ R_SkyBoxPolyVec(1, 1, 1, -1, -1);
+ R_SkyBoxPolyVec(0, 1, 1, 1, -1);
+ R_SkyBoxPolyVec(0, 0, 1, 1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[1])); // back
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, -1, 1, 1);
+ R_SkyBoxPolyVec(1, 1, -1, 1, -1);
+ R_SkyBoxPolyVec(0, 1, -1, -1, -1);
+ R_SkyBoxPolyVec(0, 0, -1, -1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[0])); // right
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, 1, 1, 1);
+ R_SkyBoxPolyVec(1, 1, 1, 1, -1);
+ R_SkyBoxPolyVec(0, 1, -1, 1, -1);
+ R_SkyBoxPolyVec(0, 0, -1, 1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[2])); // left
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, -1, -1, 1);
+ R_SkyBoxPolyVec(1, 1, -1, -1, -1);
+ R_SkyBoxPolyVec(0, 1, 1, -1, -1);
+ R_SkyBoxPolyVec(0, 0, 1, -1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[4])); // up
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, 1, -1, 1);
+ R_SkyBoxPolyVec(1, 1, 1, 1, 1);
+ R_SkyBoxPolyVec(0, 1, -1, 1, 1);
+ R_SkyBoxPolyVec(0, 0, -1, -1, 1);
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[5])); // down
+ glBegin(GL_QUADS);
+ R_SkyBoxPolyVec(1, 0, 1, 1, -1);
+ R_SkyBoxPolyVec(1, 1, 1, -1, -1);
+ R_SkyBoxPolyVec(0, 1, -1, -1, -1);
+ R_SkyBoxPolyVec(0, 0, -1, 1, -1);
+ glEnd();
+ glDepthMask(1);
+ glEnable (GL_DEPTH_TEST);
+ glColor3f (1,1,1);
+}
+
+static float skysphere[33*33*5];
+static int skysphereindices[32*32*6];
+static void skyspherecalc(float *sphere, float dx, float dy, float dz)
+{
+ float a, b, x, ax, ay, v[3], length;
+ int i, j, *index;
+ for (a = 0;a <= 1;a += (1.0 / 32.0))
+ {
+ ax = cos(a * M_PI * 2);
+ ay = -sin(a * M_PI * 2);
+ for (b = 0;b <= 1;b += (1.0 / 32.0))
+ {
+ x = cos(b * M_PI * 2);
+ v[0] = ax*x * dx;
+ v[1] = ay*x * dy;
+ v[2] = -sin(b * M_PI * 2) * dz;
+ length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
+ *sphere++ = v[0] * length;
+ *sphere++ = v[1] * length;
+ *sphere++ = v[0];
+ *sphere++ = v[1];
+ *sphere++ = v[2];
+ }
+ }
+ index = skysphereindices;
+ for (j = 0;j < 32;j++)
+ {
+ for (i = 0;i < 32;i++)
+ {
+ *index++ = j * 33 + i;
+ *index++ = j * 33 + i + 1;
+ *index++ = (j + 1) * 33 + i;
+
+ *index++ = j * 33 + i + 1;
+ *index++ = (j + 1) * 33 + i + 1;
+ *index++ = (j + 1) * 33 + i;
+ }
+ i++;
+ }
+}
+
+static void skyspherearrays(float *vert, float *tex, float *tex2, float *source, float s, float s2)
+{
+ float *v, *t, *t2;
+ int i;
+ v = vert;
+ t = tex;
+ t2 = tex2;
+ for (i = 0;i < (33*33);i++)
+ {
+ *t++ = source[0] + s;
+ *t++ = source[1] + s;
+ *t2++ = source[0] + s2;
+ *t2++ = source[1] + s2;
+ *v++ = source[2] + r_origin[0];
+ *v++ = source[3] + r_origin[1];
+ *v++ = source[4] + r_origin[2];
+ *v++ = 0;
+ source += 5;
+ }
+}
+
+static void R_SkySphere(void)
+{
+ float speedscale, speedscale2;
+ float vert[33*33*4], tex[33*33*2], tex2[33*33*2];
+ static qboolean skysphereinitialized = false;
+ if (!skysphereinitialized)
+ {
+ skysphereinitialized = true;
+ skyspherecalc(skysphere, 1024, 1024, 1024 / 3);
+ }
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(0);
+ glDisable (GL_BLEND);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (lighthalf)
+ glColor3f(0.5,0.5,0.5);
+ else
+ glColor3f(1,1,1);
+ speedscale = cl.time*8.0/128.0;
+ speedscale -= (int)speedscale;
+ speedscale2 = cl.time*16.0/128.0;
+ speedscale2 -= (int)speedscale2;
+ skyspherearrays(vert, tex, tex2, skysphere, speedscale, speedscale2);
+ glVertexPointer(3, GL_FLOAT, sizeof(float) * 4, vert);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ // do not lock the texcoord array, because it will be switched
+ GL_LockArray(0, 32*32*6);
+ glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if (r_mergesky.value)
+ {
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
+ glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+ }
+ else
+ {
+ // LordHavoc: note that this combine operation does not use the color,
+ // so it has to use alternate textures in lighthalf mode
+ if (skyrendercombine)
+ {
+ // upper clouds
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? solidskytexture_half : solidskytexture));
+
+ // set up the second texcoord array
+ // switch texcoord array selector to TMU 1
+ qglClientActiveTexture(GL_TEXTURE1_ARB);
+ glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex2);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+
+ // render both layers as one pass using GL_ARB_texture_env_combine
+ // TMU 0 is already selected, the TMU 0 texcoord array is already
+ // set up, the texture is bound, and texturing is already enabled,
+ // so just set up COMBINE
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+
+ // set up TMU 1
+ qglActiveTexture(GL_TEXTURE1_ARB);
+ // lower clouds
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? alphaskytexture_half : alphaskytexture));
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+ glEnable(GL_TEXTURE_2D);
+
+ // draw it
+ glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisable(GL_TEXTURE_2D);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ qglActiveTexture(GL_TEXTURE0_ARB);
+ // switch texcoord array selector back to TMU 0
+ qglClientActiveTexture(GL_TEXTURE0_ARB);
+ // the TMU 0 texcoord array is disabled by the code below
+ }
+ else
+ {
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+ glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+
+ if (skyrendertwolayers)
+ {
+ glEnable (GL_BLEND);
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+ glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex2);
+ glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+ glDisable (GL_BLEND);
+ }
+ }
+ }
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ GL_UnlockArray();
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glDepthMask(1);
+ glEnable (GL_DEPTH_TEST);
+ glColor3f (1,1,1);
+}
+
+static void R_Sky(void)
+{
+ if (!r_render.value)
+ return;
+ if (skyrendersphere)
+ R_SkySphere();
+ else if (skyrenderbox)
+ R_SkyBox();
+}
+
+//===============================================================
+
+static byte skyupperlayerpixels[128*128*4];
+static byte skylowerlayerpixels[128*128*4];
+static byte skymergedpixels[128*128*4];
+
+static void R_BuildSky (int scrollupper, int scrolllower)
+{
+ int x, y, ux, uy, lx, ly;
+ byte *m, *u, *l;
+ m = skymergedpixels;
+ for (y = 0;y < 128;y++)
+ {
+ uy = (y + scrollupper) & 127;
+ ly = (y + scrolllower) & 127;
+ for (x = 0;x < 128;x++)
+ {
+ ux = (x + scrollupper) & 127;
+ lx = (x + scrolllower) & 127;
+ u = &skyupperlayerpixels[(uy * 128 + ux) * 4];
+ l = &skylowerlayerpixels[(ly * 128 + lx) * 4];
+ if (l[3])
+ {
+ if (l[3] == 255)
+ *((int *)m) = *((int *)l);
+ else
+ {
+ m[0] = ((((int) l[0] - (int) u[0]) * (int) l[3]) >> 8) + (int) u[0];
+ m[1] = ((((int) l[1] - (int) u[1]) * (int) l[3]) >> 8) + (int) u[1];
+ m[2] = ((((int) l[2] - (int) u[2]) * (int) l[3]) >> 8) + (int) u[2];
+ m[3] = 255;
+ }
+ }
+ else
+ *((int *)m) = *((int *)u);
+ m += 4;
+ }
+ }
+ // FIXME: implement generated texture callbacks to speed this up? (skip identifier lookup, CRC, memcpy, etc)
+ if (mergeskytexture)
+ {
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture));
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, skymergedpixels);
+ }
+ else
+ mergeskytexture = R_LoadTexture("mergedskytexture", 128, 128, skymergedpixels, TEXF_RGBA | TEXF_ALWAYSPRECACHE);
+}
+
+/*
+=============
+R_InitSky
+
+A sky texture is 256*128, with the right side being a masked overlay
+==============
+*/
+void R_InitSky (byte *src, int bytesperpixel)
+{
+ int i, j, p;
+ unsigned trans[128*128];
+ unsigned transpix;
+ int r, g, b;
+ unsigned *rgba;
+
+ if (!isworldmodel)
+ return;
+
+ strcpy(skyworldname, loadmodel->name);
+ if (bytesperpixel == 4)
+ {
+ for (i = 0;i < 128;i++)
+ for (j = 0;j < 128;j++)
+ trans[(i*128) + j] = src[i*256+j+128];
+ }
+ else
+ {
+ // make an average value for the back to avoid
+ // a fringe on the top level
+ r = g = b = 0;
+ for (i=0 ; i<128 ; i++)
+ {
+ for (j=0 ; j<128 ; j++)
+ {
+ p = src[i*256 + j + 128];
+ rgba = &d_8to24table[p];
+ trans[(i*128) + j] = *rgba;
+ r += ((byte *)rgba)[0];
+ g += ((byte *)rgba)[1];
+ b += ((byte *)rgba)[2];
+ }
+ }
+
+ ((byte *)&transpix)[0] = r/(128*128);
+ ((byte *)&transpix)[1] = g/(128*128);
+ ((byte *)&transpix)[2] = b/(128*128);
+ ((byte *)&transpix)[3] = 0;
+ }
+
+ memcpy(skyupperlayerpixels, trans, 128*128*4);
+
+ solidskytexture = R_LoadTexture ("sky_solidtexture", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
+ for (i = 0;i < 128*128;i++)
+ {
+ ((byte *)&trans[i])[0] >>= 1;
+ ((byte *)&trans[i])[1] >>= 1;
+ ((byte *)&trans[i])[2] >>= 1;
+ }
+ solidskytexture_half = R_LoadTexture ("sky_solidtexture_half", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
+
+ if (bytesperpixel == 4)
+ {
+ for (i = 0;i < 128;i++)
+ for (j = 0;j < 128;j++)
+ trans[(i*128) + j] = src[i*256+j];
+ }
+ else
+ {
+ for (i=0 ; i<128 ; i++)
+ {
+ for (j=0 ; j<128 ; j++)
+ {
+ p = src[i*256 + j];
+ if (p == 0)
+ trans[(i*128) + j] = transpix;
+ else
+ trans[(i*128) + j] = d_8to24table[p];
+ }
+ }
+ }
+
+ memcpy(skylowerlayerpixels, trans, 128*128*4);
+
+ alphaskytexture = R_LoadTexture ("sky_alphatexture", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+ for (i = 0;i < 128*128;i++)
+ {
+ ((byte *)&trans[i])[0] >>= 1;
+ ((byte *)&trans[i])[1] >>= 1;
+ ((byte *)&trans[i])[2] >>= 1;
+ }
+ alphaskytexture_half = R_LoadTexture ("sky_alphatexture_half", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
}